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Forum > Suggestions > Defense changes needed to deal with offensive shennanigans
Xavori
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Here's my list of defense problems and suggestions for fixing them.

1. Have defenses play like a defense rather than run mostly like offense.

What I mean is that as the sim runs right now, the defense is assigned a play, and they run that play, and they only read the offense at certain points during the play. You can see this in action every time a very fast linebacker runs right past a ball carrier to get to the spot the play called told them to rush to, or watching CB's run the WR's routes ahead of the WR.

Suggestion: LB/SS/FS/CB's in man coverage need to be assigned to track their guy in the same way all defenders track the ball carrier on runs or once a pass is completed. LB's and lineman need a lot more read checks so they're reacting to the offense rather than running a play.

2. Assign defense depth charts based on role, not position on the field.

If I have a fast, but small pass rushing linebacker, I don't want him on the strong side of the offensive formation. Conversely, I don't want my big, eats-up-two-or-three-blockers DE lining up so far outside the offense that he's going to end up out of the play by simple alignment.

Instead, assign the depth chart by role. I want a WILL and a SAM. I want two or three technique tackles. I want my best cover guy locked on the best receiver on the field. I want my fastest sprinting secondary player watching the fastest offensive guy, and whatever guy I have who has the quickest feet to be on the slot receiver.

As an added bonus, you don't need to program for 10 depth charts, and defense coaches don't have to go through the hassle of filling all of them out. (and if you really give us the all the potential roles that real defenses have, I can run the 4-3 under hybrid that wrecks spread offenses that have become the darling of the top teams in GLB2)

3. Fix the disconnect between playbooks set by offensive formation but tactics set by game situation.

If the offense comes out in a 4WR 1HB set at the goal line, I'm not going to call for a dime defense except that I have no way of telling the game that. If the offense is running goal line formations on 1st and 10, I'm not going to send my goal line D out there, but again, I can't tell the game that.

Ideally defenses need to be set based on personnel and game situation because they have to react to everything that's going on in the game.

4. Allow defensive play calling to adjust to offense tendencies as the game goes on.

Right now if an offense switches up playbooks from what you scouted, you're pretty much screwed. A defensive coordinator who never changed his playcalling regardless of what the offense was doing would be relegated to coaching pop warner and not much else.

So what we need is that as the quarter goes on, the game needs to constantly tweak the defensive play calling percentages based on what the offense is actually doing. And yes, I'm actually cool with the idea that offenses can switch playbooks every quarter or half to mess with defenses because that's how good offensive and defensive coaches actually call games.

5. Give the defense players with a leadership stat.

There is nothing that makes a defensive coordinator into a sad panda faster than watching the offense go three and out on successive sacks. You know your defense is about to hit the field with a measurable reduction in their ability. For an offensive team, they rely on their QB to keep their morale and energy from going to hell, but defenses don't have anything comparable.

So let's give LB's or safeties a leadership skill. Have that skill work similar to the QB slot (except maybe the handoff part *grin*).

 
Adderfist
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Agree with number 5, not sure of the rest. Think the MLB and SS/FS should have Leadership
 
Corndog
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Originally posted by Xavori
2. Assign defense depth charts based on role, not position on the field.

If I have a fast, but small pass rushing linebacker, I don't want him on the strong side of the offensive formation. Conversely, I don't want my big, eats-up-two-or-three-blockers DE lining up so far outside the offense that he's going to end up out of the play by simple alignment.

Instead, assign the depth chart by role. I want a WILL and a SAM. I want two or three technique tackles. I want my best cover guy locked on the best receiver on the field. I want my fastest sprinting secondary player watching the fastest offensive guy, and whatever guy I have who has the quickest feet to be on the slot receiver.

As an added bonus, you don't need to program for 10 depth charts, and defense coaches don't have to go through the hassle of filling all of them out. (and if you really give us the all the potential roles that real defenses have, I can run the 4-3 under hybrid that wrecks spread offenses that have become the darling of the top teams in GLB2)


Well, this doesn't really matter as the strong side is always the same.
Edited by Corndog on Feb 13, 2014 20:42:57
 
bhall43
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Would be neat if I could match a superstar cb on a super wr. Or lb on te/hb/fb.

Also i hate that we have to defend pro set and the I forms exactly the same. Same with trips and sg/SB.
 
Adderfist
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Originally posted by bhall43
Would be neat if I could match a superstar cb on a super wr. Or lb on te/hb/fb.

Also i hate that we have to defend pro set and the I forms exactly the same. Same with trips and sg/SB.


Oh god this!

