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TDiddy8701
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I'm getting more convinced as time goes on the best way to win at GLB is have a great passing O, with a great run-stopping D

Originally posted by Kayoh

maybe MEM and LogZilla's rushing defenses are just really fucking good.


fwiw, Madisons Rush D is as good as it's ever been too (build-wise)
Edited by TDiddy8701 on Jul 30, 2015 09:11:42
 
Xars
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Originally posted by TDiddy8701
fwiw, Madisons Rush D is as good as it's ever been too (build-wise)


Not with 29% Running plays faced.

Much better to have a Pass O and Pass D.
 
Rob.
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Originally posted by Xars
Not with 29% Running plays faced.

Much better to have a Pass O and Pass D.


I would disagree. You can have a great pass D and still get torched. Stopping the run is more controllable.
 
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Rushing seems to be the hardest I've seen in my short time in this game (which is mostly fine, maybe a little tweaking needed)... passing is pretty strong atm, especially trying to stop S*TE's.
Edited by Myrik_Justiciar on Jul 30, 2015 11:24:17
 
Xars
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Originally posted by Rob.
I would disagree. You can have a great pass D and still get torched. Stopping the run is more controllable.


Oh you'd get torched but would probably win a lot of high scoring games by just a score or two (no blowout).

You can get run over against the run teams because, well, there's just less of them.
 
TDiddy8701
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Originally posted by Xars
Not with 29% Running plays faced.

Much better to have a Pass O and Pass D.


Xars, I like what you do at Logzilla, but that is one of the DUMBEST things you have ever posted... that is a TOTALLY skewed statistic.

#1 - You have to take into account that when teams are getting beat badly, they pass to catch up, not run (to move the ball quicker), so obviously good teams will face less run plays than pass plays
#2 - Rush teams also have less plays ran per game than pass plays, by a pretty wide margin

good running teams keep games closer and lower scoring. Rob is spot on... stopping the run is much more controllable, therefor more important to make sure you have builds/players to stop it... broken tackles = losing the game.

Stopping the pass can take as little as one or two very good pass rushers, a good slot CB, and some good playcalling... run D takes an entire defense that can tackle well, and do that throughout an entire game
Edited by TDiddy8701 on Jul 30, 2015 14:40:09
Edited by TDiddy8701 on Jul 30, 2015 14:30:13
Edited by TDiddy8701 on Jul 30, 2015 14:27:30
 
Rob.
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Originally posted by TDiddy8701
Xars, I like what you do at Logzilla, but that is one of the DUMBEST things you have ever posted... that is a TOTALLY skewed statistic.

#1 - You have to take into account that when teams are getting beat badly, they pass to catch up, not run (to move the ball quicker), so obviously good teams will face less run plays than pass plays
#3 - Rush teams also have less plays ran per game than pass plays, by a pretty wide margin


#2 - ???
 
TDiddy8701
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Originally posted by Rob.
#2 - ???


edit: sorry rob, I didnt see I posted 1 and 3...
______________________________________________________________________
example of how run teams face more running plays than passing teams...

- game 1 - two pass heavy teams play... 100 plays ran for each
game 2 - pass heavy plays a run heavy... 60 plays ran for each

100 of 160 were against the pass, skewing the season %s toward the pass

now lets say you're a run heavy team

run heavy plays run heavy... 50 plays ran
run heavy plays pass heavy... 60 plays ran

60 of 110 were against the pass... a higher % against the run than if they were a pass team. Run heavy teams run less plays, and go against a higher % of run than a pass team will, over the span of a season.

This also proves teams with run heavy offenses face less TOTAL plays on D, therefor their defenses need less stamina than a pass heavy offense would.
Edited by TDiddy8701 on Jul 30, 2015 14:47:10
Edited by TDiddy8701 on Jul 30, 2015 14:43:27
Edited by TDiddy8701 on Jul 30, 2015 14:38:56
Edited by TDiddy8701 on Jul 30, 2015 14:35:35
Edited by TDiddy8701 on Jul 30, 2015 14:35:19
 
Absolut Zero
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I wonder, how many defenses run plays designed to use all 11 players well, and have all 11 players optimized for each play? I feel like this is the point we have to get to for the best pass defense.

So no hiding run stuffers and hoping for the best. If someone's in a robber/lurk role, they're actually built for it. If someone's in a C1 or C2 role, they're built for it.

I imagine there are very few that don't try and hide players.
 
Xars
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Originally posted by TDiddy8701
Xars, I like what you do at Logzilla, but that is one of the DUMBEST things you have ever posted... that is a TOTALLY skewed statistic.


Not at all.

Of course if you face 15 Run teams and 15 Pass teams at the end of the year, you'll have faced more Passing plays.

But when the META changes from 37% Run to 29% Run - that's significant.

My suggestion was based on the META. The 29% Run (down from 37%) is indicative of that. It's not about the absolute number has much as the incremental change.

Edited by Xars on Jul 30, 2015 16:04:56
 
TDiddy8701
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Originally posted by Xars
Not at all.


there's way, WAY too many variables to just throw that % out there and for it to mean something significant

Originally posted by Absolut Zero
I wonder, how many defenses run plays designed to use all 11 players well, and have all 11 players optimized for each play? I feel like this is the point we have to get to for the best pass defense.

I imagine there are very few that don't try and hide players.


probably the teams with no or few S* and a really high # of players on defense... then they can have rotations depending who they are playing (run vs pass) and have exact people in specific plays/formations in multiple depth charts

at Madison, we have 5 different depth charts depending on who we are playing... but still a few guys in that aren't suitable (ex - pass stopping CB in against a run team). It's just so hard to carry THAT many players on D and still have an effective offense.
Edited by TDiddy8701 on Jul 30, 2015 16:10:22
Edited by TDiddy8701 on Jul 30, 2015 16:09:52
 
Cuivienen
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I wonder if all the run focused defenses that have been built since running was op might have something to do with running not being op any more?

Nah, must be corndog's fault. Fix your sim.
 
bhall43
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Originally posted by Cuivienen
I wonder if all the run focused defenses that have been built since running was op might have something to do with running not being op any more?

Nah, must be corndog's fault. Fix your sim.


That's a small bit of the case but the needs definitely have a whole lot more to do with it. It is incredibly easy to see the difference in play at the mid and lower levels where there are teams with not much investment at all doing well against the run.
 
Parab00n
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I'm running the 3-4 Cover 4 and QTR Cover 4 against Logzilla today, I know Galithor has been interested in seeing what that looks like with high Power Tackling. All my LBs have around 75-80, CB's around 40 with 40+ Strip Tech, and Safties anywhere from 50-70 Power Tackling. If I could do it over then I would have the entire Back 8 with 70+ Power Tackling. All CBs have exactly 58 intercepting.

LBs - Gold Monster Hit and Gold Zone Shark
CBs - Gold EotP and Gold Zone Shark
Safties - Gold Monster Hit and Gold Closing Speed
Edited by Parab00n on Jul 31, 2015 04:01:56
Edited by Parab00n on Jul 31, 2015 04:01:25
 
peeti
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Originally posted by Cuivienen
I wonder if all the run focused defenses that have been built since running was op might have something to do with running not being op any more?

Nah, must be corndog's fault. Fix your sim.


Really? haha, good Job at trolling

Seems like you dont know where to find the changelog I guess.

Or ignore other facts like same Ds doing different stuff to same Os.

But hey, at least you tried to Sound smart here

 
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