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Asheme
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Originally posted by Galithor
I'd say "nearby defense" is in the WR's control. Those are catchable passes that the WR wasn't able to overcome the defenders via CiT.

maybe, but we don't even know if it's /possible/ to overcome those with cit, or to what degree. while watching the sim, they seem almost random.

 
Jampy2.0
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Since deflection iirc is the WR 100% losing the roll, then yeah like Ash said I would put that on the QB.

On the cit topic I agree with Ash ^ Once we know the effect high cit has on WRs its tough to say exactly when nearby defense is the QB not putting the WR in good enough position, or the WR just not being able to win his roll.
 
Adderfist
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Originally posted by Asheme

maybe, but we don't even know if it's /possible/ to overcome those with cit, or to what degree. while watching the sim, they seem almost random.



I'd assume it's a combo of rec awr, cit, toughness.
 
Staz
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Originally posted by McGruffHawk
I tried to think that way, and just couldn't reward players for dropped passes. Catch rate is catch rate. Why it wasn't caught is irrelevant IMO. In fact, drops should be penalized, not rewarded.


"due to incompletion" is a bad throw. That's not on the receiver, but it counts as a 1 target, 0 receptions.

"Due to nearby defender", "knocked loose" and "dropped the ball" are definitely on the receiver.

 
Kayoh
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I do feel like rec/(rec+drops) is a better way to judge a receiver than just rec/targ
 
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