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I just simmed the Seattle/Jacksonville game referenced in the original post using the 0.4.1 game engine as it currently stands. I think you will be relieved to see the result, which is undoubtedly the impact of some of the overuse penalties in play. 23 sacks is still crazy high, but the players giving up the bulk of the sacks have really low pass block rating, one guy as low as 28. If you've got a 28-rated pass blocker and you're throwing lots of passes, especially long ones, expect to have your QB on the ground a lot.
I'm curious about the two 70+ yard bombs. Did those come on broken plays? Or were they legit bombs?
Re: MFN is getting destroyed
by
Booger926
@
4/17/2017 8:29 pm
jdavidbakr wrote:
Booger926 wrote:
And your point is.......?
... that the new engine is addressing this type of game planning.
I apologize for not following context. I was under the standing that Seth was the last to reply. My bad
Which one of my responses was unclear?
Re: MFN is getting destroyed
by
jdavidbakr
(Site Admin)
@
4/17/2017 8:44 pm
setherick wrote:
jdavidbakr wrote:
I just simmed the Seattle/Jacksonville game referenced in the original post using the 0.4.1 game engine as it currently stands. I think you will be relieved to see the result, which is undoubtedly the impact of some of the overuse penalties in play. 23 sacks is still crazy high, but the players giving up the bulk of the sacks have really low pass block rating, one guy as low as 28. If you've got a 28-rated pass blocker and you're throwing lots of passes, especially long ones, expect to have your QB on the ground a lot.
I'm curious about the two 70+ yard bombs. Did those come on broken plays? Or were they legit bombs?
They were long passes ... that's pretty much all Seattle had in his game plan.
Re: MFN is getting destroyed
by
Gustoon
@
4/18/2017 1:27 am
Bryson10 wrote:
jdavidbakr wrote:
I just simmed the Seattle/Jacksonville game referenced in the original post using the 0.4.1 game engine as it currently stands. I think you will be relieved to see the result, which is undoubtedly the impact of some of the overuse penalties in play. 23 sacks is still crazy high, but the players giving up the bulk of the sacks have really low pass block rating, one guy as low as 28. If you've got a 28-rated pass blocker and you're throwing lots of passes, especially long ones, expect to have your QB on the ground a lot.
That's great JDB, i'm looking forward to the new code :)
How many owners now have a headache with linemen with now crappy Attributes? Ha ha
Wow, we need this owner in MFN-1. I'm actually quite curious to see what the 0.4.1 engine does with his game plan.
Yeah, the familiars system alone would destroy this gameplan.
Re: MFN is getting destroyed
by
raymattison21
@
4/18/2017 1:09 pm
Gustoon wrote:
Ares wrote:
The average weight of my starting 5 o-line was 269 lbs... suffice to say it's going to be a painful season for me, haha.
Get those lard asses signed Up!
Yep, all those fast TE and FB linemen converts are now useless.
IDK about that my line ten pounds heavier and does ok. Middle of the pack scores but my backs are Slightly better . Still I only remember getting shut down by black flys. But my smaller linemen won me a few games. My tackles have sub 40 run block. Counters pitches worked pretty good. Still a run heavy team won the big game. I bet you could still use 200 pounders. It's all about the push.....not necessarily the ability to run block.