Sad thing is my rushing QBs the season prior to this one passed the ball better than my passing Qbs this season.
Forum > Pee Wee Leagues > So with the new tagging system, how does that change pee wee as we know it today?
gjwhite66
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Originally posted by Time Trial
My QB had 76.8 throwing, 48.8 vision, 30.8 confidence, 20.8 strength, and 15.4 agility, but still was only completing just over half of his passes. I'm sure that most of those were drops, but I wonder if I brought in my level 49 QB how much better that completion % would be?
Passing successfully is possible. My QB had a pretty good season with not quite as high rated abilities as yours.
http://goallineblitz.com/game/player.pl?player_id=1577880&playoffs=0
He shared time for the first half of the season with another QB, and could have had more TDs, but I didn't pass in the redzone. As a team we had 3452 yards (328/513 63.9%) and 27 TDs.
It does have a lot more to do with WR/TE builds than the QB build. Hell, most of the WRs on my squad had better catching ratings at level 10-11 than most level 50+ WRs I've seen.
My QB had 76.8 throwing, 48.8 vision, 30.8 confidence, 20.8 strength, and 15.4 agility, but still was only completing just over half of his passes. I'm sure that most of those were drops, but I wonder if I brought in my level 49 QB how much better that completion % would be?
Passing successfully is possible. My QB had a pretty good season with not quite as high rated abilities as yours.
http://goallineblitz.com/game/player.pl?player_id=1577880&playoffs=0
He shared time for the first half of the season with another QB, and could have had more TDs, but I didn't pass in the redzone. As a team we had 3452 yards (328/513 63.9%) and 27 TDs.
It does have a lot more to do with WR/TE builds than the QB build. Hell, most of the WRs on my squad had better catching ratings at level 10-11 than most level 50+ WRs I've seen.
LordEvil
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Originally posted by gjwhite66
Passing successfully is possible. My QB had a pretty good season with not quite as high rated abilities as yours.
http://goallineblitz.com/game/player.pl?player_id=1577880&playoffs=0
He shared time for the first half of the season with another QB, and could have had more TDs, but I didn't pass in the redzone. As a team we had 3452 yards (328/513 63.9%) and 27 TDs.
It does have a lot more to do with WR/TE builds than the QB build. Hell, most of the WRs on my squad had better catching ratings at level 10-11 than most level 50+ WRs I've seen.
Actually it has more to do with level of competition. Last season we threw for 76 Tds and over 4000 yards. In Gold they play better DF
Passing successfully is possible. My QB had a pretty good season with not quite as high rated abilities as yours.
http://goallineblitz.com/game/player.pl?player_id=1577880&playoffs=0
He shared time for the first half of the season with another QB, and could have had more TDs, but I didn't pass in the redzone. As a team we had 3452 yards (328/513 63.9%) and 27 TDs.
It does have a lot more to do with WR/TE builds than the QB build. Hell, most of the WRs on my squad had better catching ratings at level 10-11 than most level 50+ WRs I've seen.
Actually it has more to do with level of competition. Last season we threw for 76 Tds and over 4000 yards. In Gold they play better DF
gjwhite66
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I understand I wasn't up against Gold level opposition every game, LordEvil, but I wonder how many drops TT's receivers contributed to his poor stats. Wasn't Lone Star able to win the title with a pretty decent passing attack? I hear a lot of people say passing is pretty worthless in PeeWee, but it's normally the teams that have good passing offenses that usually win.
LordEvil
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I did notice that the two teams who had more success with passing (Lone Star and Boston Goatwarriors) both had 3 Qbs in rotation. Maybe stamina is the problem?
As for WRs I built many Wrs this season. It seemed the best sure hands WR was the catching one.
I tried Strength, Catching, Vision (Which was awful) Speed and agility.
As for WRs I built many Wrs this season. It seemed the best sure hands WR was the catching one.
