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Theo Wizzago
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When does the Qb start going through them?
A.) From the moment the ball is snapped?
B.) Sometime while dropping back?
C.) Only after the Qb has completed his drop back to throw?

Thanks in advance.
 
TJ Spikes
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Here's basically the same play with 3 different kinds of throws.


Technically from the moment the ball is snapped, because there's the line of sight thing. However, he won't throw the ball until the drop back is complete, nor will he move on to the next progression.
http://glb.warriorgeneral.com/game/replay.pl?game_id=2958709&pbp_id=445643
This is the ideal.

However, if there's a Blitzer creating pressure, then dump off tactics kick in, (along with favored receivers)
http://glb.warriorgeneral.com/game/replay.pl?game_id=2958709&pbp_id=445425
You can see how this one looks more rushed

Then Quick Read SA and Quick Release VA can also change things.
http://glb.warriorgeneral.com/game/replay.pl?game_id=2958709&pbp_id=445635
Right in the face of pressure to the TE regardless of coverage, no chance to get to 2nd progression.
Edited by TJ Spikes on Jul 26, 2019 14:26:38
 
Theo Wizzago
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So if not feeling pressure, then he's not starting progressions until he finishes dropping back. If pressured, he starts sooner. Thanks.
 
RiverRat2
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Maul Rat
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I doubt it's that simple
Edited by Maul Rat on Jul 27, 2019 17:09:36
 
TJ Spikes
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That's about it. Granted those are different plays.... Just the same type.

In a perfect world, you want your QB to drop back as fast as possible, to get the progressions started. A lot of the time it doesn't matter because of pressure.

Not really on topic, but AFAIK it's Speed that controls the drop back. Agility shortens the wind up. When you watch the replay, there's a pause when the QB "winds up" and the ball gets bigger while the QB has it. That's Agility.

I'd welcome any kind of real info on that, I'm just working of observation.

Agility is a double edged sword. I'm not a huge fan personally.

 
Theo Wizzago
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Yeah. I've been using a stopwatch to time routes but realized I needed to know when the QB was actually starting his progressions in order to better select plays and set progressions. Anything to get slightly better results when passing.
 
Dr. E
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Originally posted by TJ Spikes
That's about it. Granted those are different plays.... Just the same type.

In a perfect world, you want your QB to drop back as fast as possible, to get the progressions started. A lot of the time it doesn't matter because of pressure.

Not really on topic, but AFAIK it's Speed that controls the drop back. Agility shortens the wind up. When you watch the replay, there's a pause when the QB "winds up" and the ball gets bigger while the QB has it. That's Agility.

I'd welcome any kind of real info on that, I'm just working of observation.

Agility is a double edged sword. I'm not a huge fan personally.



There is a catch with speed. The more the qb has, the greater the hit to his pass quality score.
 
Novus
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Originally posted by Dr. E
There is a catch with speed. The more the qb has, the greater the hit to his pass quality score.


...wait, what?
 
Sonic
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Originally posted by Dr. E
There is a catch with speed. The more the qb has, the greater the hit to his pass quality score.


How much speed is to much?
 
Dr. E
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Originally posted by Novus
...wait, what?


Remember back to the season GLB broke? During that season I was discussing with support a bug I’d seen repeating during certain pass plays. I was given a series of messages they said were from BORT regarding our qb speed.
 
Dr. E
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Originally posted by Sonic
How much speed is to much?


No idea. I suggest making them slow with a healthy agility.
 
im317
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i assume that has to do with reducing the effectiveness of rushing QBs when they throw?
 
Dr. E
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Originally posted by im317
i assume that has to do with reducing the effectiveness of rushing QBs when they throw?


All qb due to any movement. It’s a balance, get to the way point of the drop back fast yet remain a slug so the pass quality doesn’t take a hit.
 
Novus
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Originally posted by Dr. E
All qb due to any movement. It’s a balance, get to the way point of the drop back fast yet remain a slug so the pass quality doesn’t take a hit.


That makes it sound like the problem is actually speed (small S), rather than Speed (capital S). By that, I mean the problem is how fast the QB happens to be moving in the moment they throw a pass, rather than a direct penalty based on the value of the QB's capital-S Speed Attribute. But of course, the higher a QB's capital-S Speed Attribute, the higher their possible small-s speed can be at any moment. Am I interpreting that correctly?
 
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