Proset vs I form.
Trips vs 3wr sets
Big I vs Big Singleback

Those are my three biggest issues with playing defense right now.
Edited by Adderfist on Feb 13, 2014 21:23:45
 
bhall43
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3 could use some help too. Offense gets options for those situations why doesn't defense?

2 is the game. If I wanted live play calling I wouldn't be here. If I wanted to run a quarter by quarter gameplan I will play glb1. If I wanted to let the CPUs auto sim an outcome not using my plays I wouldn't be a coordinator here. I play this game for the chess match and I applaud people who make better moves than me.

1 just sounds like builds lacking ideal things.
 
bhall43
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Originally posted by Adderfist
Oh god this!

Proset vs I form.
Trips vs 3wr sets
Big I vs Big Singleback

Those are my three biggest issues with playing defense right now.


My first big complaint on the server was big I versus sg big. Bort said that the ai takes the correct plays for the correct situation. At the time I was like oh that makes sense but now it's still frustrating because sthey can be used in 2 extremely different ways.

Pro set vs all the i's but mostly weak I and I for sure are going to be more and more frustrating.
 
pottsman
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Originally posted by bhall43
My first big complaint on the server was big I versus sg big. Bort said that the ai takes the correct plays for the correct situation. At the time I was like oh that makes sense but now it's still frustrating because sthey can be used in 2 extremely different ways.


Considering that teams with receiving TEs use SG Big as an almost pure passing formation, while Big I's fullbacks are often less adept, yeah, it's a bit of a problem.
 
bhall43
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Ya I think at the time it made sense to him that people use 1 wr plays against big I exclusively but the venture to plays calling for 1-2 through 5 wr's it gets really merky.
 
Majestic Gent
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Originally posted by Xavori
Here's my list of defense problems and suggestions for fixing them.

5. Give the defense players with a leadership stat.

You know your defense is about to hit the field with a measurable reduction in their ability. For an offensive team, they rely on their QB to keep their morale and energy from going to hell, but defenses don't have anything comparable.


I like this idea, but I'm afraid the Showboat SA will be brought up.

 
Xavori
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Originally posted by bhall43
3 could use some help too. Offense gets options for those situations why doesn't defense?

2 is the game. If I wanted live play calling I wouldn't be here. If I wanted to run a quarter by quarter gameplan I will play glb1. If I wanted to let the CPUs auto sim an outcome not using my plays I wouldn't be a coordinator here. I play this game for the chess match and I applaud people who make better moves than me.

1 just sounds like builds lacking ideal things.


Just some quick responses:

I don't want live play calling or the sim changing my playbook. I suggested that it tweak playcalling percentage in the tactics based on offensive playcalling. For example, every time an offense calls an outside run on 1st down, add 1 or 2 percent chance to the tactics calling a defense against offense on 1st down. That's it. It's an attempt to at least reduce some of the effectiveness of cheesy offenses that only run a few near-exploit plays or schemes.

And my complaint about defense playing like an offense isn't a build lacking things. It's about builds having a specific thing: speed. I have both a fast lineback and a very, very fast CB (well, for a rookie), and I can assure you they aren't playing defense. They overrun plays and outrun WR's all the time because they aren't reacting to the offense but are instead running a play just like the offense is. LB's need to be reading the offense pretty much non-stop. CB's need to be tracking their receiver, not running the receiver's route.
 
Xavori
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Originally posted by Majestic Gent
I like this idea, but I'm afraid the Showboat SA will be brought up.



Um, comparing a trait that is part of the player on every single play versus SA's which only show up under trigger conditions doesn't make much sense. Besides, the offense has SA's that defenders can't use that work very similar to Showboat, ie. Prime Time.
 
Laggo
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The issue with a Leadership stat is that there is no singular position on the defensive side that works well for that. If you give it to a DE or DT I am just going to run 4 DT's or 4 DE's and take the 5% OOP penalty for 2x the morale/stamina boost I would have gotten otherwise. The same problem exists for LB, the same problem for CB, the same problem for Safety.

Morale also seems to be much harder on the offense anyway than it is on the defense. With the low heart in Rookie/Sophmore ball, drops are taking close to 20% of player's morale at once. Turnovers hurt, sacks hurt, TFL's hurt, PD's hurt, Monster Hit hurts, Showboat hurts, Trash Talk hurts, Beat Down hurts.

Prime Time and Showboat are not really comparable since one is guaranteed and the other activates only on diving/jumping catches (which atm are relatively rare, as I guess QB's dont read to throw the ball high / WR's don't think to jump) or endzone catches.
 


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