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vipermaw82
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Originally posted by Evil Sports Agent
That are more than 5%.

(My guess) Hurries lead to bad passes, which also leads to dropped passes. They also lead to bad passing decisions which leads to passes being unable to secure and to deflections and interceptions.


i wss looking at incompletes (essentially bad throws) that was my mistake... but still 5 is a little beter but not near where is should be
 
vipermaw82
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with the incompletios being 5-8% different when broken down into each category it is interesting to see the final response. There really is no viable argument either way. If perhaps corndog or someone could just explain to us the impact, perhaps that would help us all
 
Sean1995
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Originally posted by vipermaw82
If perhaps corndog or someone could just explain to us the impact, perhaps that would help us all


and make hurry more penalizing
Edited by Sean1995 on Aug 29, 2014 16:09:05
 
InRomoWeTrust
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Originally posted by Stobie
which in turn hurts the defender's chance to pass any catching rolls as well.


Wat
 
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Originally posted by vipermaw82
with the incompletios being 5-8% different when broken down into each category it is interesting to see the final response. There really is no viable argument either way. If perhaps corndog or someone could just explain to us the impact, perhaps that would help us all

In every age tier hurried passes lead to a worse completion percentage. You may argue if it is bad enough or if it should be worse, like Sean does. But saying that there is no viable argument that hurried passes lead to worse passing is not a supportable argument. Maybe I missunderstood your post, that would be my bad, but: hurried passes < not hurried passes.
 
Stobie
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Originally posted by InRomoWeTrust
Wat


Argument was for why int% was lower for hurried passes. If hurries cause lesser pass quality it would effect the receiver and defender the same when both are attempting to make a catch. They equally will struggle to catch a lesser quality pass where as pass quality shouldn't really effect a defender the same IMO. Hurries should probably effect accuracy more than quality. Which IMO is what leads to more int IRL.
 
InRomoWeTrust
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Pulling known knowledge from GLB1's sim (dangerous but fair for inclusions IMO) lower pass quality means it's easier for a defender to intercept...NOT harder.

I wouldn't think the sim's complexity with the catch/intercept mechanism would revert, so I think it's a fair assumption your statement is way wrong.

As for explanation of the stats, there really aren't many with investments in INT. Combine that with the situations and you won't see the INT gap.
Edited by InRomoWeTrust on Aug 29, 2014 17:19:43
 
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Originally posted by InRomoWeTrust
Pulling known knowledge from GLB1's sim (dangerous but fair for inclusions IMO) lower pass quality means it's easier for a defender to intercept...NOT harder.


In GLB1 there was only one throwing skill (throwing) now we have a bunch that goes into a receiving roll. Hard to compare in that case IMO
 
InRomoWeTrust
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Originally posted by Evil Sports Agent
In GLB1 there was only one throwing skill (throwing) now we have a bunch that goes into a receiving roll. Hard to compare in that case IMO


Yes but the backside mechanism is what we're talking about here. Consider the formula just broken down into more parts with additional attributes. The mechanism wouldn't have had that effect removed.
 
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Originally posted by InRomoWeTrust
Yes but the backside mechanism is what we're talking about here. Consider the formula just broken down into more parts with additional attributes. The mechanism wouldn't have had that effect removed.


But couldnt one of the "new" attributes (pass tech) be included on the defensive side of a receiving roll as well?
 
InRomoWeTrust
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Well duh, that's no different than GLB1. But we're dealing with the inverse when it's on the opposite side.

High pass quality = easier for receiver to catch but harder for defender to catch
Low pass quality = harder for receiver to catch but easier for defender to catch

It's all apples
Edited by InRomoWeTrust on Aug 29, 2014 17:32:38
 
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Originally posted by InRomoWeTrust
Well duh, that's no different than GLB1. But we're dealing with the inverse when it's on the opposite side.

High pass quality = easier for receiver to catch but harder for defender to catch
Low pass quality = harder for receiver to catch but easier for defender to catch

It's all apples


but thats guessing for GLB2, right?
 
Stobie
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Well sad part about all this Romo is the statistics dictate more of a favor to my opinion, hurry pass = less quality, hurry pass = less percentage in int.
 
Corndog
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Originally posted by Stobie
Well sad part about all this Romo is the statistics dictate more of a favor to my opinion, hurry pass = less quality, hurry pass = less percentage in int.


That's also not factoring in other variables, though.

Having 5 guys in coverage is going to produce a lot fewer INTs than having 8 guys in coverage. Inversely, blitzing 6 guys is also going to cause more hurries than blitzing 3.
 
Sean1995
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Originally posted by Corndog
That's also not factoring in other variables, though.

Having 5 guys in coverage is going to produce a lot fewer INTs than having 8 guys in coverage. Inversely, blitzing 6 guys is also going to cause more hurries than blitzing 3.


Corn, I think hurries need to be more penalizing that it currently is. 17.8 hurries is equivalent to only 1 KL. According to the stat we have from S5,

Originally posted by Sean1995
Exactly.

QB throws one more 'fell incomplete' pass when he is hurried 74.9 times than when he isn't 74.9 times.

QB throws one more interception when he is hurried 2525 times than when he isn't 2525 times.

QB throws one more batted away pass when he is hurried 61.6 times than when he isn't 61.6 times.

QB throws one more dropped pass when he is hurried 147.9 times than when he isn't 147.9 times.

LOL I can continue on. If anyone have any clue on how many interceptions NFL QBs throw (or even just bad throws) because they are under pressure, they should all agree this needs be changed.
Originally posted by Sean1995
And on top of that, worse teams with worse QBs are hurried way more, resulting in a bad throw not because of hurry but the QB passing abilities/low morale/WR catching abilities.


^ which might be the reason why hurried passing stat look worse than non-hurried passing stat. Also,

Originally posted by TxSteve
(LOL real NFL live football below)

NFL stat discussions call it "pressure" rather than hurries
I guess these are 2011 or 2012 stats.

Accuracy% - no pressure: 74.3%.....with pressure: 61%

Comp % - no pressure: 64.7.....with pressure: 46.9%

Yards per attempt - no: 7.4.....with 5.9

depth of target - no: 8.3...with 8.8 (not sure I know what this one means)

INT Rate: no pressure: 2.0%.....with pressure: 3.8%

throwaway .9 to 9.2 (which doesn't matter here)

NFL passer rating: 93.1 to 59.8


Here is the real NFL stat you might want to take a look at.
 
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