August 13, 2014 at 06:34PM View BBCode
2nd and 8 for the Gnats, they huddle and line up in a Pro Set; the Bontemps Roulez line up in a 4-3.August 13, 2014 at 08:55PM View BBCode
Honestly there should be a lot more of these type plays on max blitz calls, if the LT blows up the RDE and the FB or C/G (depending on the blocking assignment) takes out the MLB all a team needs is a poor angle from a safety for a monster play. Remember slow or not you had 8 guys who have to either at best change direction after crashing the line or get off a block and start chasing him.August 13, 2014 at 09:18PM View BBCode
I'm not denying the logic of a big gain on a running play against a blitz, my question is related to:August 13, 2014 at 09:36PM View BBCode
A) I still say on a play like that the runners speed becomes slightly irrelevant as he could be an easy 20 yards down the field b4 the 8 rushers have a chance to turn around and chase.August 13, 2014 at 09:39PM View BBCode
Or maybe the runner broke a tackle by a saftey 50-60 yards down the field allowing the DE to catch up. Broken tackles on running plays probably happen in the sim but the info isn't in the play breakdown.August 14, 2014 at 07:21AM View BBCode
This is always going to be an issue in that the game will never show every block, cutback, etc. that occurs in a run. Even adding a little more of that data grows the play-by-play database quite a bit. So the natural assumption is that every run is a straight line maximum speed point A to point B run before a defender brings him down. (Nor does the simulation even actually simulate every block and cutback, yet; it uses a set of percentages to try to mimic NFL results. This is similar to why, in the baseball sim, we went for years without knowing which outfielder even handled most base hit.)Pages: 1