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Re: Improving Play Selection

By Brrexkl
12/29/2016 4:35 am
MFN-73 Cleveland.

Reminder, this is the 80% Pass Team... that had a RB lead the League in Rushing TD at 14. But we threw for over 6,500 Yards with 4 1K guys, 1 guy at 999 and another at 973. RB had less than 500 Rushing.

Again, Rules for Offensive Play to Qualify follow:
To qualify an Inside Run needs 5+ Yards, and Outside Run needs 7+ Yards, a Short Pass needs 7+, a Medium needs 10+ and a Long needs 15+.

For Defense has to give up 2.5 Yards a Call or LESS.

Let's dive in.

Inside Run (5+)
Snicker.

Outside Run (7+)
2RB/2TE/1WR HB Lead Toss Weak (10.3 YPC)
2RB/2TE/1WR HB Counter Weak (11.2 YPC)

Short Pass (7+)
1RB/2TE/2WR TE Flat Curl (7.0 YPA)

Medium Pass (10+)
2RB/2TE/1WR TE Post Out (12.8 YPA)
1TE/4WR TE Corner (16.8 YPA)
1RB/2TE/2WR WR Deep (10.8 YPA)

Long Pass (15+)
0RB/0TE/5WR Corner Post (20.3 YPA)


Again, I have more 'Good Plays' that produce very well, just not over the specific Marks I suggest for 'Elite'.

Defense (oh ****, here we go). 2.5 or Less... this won't take long.

43 Under
3 Deep Zone Under (1.6)

And done! Told you that one wouldn't take long. :D It's my only 'Elite' Play on this Bad (but improving) Defense.

Again, not saying any of these are Elite and circumstances dictate obviously. I use 25 Plays for this Defense, and it's an All Zone Strategy, whereas in MFN-7 (Denver) the idea is All Man with Blitz on 20 Plays and much more resources invested into the Defense.



Re: Improving Play Selection

By Smirt211
1/02/2017 3:21 pm
I'm very glad to see this being discussed and all sides presented on the blitzing defenses. It seems like every high stakes game I'm involved in features the handful of these plays being thrown at me to the point I've heavily considered abandoning all teams and dropping out. But it looks like there's safeguards coming on in the horizon to change this up and perhaps enhancements on game play will make more plays usable on both sides of the ball.

Last edited at 1/02/2017 3:22 pm

Re: Improving Play Selection

By raymattison21
1/02/2017 3:41 pm
Smirt211 wrote:
I'm very glad to see this being discussed and all sides presented on the blitzing defenses. It seems like every high stakes game I'm involved in features the handful of these plays being thrown at me to the point I've heavily considered abandoning all teams and dropping out. But it looks like there's safeguards coming on in the horizon to change this up and perhaps enhancements on game play will make more plays usable on both sides of the ball.



Well, I agree to a point . ...cause screens will make the biggest difference in countering blitzes but I would like to delve a bit deeper in to what happens when you blitz with different "Keys" triggered.

DBs become more of a presence on pass keys and linebackers B line to the ball carrier on run key . Using these keys in tandem with blitzes is where it gets rediculous. Players receive very generic boosts that should be tied to more relavent skills and actual visual placement on the field.

Who knows where were at but it could be looked at in addition to all the other stuff.

New Feature: Run/Pass Defensive Keying

By jdavidbakr - Site Admin
4/19/2014 4:18 am
Here is the other feature I wanted to get into MFN-1 before the start of the season! On the defensive gameplan screen, there is a new section "Run/Pass" next to the linebacker's defense. On this view you can choose the percentage of the time you want your team to key on the run, key on the pass, or play a neutral defense.

"Neutral" would be no changes from what the default has been up to now.

"Run" means that your secondary plays closer to the LOS, and blitzers will run towards the running back. Secondary will play a little looser on the man-to-man coverage as they are watching the backfield. If there is a play action fake, the blitzers will always bite on the fake.

"Pass" means that your secondary plays deeper, blitzers will never bite on play action, and man-to-man coverage gets a small boost. A pass defense is not designed to stop dink-and-dunk plays, but is instead designed to stop the longer pass play.

On the game plan screen, you will see your opponent's tendencies for each situation spanning the current and previous season. If you rex this section of the game plan, the AI will never apply both run and pass in the same quadrant - although you are welcome to do so if you'd like.

In testing, calling a run defense vs. a run play results in about a 50% reduction of the average run, calling a pass defense vs. a run play results in about a 25% increase of the average run. Pass play numbers don't look that different but a good measure of that is probably because there are probably very few long pass plays being called by the AI in situations where a run defense is called. Anecdotally, the INT rate seems to go up with a pass defense, but I haven't run any numbers to validate that





Re: Improving Play Selection

By Smirt211
1/02/2017 3:58 pm
Thank you Ray for posting that. I found it informative. I've never seen that information before. Now I have a better concept of how run/pass operates than I did before.

Re: Improving Play Selection

By jhartshorn
1/09/2017 5:51 pm
This thread reminds me that I'm 20 years behind you guys in terms of NFL knowledge!! :O

Re: Improving Play Selection

By Brrexkl
1/10/2017 11:58 am
jhartshorn wrote:
This thread reminds me that I'm 20 years behind you guys in terms of NFL knowledge!! :O


Just remember this ONE thing.

Wing-T.

That's all you need to know.

Re: Improving Play Selection

By jhartshorn
1/10/2017 1:28 pm
Why?

Re: Improving Play Selection

By jabillups85
1/10/2017 5:59 pm
[/quote]

Just remember this ONE thing.

Wing-T.

That's all you need to know.[/quote]

The staple of high school football across the nation!