I tried Strength, Catching, Vision (Which was awful) Speed and agility.
gjwhite66
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That's where I think a lot of people who build WRs make the mistake. Everyone wants speed, speed, speed, but what good is it to be the fastest guy on the field if you can't catch worth a damn? I'm wondering if maybe that's why the Knocked Loose VA is so effective at higher levels, because the WR catching ability is so dreadfully low across the board.
Guppy, Inc
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this will force teams to be multi dimensional meaning the game will become much better. the great OCs will now really stand out.
juiceweezl
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Originally posted by Guppy, Inc
this will force teams to be multi dimensional meaning the game will become much better. the great OCs will now really stand out.
Correction, the OC's that don't have a full time job and can spend hours upon hours coming up with some way to squeeze out 14 points against a quality team will stand out. The defense already has lots of options. If they get more, then the offense needs the ability to make adjustments.
this will force teams to be multi dimensional meaning the game will become much better. the great OCs will now really stand out.
Correction, the OC's that don't have a full time job and can spend hours upon hours coming up with some way to squeeze out 14 points against a quality team will stand out. The defense already has lots of options. If they get more, then the offense needs the ability to make adjustments.
The player tagger is something the defense has needed badly for many seasons. Without it, you're playing blindfolded. I think the build effect will be to reduce specialization, which is kinda out of hand, a little bit in pee-wee, grossly in higher levels. I don't the the time commitment for OC or DC will increase all that much--once people get the hang of it--sure for a season people will be going insane thinking they need way more AI elements than they really do, but it will level out as people work it into their routine.
Ocs who are saying the offense will be underpowered need to realized that this step brings you closer to getting more options--like an OPC. The offense's options can only be increased as the defense ability to recognize them increases. As the D is now, simply run blocking with the TE on the left would render every DCs playbook obsolete, give the D the ability to spot the TE on the left, and you'll get the ability to put him over there...etc.
This will lead to gameplanning that is based less on exploiting the limitations of the sim and more on outfoxing your opposition, which is what we want right?
Ocs who are saying the offense will be underpowered need to realized that this step brings you closer to getting more options--like an OPC. The offense's options can only be increased as the defense ability to recognize them increases. As the D is now, simply run blocking with the TE on the left would render every DCs playbook obsolete, give the D the ability to spot the TE on the left, and you'll get the ability to put him over there...etc.
This will lead to gameplanning that is based less on exploiting the limitations of the sim and more on outfoxing your opposition, which is what we want right?
Time Trial
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Originally posted by Fumanchuchu
The player tagger is something the defense has needed badly for many seasons. Without it, you're playing blindfolded. I think the build effect will be to reduce specialization, which is kinda out of hand, a little bit in pee-wee, grossly in higher levels. I don't the the time commitment for OC or DC will increase all that much--once people get the hang of it--sure for a season people will be going insane thinking they need way more AI elements than they really do, but it will level out as people work it into their routine.
Ocs who are saying the offense will be underpowered need to realized that this step brings you closer to getting more options--like an OPC. The offense's options can only be increased as the defense ability to recognize them increases. As the D is now, simply run blocking with the TE on the left would render every DCs playbook obsolete, give the D the ability to spot the TE on the left, and you'll get the ability to put him over there...etc.
This will lead to gameplanning that is based less on exploiting the limitations of the sim and more on outfoxing your opposition, which is what we want right?
Okay, but for the season where the Defense has all of the advantages, there is going to be a tremendous ammount of pressure on good OCs just to score a point or two.
I might actually just build one offense, two defense, and two special teams just to try to score in the one place where there is no customization.
The player tagger is something the defense has needed badly for many seasons. Without it, you're playing blindfolded. I think the build effect will be to reduce specialization, which is kinda out of hand, a little bit in pee-wee, grossly in higher levels. I don't the the time commitment for OC or DC will increase all that much--once people get the hang of it--sure for a season people will be going insane thinking they need way more AI elements than they really do, but it will level out as people work it into their routine.
