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Main / Discussions / New engine, more turnovers, too many returned for TDs? Search Forum | |
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Meitheisman
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posted: 2018-05-29 18:46:27 (ID: 100129291) Report Abuse |
I see, this is like the "dropped" passes on offense where a "drop" in RZA stats isn't really a "drop" in real life, it's more like an incomplete pass since the defender also played a role and batted down passes are included in "drops".
Same here for the "broken tackle" it counts as such whether the ball carrier skills made the other player miss or if the playing tackling is so bad that he missed on his own. Is this correct? |
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posted: 2018-05-29 18:48:26 (ID: 100129292) Report Abuse | |
Yes. If it was otherwise, we would have to carry much more different stats
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Meitheisman
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posted: 2018-05-29 18:50:38 (ID: 100129293) Edits found: 1 Report Abuse |
Thanks! OK so I would say that the balance should be tweaked in favor of the team trying to stop the ball carrier. I would suggest either making tackling on offensive players more efficient or carrying on defensive players more relevant to "breaking a tackle"... or both
Last edited on 2018-05-29 18:50:52 by Meitheisman |
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posted: 2018-05-29 18:55:47 (ID: 100129294) Report Abuse | |
Not sure yet this would work right now. Will have to dig little bit in the depth of the engine...
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Meitheisman
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posted: 2018-05-29 19:08:21 (ID: 100129296) Report Abuse |
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posted: 2018-05-29 19:47:15 (ID: 100129302) Report Abuse | |
Friendly engine 4.43: messing around with the chance to return turnovers for scores
Let's give it a try Not very smart, more like a hack to see the outcome |
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MonsterT95
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posted: 2018-05-29 21:09:33 (ID: 100129308) Report Abuse |
SG might have been weakened after all.
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hollyhh2000
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posted: 2018-05-29 21:35:41 (ID: 100129313) Report Abuse |
but on the other hand blitzing is nearly overpowered imo. incredible sack rate. I come up with some numbers tomorrow
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Buddy Ryan
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posted: 2018-05-29 22:15:08 (ID: 100129316) Edits found: 2 Report Abuse |
hollyhh2000 wrote:
but on the other hand blitzing is nearly overpowered imo. incredible sack rate. I come up with some numbers tomorrow but sacks are also a "compensation" for other stuff we dont get on defense: sacks are far less valuable in RZA than in the NFL, because in the NFL sacks are true drive stoppers - in RZA, not so much I'd guess, (I dont collect any stats). also there is no risk for fumbles so far, further reducing the value of sacks. and 3rd I think the impact of pressure is really hard to simulate and probably lower in RZA than IRL. also blitzing is the only way to get a sack in this game as long as there is a FB on the field. if pass rushing efficiency for DEs should be improved too in an exchange for lowering the effectiveness of blitzing, I'm all for it. now the drop off in pressure/sack rate between SG and non-SG definitly should be reduced, but in the grand picture of how the engine works right now, just lowering pass rushing efficiency in general might be asking the wrong questions Last edited on 2018-05-29 22:36:25 by Buddy Ryan |
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JonnyP
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posted: 2018-05-30 18:06:56 (ID: 100129343) Report Abuse |
I played 2 scrimmages last night using the new friendly engine and tried to force a high interception rate, simply to test the return tweaks - low level QB, using some long/medium passes, very little offensive variety.
2 games, 25 interceptions thrown, 17 were returned for TDs, 3 in one game and a huge 14 in the other. |
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Main / Discussions / New engine, more turnovers, too many returned for TDs? |