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Forum > Pee Wee Leagues > Slamball just get nerfed?
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Gerr
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May 13, 2012
- Fixed a bug causing run-blocked defenders to frequently have a tackle-making score of zero or near zero instead of the intended penalty.

Hard to tell what this will exactly do at the Pee-Wee level, but my guess would be that defenders will make better tackles on running plays. This should limit, but not prevent slamball. We shall see, but post your opinions and/or results.
 
Stixx
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In my last scrimmage it seemed as if the D-Line made more tackles than they have in the past 2 seasons combined. I did notice a bit of a difference with running as far as rev. pancakes from the D-Line (Which hasn't happened in a log time) but nothing to stop teams from slamball.

Edit: I think I got this scrim in right before the nerf...After watching two scrims today it looks as if slamball has been heavily nerfed and the D-Line is finally useful again
Edited by Honey Badger on May 14, 2012 13:12:59
 
Gerr
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Slamball is most effective if a team can average at least 3.0 YPC, even against an anti-run defense. If this change reduces that average YPC to more like 2.5, then Slamball becomes more of a challenge.
 
awsalick
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I AM SO HAPPY.

... assuming this does tone it down. It was apparent that being blocked = no ability to tackle, so I'm pretty sure they changed what they needed to.
 
Antonine
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Would be a good mid-season change if this does limit inside rushing. I guess we'll find out later today...
 
Gerr
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I used my NBNC team to scrim another NBNC team, and both teams are run heavy. Our average YPC was down nearly a full yard. While one game doesn't tell me much, it does hint towards a slight running nerf. We shall see for sure after the Gold games sim.
 
Stixx
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Just played a private scrim with the Chiefs with my team running the ball 43 times averaging 2.5 yards per rush and the Chiefs ran the ball 53 times and gained 2 yards per rush. The game ended up 7-0 and neither of us gained 150 yards but the positive I saw was that my passing was 8/15
 
UGA_XII
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I wouldn't mind slam ball being heavily effective IF it was random in the sim from season to season. Trying to defend a run heavy built team with D - linemen that can't control the line of scrimmage in obvious run situations can be frustrating playing against good OC's. I felt going into the season that this could possibly happen so I was skeptical about building my team to take advantage of slam ball.

Originally posted by Honey Badger
Just played a private scrim with the Chiefs with my team running the ball 43 times averaging 2.5 yards per rush and the Chiefs ran the ball 53 times and gained 2 yards per rush. The game ended up 7-0 and neither of us gained 150 yards:


If this trend continues I personally give the nerf a +1 to the degree of at least being able to stop SOME runs in short yardage situations

 
_OSIRIS_
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Slam ball was just slightly over powered, once again they way over-adjusted. It wasn't like we were putting up huge amounts of offense. Against good teams I was getting between 14-28 points a game. Slam ball could be stopped or at least it was manageable. With out passing or running I guess STs will be deciding games, once again this season could be decided by randomness.
 
Oakdad
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Originally posted by _OSIRIS_
I guess STs will be deciding games.


Works for me.
 
Deacon Jones
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This is dot ball and not real life. However, I would love to see the player be it DT,DE or FS for that matter, in real life, that can tackle a 240 pound FB while being double teamed by a Guard and OT while simultaneously being pancaked straight on his rear.
 
awsalick
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Honestly, I think slam ball still is a viable part of a playbook, based on the 3 or so games I've played so far. The big difference is, instead of getting 3 + 3 + 3 + 3 = Easy First Down, it gets 2 + 2 + 2 + 2 = No first down (My team's YPC average went from 3 to 2. Your results may vary.). Just have to complete a pass for ~5 yards somewhere in there. So yeah, hopefully we'll see more balanced playbooks.
 
Gerr
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Originally posted by awsalick
Honestly, I think slam ball still is a viable part of a playbook, based on the 3 or so games I've played so far. The big difference is, instead of getting 3 + 3 + 3 + 3 = Easy First Down, it gets 2 + 2 + 2 + 2 = No first down (My team's YPC average went from 3 to 2. Your results may vary.). Just have to complete a pass for ~5 yards somewhere in there. So yeah, hopefully we'll see more balanced playbooks.


I agree, slamball is still useful, but you can't use it all game and expect to win anymore. It takes a more balanced offense now. However, passing didn't get any boost, so you are going to see low scoring games where a ST score could make the difference. Thus scouting will be more important than ever as you really have to look hard to find holes now.
 
Stixx
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From what I have read from a couple of mods I respect a good bit this really was a bug fix but that bug happened to be what made inside running so powerful. From what I have heard the reason inside running was so powerful was because the D-Line wasn't able to tackle the ball carrier.

Originally posted by Chysil
I will give them one thing though, it does appear that the bug was one of the major contributing factors to why inside running was overpowered. I guess it's pretty easy to run inside when the D-Line can't tackle you

I could maybe have seen a little bit of a warning being issued prior to it, to handle the release of the fix a little better, but it needed to be fixed


Few other quotes in the thread from mods but I do see where they are coming from and this fix had to be made. D-linemen have been terrible the past two seasons but looks too me as if they went a little overboard with the fix. For the most part I am very happy that they fixed this because I was starting to get to the point where I wouldn't boost/custom a D-Linemen anymore.
Edited by Honey Badger on May 15, 2012 10:29:44
 
awsalick
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Originally posted by Honey Badger
Few other quotes in the thread from mods but I do see where they are coming from and this fix had to be made. D-linemen have been terrible the past two seasons but looks too me as if they went a little overboard with the fix. For the most part I am very happy that they fixed this because I was starting to get to the point where I wouldn't boost/custom a D-Linemen anymore.


I believe it was a bug. Not to toot my own horn, but when I was complaining incessantly after losing to Gerr last season, I stated multiple times: "Being blocked means they are completely incapable of tackling." Only time a Dlinemen or LB would make a tackle was if they managed to get a little separation from the oline.

//edit: Yeah, so I'm totally tooting my own horn.
Edited by awsalick on May 15, 2012 11:10:30
 
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