Ocs who are saying the offense will be underpowered need to realized that this step brings you closer to getting more options--like an OPC. The offense's options can only be increased as the defense ability to recognize them increases. As the D is now, simply run blocking with the TE on the left would render every DCs playbook obsolete, give the D the ability to spot the TE on the left, and you'll get the ability to put him over there...etc.
This will lead to gameplanning that is based less on exploiting the limitations of the sim and more on outfoxing your opposition, which is what we want right?
Okay, but for the season where the Defense has all of the advantages, there is going to be a tremendous ammount of pressure on good OCs just to score a point or two.
I might actually just build one offense, two defense, and two special teams just to try to score in the one place where there is no customization.
It's not like people are scoring most of their points off of the lack of a tagging system for D. Close games tend to be decided by controlling the line of scrimmage and getting yards where you can.
PING72
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Originally posted by LordEvil
Sad thing is my rushing QBs the season prior to this one passed the ball better than my passing Qbs this season.
I've noticed this a lot, too. Not only in PeeWee, but even in a level 21 team I used to own. The rushing QB did a lot better than the guy who was built to throw.
I think it had to do with the bug where QB's get pinpoint accuracy when hurried...I think they were better at throwing on the run.
Sad thing is my rushing QBs the season prior to this one passed the ball better than my passing Qbs this season.
I've noticed this a lot, too. Not only in PeeWee, but even in a level 21 team I used to own. The rushing QB did a lot better than the guy who was built to throw.
I think it had to do with the bug where QB's get pinpoint accuracy when hurried...I think they were better at throwing on the run.
Time Trial
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Originally posted by PING72
Originally posted by LordEvil
Sad thing is my rushing QBs the season prior to this one passed the ball better than my passing Qbs this season.
I've noticed this a lot, too. Not only in PeeWee, but even in a level 21 team I used to own. The rushing QB did a lot better than the guy who was built to throw.
I think it had to do with the bug where QB's get pinpoint accuracy when hurried...I think they were better at throwing on the run.
Agility is one of the things needed to throw the ball. Rushing QBs tend to have agility.
Originally posted by LordEvil
Sad thing is my rushing QBs the season prior to this one passed the ball better than my passing Qbs this season.
I've noticed this a lot, too. Not only in PeeWee, but even in a level 21 team I used to own. The rushing QB did a lot better than the guy who was built to throw.
I think it had to do with the bug where QB's get pinpoint accuracy when hurried...I think they were better at throwing on the run.
Agility is one of the things needed to throw the ball. Rushing QBs tend to have agility.
PING72
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Originally posted by dshills
or atleast give us a headstart in peewee passing. you gotta specifically train all season long to make the passing game a reasonable threat. Maybe different player selections. like spend the flex to build a WR(same as it's always been) or choose peeweeWR(semi-advanced skills, but auto retires after 1 season). Maybe the same with the qb spot.
I view PeeWee sort of like High School football. Most teams run the vast majority of the time. The better teams have some balance to them. And a few teams (but not many) have success throwing the ball the majority of the time.
I actually thought that this past season there was a change to help people catch the ball. I thought I noticed CPU teams and poorly coached teams that threw all the time had more success this year than in years past. Anyone else notice this?
or atleast give us a headstart in peewee passing. you gotta specifically train all season long to make the passing game a reasonable threat. Maybe different player selections. like spend the flex to build a WR(same as it's always been) or choose peeweeWR(semi-advanced skills, but auto retires after 1 season). Maybe the same with the qb spot.
I view PeeWee sort of like High School football. Most teams run the vast majority of the time. The better teams have some balance to them. And a few teams (but not many) have success throwing the ball the majority of the time.
I actually thought that this past season there was a change to help people catch the ball. I thought I noticed CPU teams and poorly coached teams that threw all the time had more success this year than in years past. Anyone else notice this?
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