Originally posted by
So what do you guys want? Every DE to put up 3-5 sacks against even competition, that's when things will be "fixed?" I had one against even competition, that's plenty of evidence that Bort's DE algorithm is working.
Do you guys even watch NFL and realize DEs generally put up most of their sacks against lesser OT and will be lucky to get 1 if ever 2 against great OTs? Also it's not that irregular for sack-plenty DEs to put up a string of zeros for some games.
Can't believe I actually fought for you guys. Now I'm beginning to see why GLB discredits anybody speaking for the cause of DEs. When you have a doped she-man that thinks it's his god-given right to register sacks when he's up against even or better OT competition and put up numbers.
Aside from the fact that you claim to be an expert yet prove to be a neophyte with each post is amusing, every other person has said here and have managed to do it in a civil tone what is being looked for. We want the code to be examined and parity to be restored. Put another way, when I see that I'm going against a OT that is 6 to 8 levels lower I expect to see stats. This season O lines are pitching shut outs against D lines when the D line has +8 levels. You can
not compare the NFL to GLB for the simple fact we have gutted/cpu teams. If an NFL franchise decided to pack it in and the city promoted the Arena League to fill out its place, everyone would expect HUGE numbers from the opposition. Since GLB is based off of points and at the end of the day each play is nothing more then lines of Mathematical equations it requires a re-evaluation.
To keep it simple lets take three stats: OL=Str+Blocking+Agility=x DL=Speed+Agility+Vision=Y
Play is run if X>Y the DE gets blocked if X<Y the DE gets around and another equation is ran to determine a sack.
What is being seen across the board this season is an OT that is 8 to 10 levels lower can stop a DE. In game terms that is 40 to 50 points. So the equation to determine, still being simplistic, OL=Str+Blocking+(Agility*.25)=X That simple change in code completely negates the DE's levels. You can equate some of it to builds and here is an example using my DE.
Now in these examples I'm only going to use the 5 base skill points you get per level.
Against a level 17
CPU OT I got 12 sacks:
http://goallineblitz.com/game/game.pl?game_id=333696If you've ever looked at a CPU players stats you know they are spread out and not stacked in the primary attributes that a Human would.
Against a level 18 and a level 15
Human OT I got 9 sacks:
http://goallineblitz.com/game/game.pl?game_id=333697Humans that are stacking the primary stats and ignoring the others.
So I had +17 levels on those tackles or 80 skill points so I
expect to see that output or greater.
Now in this game
http://goallineblitz.com/game/game.pl?game_id=333693 against a
Human LOT @ lvl 21 I got 4 sacks. Are you telling me that 15 points (5 points per level) is able to cut productivity in half? Negating the 14 levels or 70 skill points I had.
Finally two examples:
In this game
http://goallineblitz.com/game/game.pl?game_id=333657 I had 10 levels on the OT and managed no production. 50 skill points are negated.
This game:
http://goallineblitz.com/game/game.pl?game_id=333699 I had 2 levels on the OT and again, managed no production. 10 Skill points are negated.
Just graphing that out, someone else check my math please, it looks like a DE needs around a 4:1 Skill point advantage over an OT.
A graph of this should show a gradual decline in production. Instead it shows that +18 levels averages 10 sacks. +16 Levels averages 5 sacks. Once you hit the +10 range you production measured in fractions.
Now feel free to go off pick out a tangent and prop up another strawman argument, the fundamental math isn't going to change and it is un-balanced.