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Forum > Position Talk > D Line Club > Pass rushing DTs - Get ready to take it up the ass once again
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nottom
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Is that 2% just DT sacks or all sacks?
 
Rage Kinard
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Originally posted by Darren McFadden
2% is about 1 per game for 40-45 plays. Seems reasonable to me.


1 per game per team? Most teams use at least 8 DL. That would mean the average would be less than 2 per season per player, since LBs and DBs would get some of those as well.

In WL it was 1.9% sack rate yesterday. Out of the first 32 WL games there has only been 1 DT sack and it was from a NT playing on a 3 man line.
 
Rage Kinard
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Originally posted by nottom
Is that 2% just DT sacks or all sacks?


all sacks
 
CapnEnnui
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My agility DT has been getting a lot of hurries since the regular season started, 12 hurries and a sack over two games against similar level O linemen. Looking at tape, he definitely looks better than last season in his interaction and ability to actually break through the line instead of bounce around and go nowhere. Course, neither o linemen have been particularly good, but it's an improvement over last season's grand total of 8 hurries plus one sack the entire season.

Anyone else seeing slightly better agility DT performance since pre-season?
 
Motiak
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Originally posted by CapnEnnui
My agility DT has been getting a lot of hurries since the regular season started, 12 hurries and a sack over two games against similar level O linemen. Looking at tape, he definitely looks better than last season in his interaction and ability to actually break through the line instead of bounce around and go nowhere. Course, neither o linemen have been particularly good, but it's an improvement over last season's grand total of 8 hurries plus one sack the entire season.

Anyone else seeing slightly better agility DT performance since pre-season?


Enjoy it while you can, it doesn't hold up at higher levels this season unfortunately.
Edited by Motiak on Oct 16, 2009 19:15:16
 
CapnEnnui
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Originally posted by Motiak
Enjoy it while you can, it doesn't hold up at higher levels this season unfortunately.


Lucky for me, my DT will be declining around level 42
 
nottom
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Originally posted by Darren McFadden
2% is about 1 per game for 40-45 plays. Seems reasonable to me.


NFL sack rate is a little over 6% so no, 2% is not reasonable.
 
Rage Kinard
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WL is only seeing sacks on 1.89% of pass plays. 67 sacks and 3,550 passing attempts so 67 sacks on 3,617 pass plays.


From what I can tell, DTs got 5 of those 67 sacks, so WL is seeing a DT sack about 1 out of every 750 pass plays.
 
whoshotjr
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This isn't just bad for DTs, it's bad for teams that have good pass interior pass blocking, as there is not really anything to differentiate good builds from bad.

Basically it makes C/G and DT/NT almost commodities. If a given team was weak at all these positions, they've essentially been buffed, and if a team was strong at these position, they've been nerfed quite a bit.

 
CapnEnnui
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I dunno about you guys, but my level 33 agility DT is actually doing stuff for once, and has been the #1 conference DT since the first game. It doesn't look like it's the same at pro levels, but it's a huge change from the last three seasons where he's been invisible, save last season where he inexplicably forced 6 fumbles despite being set to wrap-up and having only 40 tackling. Especially in the passing game, my agility DT finally works again like season 8, and is having a great season so far. 23 hurries so far, vs 25 over the past 3 seasons, plus hurries are useful now!

Obviously it hasn't translated much at high levels, but they definitely changed something about agility in the middle for the better.
Edited by CapnEnnui on Oct 22, 2009 17:25:18
 
Rage Kinard
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Originally posted by CapnEnnui
I dunno about you guys, but my level 33 agility DT is actually doing stuff for once, and has been the #1 conference DT since the first game. It doesn't look like it's the same at pro levels, but it's a huge change from the last three seasons where he's been invisible, save last season where he inexplicably forced 6 fumbles despite being set to wrap-up and having only 40 tackling. Especially in the passing game, my agility DT finally works again like season 8, and is having a great season so far. 23 hurries so far, vs 25 over the past 3 seasons, plus hurries are useful now!

Obviously it hasn't translated much at high levels, but they definitely changed something about agility in the middle for the better.


Just at the right place in the DT/OT interaction. You should be at a point where you have been addingspeed and vision needed to make the agility build work. OL hasn't had a chance to work on all of speed, agility, and vision yet. The OL is going to be greatly deficient in at least 1 and probably 2 (speed and vision) since the progression is strength, blocking, then agility.

Also, with vision checks added as a requirement for OL this season, lower level OL are going to struggle more which is helping DTs some. By the time OL has hit level 60-65 most of them are going to have at least 2nd capped vision and many have 3rd capped.

My DTs are doing fine in AAA, (actually their numbers are better than I would expect) but I know they wouldn't do anything in Pro/WL because I know how their build measures against other Pro/WL DTs.
 
odt
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speed doesn't seem to be the major issue, its the vision cone of the QB picking up the DTs much better than the DEs rushing the outside
 
timthorn
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Originally posted by RaiderRick04
I just started a pass rush DT, rolled high agility.....probably take agl to 73........am I wasting my time building my DT this way?????


Yes. You are better off starting with strength to 73 (min with 77 being optimal) then go with agility to 77 or 83 for an agility DT.Originally posted by Rage Kinard

from what I can tell it's all about strength though. If interior DL is stronger than the OL he is matched against, he has a shot. If not, then you need a lucky roll to beat him.


truth. For those of you in B-T-A's DLine PF, just look over the DT's sack thread. The majoiry of the sacks came of DT/NT's being able to push back stun, and revcake the G/C blocking them. This involves having a lot of strength to sustain this interaction during the entire game.
 
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