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yello1
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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.


Okay so its just deducted from the prior play, that makes sense. So you saved 16 seconds (since the spike takes 2 seconds off the clock itself).

Time outs work the same as that? Same amount of time from the prior play?

Edited by yello1 on Dec 20, 2012 15:12:16
 
yello1
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Originally posted by Time Trial
Yeah, his question makes me wonder if he watches football.

"Does it make the previous play take less time or the subsequent play or both?"

I was going to relate it to what he would see if he DID watch football so that it made sense in the context of the game, but if he didn't watch football, I couldn't dot that.


As folks are wont to say, this is Dotball.

It doesnt pay to assume its working like it does on real grass, or turf.
 
yello1
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So...16 seconds is that the norm?

Anyone check the figures?

I know I could scout it, and probably will before I get a reply.....but just in case....?????
 
Novus
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Originally posted by yello1
So...16 seconds is that the norm?

Anyone check the figures?

I know I could scout it, and probably will before I get a reply.....but just in case....?????


There's no way to know for sure, because each play is different. You can't even go off of yardage gained... you could have two inside run plays run with the same formation and the same personnel, both of which go for 3 yards gains, but one of which takes 7 seconds to run and the other takes 15 seconds. In one play, the HB could take the handoff, get through the hole cleanly, and then get taken down immediately after 3 yards, while in the other play, the HB could take the handoff, have to break a tackle in the backfield, break another tackle at the line of scrimmage, and then drag another tackler for a yard or 2 before finally being taken down -- taking up twice as much time for the exact same 3-yard gain.

There's just no way to know. It's just like in real-life football... there's no way to know how long a play is going to take before you run the play. That's why you see situations where a real-life QB scrambles around, wastes precious seconds, finally throws a long pass for a completion down inside FG range, only to have the clock run down to 0:00 while everyone is still scrambling up to the line to get set for the spike-play. Every play is different.
Edited by Novus on Dec 20, 2012 15:44:27
 
whodey08
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Originally posted by yello1
Okay so its just deducted from the prior play, that makes sense. So you saved 16 seconds (since the spike takes 2 seconds off the clock itself).

Time outs work the same as that? Same amount of time from the prior play?



Timeouts are quicker because you call a time out as soon as the play is over and there is no need to get everyone lined up and so on. QB spike is to be used when no timeouts are left and it will save you approximately 14-18 seconds from running off the clock. It really is that simple to understand. Don't make it difficult
 
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