October 15, 2012 at 12:30AM View BBCode
http://footballbeta.simdynasty.com/boxscore.jsp?boxscoreid=24393&thid=2310&qtr=2October 15, 2012 at 12:33AM View BBCode
Furthermore, it is my understanding that any time that the sim is going to let the defense "key in" it gives the offense another chance (or multiple chances) to call a different play, since the goal is to punish abuse but allow for variations if needed by a person who gets caught by the "key" on accident. According to my strategy tester, in that situation, I would be 10% likely to call a long shotgun pass. 10%. Why didn't we just run a different play?October 15, 2012 at 12:35AM View BBCode
OK. Now I am even more confused. We lined up in the pro set and he dropped back to pass. That isn't even an option on my play calling strategies. Sometimes, I have no clue at all what this football sim even does.October 15, 2012 at 02:38AM View BBCode
Originally posted by Hamilton2
OK. Now I am even more confused. We lined up in the pro set and he dropped back to pass. That isn't even an option on my play calling strategies. Sometimes, I have no clue at all what this football sim even does.
October 15, 2012 at 02:46AM View BBCode
Originally posted by Hamilton2
First of all, I thought that "keying" was turned off during the final 2 minutes of each half, due to the unique nature of end-of-half/game play calling?
October 15, 2012 at 03:00AM View BBCode
Originally posted by Hamilton2
Secondly, this was the reverse play sequence for HAM prior to the "keying" taking place, and it doesn't make sense that the defense would expect a deep pass there.
1) The deep pass in question, this is the play they keyed.
2) An encroachment penalty (shouldn't even count, since no real play was run)
3) Punt
4) A deep pass (this would be #2 counting towards the keying)
5, 6, 7, 8, and 9) Running plays (yes, 5 consecutive running plays)
10) A 20-yard completion
So ... unless the sim is counting back 10 plays instead of 5, I don't see any way that the defense would/could recognize a deep pass and "key in" on the above sequence.
What am I missing here?
October 15, 2012 at 03:28AM View BBCode
Originally posted by Hamilton2
Furthermore, it is my understanding that any time that the sim is going to let the defense "key in" it gives the offense another chance (or multiple chances) to call a different play, since the goal is to punish abuse but allow for variations if needed by a person who gets caught by the "key" on accident. According to my strategy tester, in that situation, I would be 10% likely to call a long shotgun pass. 10%. Why didn't we just run a different play?
October 15, 2012 at 09:00PM View BBCode
Here's another sequence from [url=http://footballbeta.simdynasty.com/boxscore.jsp?boxscoreid=24439&thid=2319]this game[/url].October 16, 2012 at 02:18AM View BBCode
The formation isn't the issue, it's the distance of the pass. Medium shotgun, medium sideline and medium pass are all lumped together, for example.October 16, 2012 at 02:53AM View BBCode
The keyed-In only works on long passes. I see almost no effect on Med or Short.October 16, 2012 at 02:55AM View BBCode
Originally posted by Admin
The formation isn't the issue, it's the distance of the pass. Medium shotgun, medium sideline and medium pass are all lumped together, for example.
Chris
October 16, 2012 at 03:30AM View BBCode
Originally posted by tworoosters
Regardless, how can they be "keyed in" when only 3 of the past eight plays have been passes ?
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