User Pass
Home Sign Up Contact Log In
Forum > Suggestions > Buff Defenses Against Pass-Only/Run-Only Teams
Page:
 
o The Boss x
offline
Link
 
Since nobody would see it in bugs,

Originally posted by AirMcMVP
The only real way to fix it would be to buff defenses as teams become predictable.

If a team only runs/passes 7 plays in a row, the defense gets a buff to run/pass awareness (5%).
If a team only runs/passes the next 5 plays, the defense gets an additional buff to run/pass awareness (additional 5%) and relevant technique skills are buffed (5% of base).
If a team only runs/passes the next 3 plays, additional awareness/technique buffs (additional 5% each).
If a team only runs/passes the next 3 plays, additional awareness/technique buffs (additional 5% each).
If a team only runs/passes the next 3 plays, additional awareness/technique buffs (additional 5% each).
If a team only runs/passes the next 3 plays, additional technique buffs (additional 5% each).

Buffs are decreased when teams run a more varied offense (1% buff decrease per play of opposite type).

Spikes would not count as runs or passes.

This would give defenses a bit of a boost against teams that exclusively run/pass. The threshold of 7 plays could be raised but that number seemed to make sense. The only downside would be end of half or end of game scenarios where balanced teams tend to shift to pass mode. They may trigger the awareness buff and possibly the first technique buff.


Edited by AirMcMVP on Jan 7, 2015 11:53:50
 
underdog13
offline
Link
 
I like it +1
 
Absolut Zero
offline
Link
 
Love it.
 
killershrew
offline
Link
 
Best suggestion ever!
 
Clarka3
offline
Link
 
makes sense. IRL coaches would make an adjustment against a one-dimensional team.
 
bhall43
offline
Link
 
Meh its not hard for a pass offense to throw a run in there and all this leads to for run based teams is throwing a WR screen in the mix.
 
Galithor
offline
Link
 
Originally posted by bhall43
Meh its not hard for a pass offense to throw a run in there and all this leads to for run based teams is throwing a WR screen in the mix.


Speak for yourself! I loooaaaaaathe running the ball.
 
bhall43
offline
Link
 
Originally posted by Galithor
Speak for yourself! I loooaaaaaathe running the ball.


Ya but it doesn't really make you any less powerful adding in the random spread dive either. Also doesn't solve any real problems with either part of the game. Only masks them with band aids.
 
o The Boss x
offline
Link
 
And the real problem is that pass and run attributes were split into two categories, and this is the only band aid that will cover that.
Edited by o The Boss x on Jan 7, 2015 16:14:06
 
bhall43
offline
Link
 
Naw, the real problem is sim balancing issues and play restrictions. Saying this is the only fix is laughable.
 
tezed
offline
Link
 
Originally posted by bhall43
Ya but it doesn't really make you any less powerful adding in the random spread dive either. Also doesn't solve any real problems with either part of the game. Only masks them with band aids.


One less 60% chance at a 15 yard gain.
 
Galithor
offline
Link
 
You know what I want fixed?

That one random drive per game where Cleveland goes:

1st Down: Incomplete overthrow, WR wide-ass open streaking down the sideline.
2nd Down: 12 Yard completion to TE over the middle, dropped.
3rd Down: 11 Yard completion to WR3 over the middle, dropped.
4th Down: Punt.

Yeah. That needs to stop happening
 
Mezirah
offline
Link
 
i see wut you did thar
 
Xars
offline
Link
 
Originally posted by Galithor
You know what I want fixed?

That one random drive per game where Cleveland goes:

1st Down: Incomplete overthrow, WR wide-ass open streaking down the sideline.
2nd Down: 12 Yard completion to TE over the middle, dropped.
3rd Down: 11 Yard completion to WR3 over the middle, dropped.
4th Down: Punt.

Yeah. That needs to stop happening


Oh so you mean that .2% permutation that happens 5+% of the time?

Don't talk statistics and t-tests to the GLB crowd. Their head might explode.
 
jfbueno
offline
Link
 
Originally posted by Xars
Oh so you mean that .2% permutation that happens 5+% of the time?

Don't talk statistics and t-tests to the GLB crowd. Their head might explode.


Lol there are people in glb2 that understand statistics, T-tests, Z-tests, etc.
 
Page:
 


You are not logged in. Please log in if you want to post a reply.