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Forum > Suggestions > Give slight boosts to DEs, especially power rushing DEs
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Ken1
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Originally posted by slashxtreme
How many times a game does a 4 man rush dropping 8 work in the NFL?


Zero, because it leads to a penalty being called for too many men on the field. If I were a DC, I'd love it if I could get away with rushing 4 and dropping 8.

Seriously, 3 man rushes (truly dropping 8) should hardly ever lead to sacks.

4 man rushes, from Robb's evidence, seem a little bit too weak at the top levels (note "little bit" so please don't go overboard in a fix and make them suddenly super). I will say at mid-levels they work fine, so the best solution would be one that targets the Pro level pass rush for a small amount of buffing.
 
Robbnva
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Originally posted by Ken1
Zero, because it leads to a penalty being called for too many men on the field. If I were a DC, I'd love it if I could get away with rushing 4 and dropping 8.

Seriously, 3 man rushes (truly dropping 8) should hardly ever lead to sacks.

4 man rushes, from Robb's evidence, seem a little bit too weak at the top levels (note "little bit" so please don't go overboard in a fix and make them suddenly super). I will say at mid-levels they work fine, so the best solution would be one that targets the Pro level pass rush for a small amount of buffing.


Lol at the penalty.


I'm talking a small boost. If the setting was at 37, move it to 38

I don't want 40 sack games, but a DE getting 1 or 2 a game in an evenly matched game should be expected.
 
slashxtreme
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Originally posted by Ken1
Zero, because it leads to a penalty being called for too many men on the field. If I were a DC, I'd love it if I could get away with rushing 4 and dropping 8.

Seriously, 3 man rushes (truly dropping 8) should hardly ever lead to sacks.

4 man rushes, from Robb's evidence, seem a little bit too weak at the top levels (note "little bit" so please don't go overboard in a fix and make them suddenly super). I will say at mid-levels they work fine, so the best solution would be one that targets the Pro level pass rush for a small amount of buffing.


Haha, nice catch man. I need to start paying a little more attention. to what I post ha.
 
Ken1
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Originally posted by Robbnva
Lol at the penalty.


I'm talking a small boost. If the setting was at 37, move it to 38

I don't want 40 sack games, but a DE getting 1 or 2 a game in an evenly matched game should be expected.


Evenly matched should be about 2 total for a team's DEs-- less than 1 per DE per game (1 per game would still make you something like 4th or 5th in the NFL for 2011)-- but more than now. And of course over 1 per game if the DE is not evenly matched but significantly better than the OT who's defending him.

+1 to "...a small boost. If the setting was at 37, move it to 38."

Edited by Ken1 on Mar 9, 2012 13:16:11
 
slashxtreme
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Originally posted by Ken1
Evenly matched should be about 2 total for a team's DEs-- less than 1 per DE per game (which would still make you something like 4th or 5th in the NFL for 2011)-- but more than now. And of course over 1 per game if the DE is not evenly matched but significantly better than the OT who's defending him.

+1 to "...a small boost. If the setting was at 37, move it to 38."


Also keep in mind GLB spreads the stats out a little more finely than the NFL does. I would imagine the breakdown of playing time between RE1 and RE2 is less than 60/40 or 50/50 as it commonly is in GLB.
 
Robbnva
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Cause glb has unrealistic stamina requirements
 
Ken1
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Originally posted by Robbnva
Cause glb has unrealistic stamina requirements


Stamina requirements here pass my personal realism test (which doesn't mean anyone else agrees with the test), but I believe realism should be the default and the burden of proof that something clearly makes the game more fun is on those who would go against realism.

I believe that Stamina requirements pass that test. They replace injuries, but like them they allow the backups to play a significant amount...but in a way much fairer than injuries would be.

IMO, the "Stamina instead of injuries" meets the burden of proof. Others' mileage may vary, of course.
 
Robbnva
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That was a joke. It was more fun when everyone had 20 stamina
 
Carl Ellir
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didn't you know? Every DE in GLB is average and every WL O-linemen is above average...therefore OL>DL=few sacks.
You made comparisons to the NFL in terms of DEs getting sacks, but there are also O-linemen that don't allow sacks an entire season. It just happens that there are more O-linemen like that on GLB than there are DEs.
 
NtropiK
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-1
 
ProfessionalKop
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definitely a +1 from me.
 
KCChiefsMan
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You also need to consider that while every DE in WL is Jared Allen, every LT is Willie Roaf.
 
TehKyou
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If every DE on a team got 1-2 sacks a game wouldn't that be 4-8 sacks a game just from DEs?
Also DE's in GLB pretty much swap every other play, the "elite" passrushers of the NFL have the benefit of hardly ever leaving the field and/or being used specifically for passing situations. There is no custom slot for DE's on the depth chart (sad day)
Edited by TehKyou on Mar 11, 2012 18:32:17
 
Robbnva
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the real issue is one that I had overlooked because I didn't really know all the numbers. The issue is that DEs in the 4-3 really aren't getting penetration.

custom DE slots would be nice, they say it's exploitable but I don't know how.

 
Theo Wizzago
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Here's the thing. You're trying to apply REAL LIFE logic to a computer game simulation. What is missing is the "mind" of a player vs player that makes a 'bull rush' work one time... and not another because the O-lineman out-guessed his opponent. This cannot be duplicated in simple mathematic game logic. I agree with the thoughts that got you here but what you are missing is, if you change the mathematics in favor of one side over another, you imbalance the game overall and cause a 'reaction' that causes a need to change the mathematics... again... to favor the side you just unfavored.
Think NASCAR here. They make a small change to one 'model' of car (say Chevy) because the drivers of that model say that their competition (Ford) has an unfair advantage in aerodynamics. So a change in roof height or spoilers or whatever occurs... and now Ford drivers find themselves at a disadvantage and start complaining about the Chevy advantages. This eventually leads to NASCAR making all models nothing more than paint schemes and stickers pasted on carbon copy cars where there's no individuality left at all. But you get a very level playing field.
I really don't want GLB making it so everyone has carbon copy dots... and it's getting kinda close to that now anyways. If you want your dot to preform in a certain way, figure out the best way to build them so they DO that... rather than playing with the math of the game to favor a specific build type or to cause eye-popping stats/plays.
 
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