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Forum > Pee Wee Leagues > Slamball just get nerfed?
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carumba10
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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.


3+3+3+3 = slamball. 2+2+2+2 = no slamball. Having to pass to get a first down means slamball isn't viable.

Which is good

 
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I agree that D-linemen should make tackles and be able to push offensive linemen back into the pocket.

However, I also believe that, on occasion, O-linemen should be able push/pancake a defender, that a RB should be able to get past an engaged defender without being an automatic tackle.

What i'm talking about is not just balance, but a little randomness to each play - not a crazy randomness that totally ignores the attributes of the DoTs matched up - but one which allows a variance of result for the same play.

It should be possible to run for 4,5,3,7,5 yard consecutively - but it should also be possible to run for 2,1,0.5,-2,2,-2 yards consecutively.

The annoying thing with slamball was that the 3+ yard gain was pretty much pre-ordained before the play begun (as long as the DoTs are of a reasonable standard) - those D-linemen were not making hardly any tackles at all despite winning at the point of attack.

Equally now, a sub 3 yard game is pretty much pre-ordained because 99% of the time engaged D-linemen are making the tackle - regardless of how good a block you put on them.

Realistically, you are now left with a choice of:

a. bashing the ball up the middle a couple of times and leaving yourself with a manageable 3rd down (between 4-7 yards)
b. Airing the ball out in what I think is a hugely sub-s27 passing sim and hoping you can make the odd big play for a TD.
 
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