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TKAlex
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All teams want to start out running the ball. I understand easier to run than catch.
Has anyone started a team solely set up for a passing team from day 1. Sure 1st season or 2 might be rough. But then a passing powerhouse.

If I can get a OC,DC AND ST coaches who will have complete control I'll buy a team this season for the coordinators to set up and try out with cpu players till next season.
 
henne
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Oh no...Do you have any idea on what you have done by asking this!?
 
Kegergator
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Passing at the lower levels is actually easier imo.

WRs can break away from CBs way more often and be wide open way more often. Yeah there's drops, but air raid type of offense works great at these levels.

Then CBs catch up with AGi/VIS and then it sucks lol
 
WiSeIVIaN
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Pre-s100, meta and optimal play on plateau dots was pretty run heavy.


Only thing that's changed is 4-majors on wr's instead of 5, which should help the pass game at least a little.

 
Theo Wizzago
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Yes. All passing has been tried. Even with some moderate success. to my knowledge, no "All Passing" team has ever won WL.

The issue is speed. I have seen a 15 yard pass to a WIDE open receiver, intercepted by a CB who was 10 yards away. All it took was a vision check and speed... speed that's faster than the speed the football travels. Someone is bound to say, build the QB with more strength and max out Bullet... and I would say, been there... done that. The foot speed of high speed players is faster than the ball speed of QB's throws so there are a LOT of throws that start out open... but don't end that way.
Add to that that many of the passing plays are crap. When you have routes where 2, 3, 4, or 5 receivers are all in a pile, 3 yards away from each other in their own little huddle... surrounded by 90% of the defense... then you're not gonna complete that throw to any of your guys. If you're lucky, it finds the ground. Far too many routes are WAY too close together. Spacing sucks. So you end up with multiple defenders where the throw ends up... which is great for defenses... not so much for your offense. I have a small handful of passing plays I use... some where I absolutely ignore some receivers because their routes suck balls. They work decently... mostly. But to sustain drives consistently, through the air, is VERY hard to do.
Lastly... any Offense that is one dimensional is MUCH easier for a quality DC to stop. You literally do half their work for them by self limiting your options. IMHO, have some balance to what you do. Make it harder for DC's to "guess' what's coming. It's still no easy road but it sure beats being shut out all the time.
 
Kenshinzen
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Auto teleporting FS, happens all the time with these crazy VAs. True, they travel faster than football (that's unreal but sadly happens in Borfland).
 
Theo Wizzago
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Originally posted by Kenshinzen
Auto teleporting FS, happens all the time with these crazy VAs. True, they travel faster than football (that's unreal but sadly happens in Borfland).


Eh... I get the feeling but, in the end, it was simply one of those things you just "don't see" in your mind when you're designing a game or whatever. Everything makes sense when you look at it... before you code and get it going... but reality turns out different. In the end, it's all about speed vs speed and I don't think a comparison was truly given when comparing a player's speed vs the (max) speed of a pass.
Consider passing in and of itself; Throw the ball TOO hard and receivers will drop passes like an insurance company drops you after you wreck the car (either that or jack your rates into the stratosphere). Hence why "bullet" vs "lofty".
Also consider the farther a ball travels, the more penalties to accuracy you accumulate.

Then consider Defense vs Offense dots. You couldn't give WR's 180 speed ability and not match that with defenders or the game WOULD be truly broken (FYI, peeps are STILL trying to break it that way! )

But a 180 speed dot vs a 120 speed throw... oh-oh. Now you got an issue. But you're stuck. You can't bump up the ball (throwing) speed or WR's will need 180 catching! And you can't tear down the dot speeds without totally re-writing everything 'skill-wise' for all dots. TBPH, we got what we got. I don't think it's something fixable unless you reduce the 'catch penalties' for 'Bullet' while raising the 'throw/ball speed' for passes. Maybe... maybe that fixes it... maybe.
 
Rocdog21
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Originally posted by TKAlex
All teams want to start out running the ball. I understand easier to run than catch.
Has anyone started a team solely set up for a passing team from day 1. Sure 1st season or 2 might be rough. But then a passing powerhouse.

If I can get a OC,DC AND ST coaches who will have complete control I'll buy a team this season for the coordinators to set up and try out with cpu players till next season.


An all passing team has won Casual Pro before, fwiw
 
Theo Wizzago
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Originally posted by Rocdog21
An all passing team has won Casual Pro before, fwiw


Actually that makes sense. There are things you can do and get away with in Casual that won't fly in Regular. Like having no passing QB and nearly winning it all (lost in Championship game)?
 
Monty Burns
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Originally posted by Rocdog21
An all passing team has won Casual Pro before, fwiw


also an all run team (Shinkanzen's Arditi Italia)
Edited by Monty Burns on Jun 29, 2023 04:52:39
 
reddogrw
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Originally posted by Monty Burns
also an all run team (Shinkanzen's Arditi Italia)


Running Gag and MF'n Barrio as well as all run teams
 
victorpatrick
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Edited by .spider. on Jul 13, 2023 08:03:31 (Spam)
 
karausa
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Edited by .spider. on Jul 13, 2023 22:07:28
 
TJ Spikes
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Originally posted by TKAlex

If I can get a OC,DC AND ST coaches who will have complete control I'll buy a team this season for the coordinators to set up and try out with cpu players till next season.


#1 O.C and D.C are over rated now that there's decent A.i. options.

#2 trying things on cpu dots is a waste of time. Cpu dots are horrible and completely generic, so a specific concept liked this won't be able to function

#3 your biggest challenge will be to find dot builders that will follow the plan instead of just building the dots they want, which is actually a fair point. You'll need to find builders who actually want to build the type of dots you're looking for.

#3a you'll need to decide what dots you're looking for



 
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New Possession WRs work well so far.

https://glb.warriorgeneral.com/game/player.pl?player_id=4851439
https://glb.warriorgeneral.com/game/player.pl?player_id=4851438

Catching 90%+ of their targets with no special attention from the O.C or opposing D.Cs

That includes plays like https://glb.warriorgeneral.com/game/replay.pl?game_id=5266&pbp_id=331964 which he get "targeted"

I think, due to their lack of Speed thus far, they are getting targeted 30%-50% less than the other pass catchers on the team, including TEs and RBs.

I'd recommend having every TE and WR be built like this, if you want to do something different. Do standard scat RBs for screens and whatever else. Shoot for 90% passing offense. https://glb.warriorgeneral.com/game/team.pl?team_id=10097





 
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