Originally posted by whodey08
Yes...it does shorten the time to run the play. Example: We ran the ball for 2.5 yards and 32 seconds ran off the clock to run the next play. Yet....at the end of the 4th quarter we ran the ball for 3 yards and then spiked the ball and only 14 seconds ran off the clock. So it saved 18 seconds from running off the clock by spiking the ball.This was something that a few other people and I raised a fuss about last season... (I think you were in that fight first, whodey, if I remember correctly!) We found out that teams actually seemed to take slightly MORE time to line up for a spike play than for a normal play, which meant it was actually smarter NOT to call spikes. (Made no sense to me... on a spike play, everyone just has to line up, set for a second, and the QB takes the snap and spikes it. No pre-snap reads needed, no audibles needed, no blitz-protection changes needed... none of the extra stuff that slows an offense down pre-snap is needed on a spike play.)
We took the numbers to the Bugs Mods, and they agreed it wasn't working as intended and fixed it. Or said they fixed it, anyway. I haven't had the patience to research it any further to verify it. But when a play ends, if the AI calls for a spike for the next play, the offense (supposedly) will hurry up to the line and get set faster for the spike play than they would for a regular play.
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Just, uh... don't call for a spike on 4th down.

Or if the clock is already stopped after the previous play.
