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Main / Discussions / Two minute hurry up offense Search Forum
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Quimriera
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posted: 2024-04-15 16:59:56 (ID: 100183044) Report Abuse
If you need a TD in a few seconds, I think the tactic is clear. Pass, pass and more pass. The Defense does not need a congressional meeting to know what the attack will do. Don't you think?

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JohnHW
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posted: 2024-04-15 17:31:30 (ID: 100183045) Report Abuse
pete wrote:
Right now it is 75 seconds, and it is active in Q2 and Q4.

So to put the proposal into one sentence: Keep all as it is, but make the timespan of hurry up offense in Q2 and Q4 active when less than 120 seconds are left on the gameclock.

Right?


None of that is mentioned in the manual that I can find - I searched for the words "clock", "hurry" and "time", and the number "75". Where is it covered?
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JohnHW
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posted: 2024-04-15 17:36:56 (ID: 100183046) Report Abuse
Somewhat off-thread to start but I will get there.

I think that we generally get more plays in a game than is realistic which should one would imagine favor the better teams. I had a look at 6 games played by my team this season where the score was somewhat even, so not a blowout like you get with a BOT team.

The average was 74 plays per team per game. That is more than any team gets in the NFL. The question may be better asked whether we should slow the clock generally rather than speed the clock for the last bit.

Putting that pretty unimportant point to one side, if you are ahead, does the clock run at the usual pace per play - albeit that this isn't that slow or do all plays in that period run really quickly?
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Dumbarajko
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posted: 2024-04-15 18:10:41 (ID: 100183047) Report Abuse
JohnHW wrote: if you are ahead, does the clock run at the usual pace per play - albeit that this isn't that slow or do all plays in that period run really quickly?


If you are leading clock runs in the same amount of time all the time.

Just when you are behind (I don't know what is happening if game is tie) in last 75 seconds your downs take shorter time if there is a complete pass or run.
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ptdoc2017
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posted: 2024-04-15 18:34:05 (ID: 100183048) Report Abuse
Quimriera wrote:
If you need a TD in a few seconds, I think the tactic is clear. Pass, pass and more pass. The Defense does not need a congressional meeting to know what the attack will do. Don't you think?



If the tactic is clear, then the offense shouldn't be any less prepared than the defense, no? Every team from high school to the professionals practice a two-minute drill, so everyone knows exactly what to do

JohnHW wrote:
The average was 74 plays per team per game. That is more than any team gets in the NFL.


That interested me, so I looked it up. In an NFL game, on average, there are a total of 153 plays, so pretty consistent with this game
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sfniner08
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posted: 2024-04-15 19:00:22 (ID: 100183049) Report Abuse
A type of play that can replicate a hurry up offense is the ability to spike the ball. If you had that play where the qb can spike the ball to stop the game clock it would kind of simulate the idea. Even better...a way to run a sideline out of bounds play to stop the clock.

A hurry up offense in the nfl is just ways that they run the plays to 1. Get to the line of scrimmage faster and not wait until the play clock runs down and 2. plays that can stop the game clock like I described.

These are the ways to simulate a hurry up offense. I don't know if you can code that or not but saying you did you would also have to include an increase in stamina use with less rest between plays. That way it deters people from having that setting the whole game.
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sfniner08
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posted: 2024-04-15 19:03:33 (ID: 100183050) Report Abuse
A hurry up offense makes it so the offense runs the plays off faster (using less of the play clock) and giving the defense less time to get set and make decisions. It does give the offense an advantage in the 2 minute hurry up offense. It also tires the offense out faster.

If you were coding this then a way to offset that is higher intelligence and agility on defense to be ready to make quick adjustments.

ptdoc2017 wrote:
Quimriera wrote:
If you need a TD in a few seconds, I think the tactic is clear. Pass, pass and more pass. The Defense does not need a congressional meeting to know what the attack will do. Don't you think?



If the tactic is clear, then the offense shouldn't be any less prepared than the defense, no? Every team from high school to the professionals practice a two-minute drill, so everyone knows exactly what to do

JohnHW wrote:
The average was 74 plays per team per game. That is more than any team gets in the NFL.


That interested me, so I looked it up. In an NFL game, on average, there are a total of 153 plays, so pretty consistent with this game
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Quimriera
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posted: 2024-04-15 21:07:51 (ID: 100183052) Report Abuse
In any game the reward must be balanced with the risks, more risk more reward but also more chance of losing (otherwise we would all be playing kamizake style).

If we have been losing the whole match and we try to solve in 2 minutes what we did not achieve in 58, the risk of not achieving it must be equivalent (or higher) to the prize that is intended to be obtained.

Coding this without making it too complicated should be the goal. If it is not possible, it is better to leave it as it is.

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jpnwrt
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posted: 2024-04-15 21:22:53 (ID: 100183054) Report Abuse
It is already in the game . If the conditions are met, 2nd and 4th quarter, the offense trailing/not leading. The dicussed topic is - should it be longer in RZA than the 75 seconds currently set.
And I believe there are no plans to make it an option one can pick. Or disable.
Isn't that right?
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sfniner08
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posted: 2024-04-15 22:12:55 (ID: 100183056)  Edits found: 2 Report Abuse
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Last edited on 2024-04-15 22:16:30 by sfniner08

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