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Turtlemania
posted: 2012-08-06 08:07:35 (ID: 50414) Report Abuse
Blog wrote:
Another change in the engine, but for friendly games only:

- Changes for better pass/rush-expectation
and
more balanced pass/rush play.

Higher "penalties" on exploit-tries like "all rush left end"...in Friendlies only, will be activated for all gametypes by the end of season 5


So i have some questions for admin

Changes for better pass/rush-expectation:
Q: What is this? We had one and this worked clear - so how is the new working please?

Higher "penalties" on exploit-tries like "all rush left end"

"Higher"?
Q: So was there already in past?


on exploit tries like "all rush left end"
Q: How ist exploit defined? Is one pass enough not to bee exploiter? Is one run right enough not to be exploiter while run left all the other time

I ask because by play friendlie and test it there will be no line say to me: Chapa snaps to Athan who hands off to Stormo but because of exploit mode he is not effective enough to get even inches

I know there is a threshold and i find it fair to put it into rules as simple and clear possible like this

You can run and you can pass
You can do it on left right or center

If you use any combination more then x% then your opponent see this comming and it loss effectiveness by y%

Thanks for clarification
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pete
H2TAGIT4Q

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Joined: 2011-09-01/S00
Posts: 20506
Top Manager



 
posted: 2012-08-06 08:43:58 (ID: 50420) Report Abuse
Turtlemania wrote:
Blog wrote:
Another change in the engine, but for friendly games only:

- Changes for better pass/rush-expectation
and
more balanced pass/rush play.

Higher "penalties" on exploit-tries like "all rush left end"...in Friendlies only, will be activated for all gametypes by the end of season 5


So i have some questions for admin

Changes for better pass/rush-expectation:
Q: What is this? We had one and this worked clear - so how is the new working please?

Higher "penalties" on exploit-tries like "all rush left end"

"Higher"?
Q: So was there already in past?


on exploit tries like "all rush left end"
Q: How ist exploit defined? Is one pass enough not to bee exploiter? Is one run right enough not to be exploiter while run left all the other time

I ask because by play friendlie and test it there will be no line say to me: Chapa snaps to Athan who hands off to Stormo but because of exploit mode he is not effective enough to get even inches

I know there is a threshold and i find it fair to put it into rules as simple and clear possible like this

You can run and you can pass
You can do it on left right or center

If you use any combination more then x% then your opponent see this comming and it loss effectiveness by y%

Thanks for clarification


I cannot answer this in numbers. There is no real threshold. Much more the D is measuring how often a certain play will be done, takes into account the originating O-formation. And acts (hopefully) accordingly. In the earlier engine there was such a threshold, and the "penalty" was not high enough. We can not fully tell about the details, since this would reveal some information managers could abuse during the current season.
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hosh13
posted: 2012-08-06 08:54:37 (ID: 50422) Report Abuse
hope it's something like -

every team has it's tendencies recorded for the last x games.

Basic tendencies are run or pass. Then we can go further maybe and say HB or FB runs (or maybe even specific players) and maybe further again in terms of direction. Same sort of things with passing - screen, short, medium, deep, left, right, middle, WRs/TEs and again, perhaps, specific players.

So the higher % of anything the more a D plans for it and the better the chances to stop it.

And hopefully this can eventually work both ways - i.e. the D is scouted and the O plans for it.

So yes, some clarification would be nice.
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hosh13
posted: 2012-08-06 08:57:10 (ID: 50423) Report Abuse
PS - it would be good if O and D reacted to each other during games too!
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Nogard
posted: 2012-08-06 09:22:59 (ID: 50426) Report Abuse
hosh13 wrote:
hope it's something like -

every team has it's tendencies recorded for the last x games.

Basic tendencies are run or pass. Then we can go further maybe and say HB or FB runs (or maybe even specific players) and maybe further again in terms of direction. Same sort of things with passing - screen, short, medium, deep, left, right, middle, WRs/TEs and again, perhaps, specific players.

So the higher % of anything the more a D plans for it and the better the chances to stop it.

And hopefully this can eventually work both ways - i.e. the D is scouted and the O plans for it.

So yes, some clarification would be nice.


you are the manager. that is your work not the work of your team (engine). You have to analize your opponent and do what you think is the best and what you think your opponent would do.

hosh13 wrote:
PS - it would be good if O and D reacted to each other during games too!


something like that is the meaning of the change. It is a reaction of the defense during the game if the offense plays a dark wing tactic (allways rush left flank for example)
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Turtlemania
posted: 2012-08-06 09:31:36 (ID: 50429) Report Abuse
pete wrote:

I cannot answer this in numbers. There is no real threshold. Much more the D is measuring how often a certain play will be done, takes into account the originating O-formation. And acts (hopefully) accordingly. In the earlier engine there was such a threshold, and the "penalty" was not high enough. We can not fully tell about the details, since this would reveal some information managers could abuse during the current season.


Ok thanks for the try and this part
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hosh13
posted: 2012-08-06 10:10:38 (ID: 50444) Report Abuse
Nogard wrote:
you are the manager. that is your work not the work of your team (engine). You have to analize your opponent and do what you think is the best and what you think your opponent would do.


Yeah, but clearly, as evidenced by this very modification, the present Ds are not good enough to stop the run because the players might be to focused on the pass. You can make your players do a lot of different things from the same formation and that is what all this is about.

As I said, if they run all the time then your D is thinking run coming into the game and has trained it all week. Further, if there is specific directions or players then they can focus on that even more. And the %s of run/pass out of the various formations.

Last edited on 2012-08-06 10:16:26 by hosh13

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bwadders76
posted: 2012-08-06 14:06:40 (ID: 50463) Report Abuse
It can be done.

If someone is getting great success running one particular play then load up the defence to counter that play with numbers then using your depth chart put your best players in the specific positions to stop them. It doesn't always work because sometimes your players aren't as good as theirs but it can work.

From my interpretation this tweak in the engine is to stop someone running one play 100 times a game to great success. What I have found with a lot of teams is that they will run one play in a certain situation ie 3rd and 7 a team may play out of the shotgun 4 WR formation and turn it into a running play averaging 9 yards a carry. This is where you need to tweak your playbook to counter specific threats from specific teams not hope the engine sees what he's doing and counter it for you.
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pete
H2TAGIT4Q

Europe   pete owns a supporter account   pete is a Knight of RedZoneAction.org

Joined: 2011-09-01/S00
Posts: 20506
Top Manager



 
posted: 2012-08-06 14:17:49 (ID: 50464) Report Abuse
bwadders76 wrote:


From my interpretation this tweak in the engine is to stop someone running one play 100 times a game to great success.

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hosh13
posted: 2012-08-06 14:46:18 (ID: 50469) Report Abuse
bwadders76 wrote:
It can be done.

If someone is getting great success running one particular play then load up the defence to counter that play with numbers then using your depth chart put your best players in the specific positions to stop them. It doesn't always work because sometimes your players aren't as good as theirs but it can work.

From my interpretation this tweak in the engine is to stop someone running one play 100 times a game to great success. What I have found with a lot of teams is that they will run one play in a certain situation ie 3rd and 7 a team may play out of the shotgun 4 WR formation and turn it into a running play averaging 9 yards a carry. This is where you need to tweak your playbook to counter specific threats from specific teams not hope the engine sees what he's doing and counter it for you.


So are you saying if all managers where doing this that we would not have a run biased game?
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