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Run/pass key question
General MFN Discussion
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setherick
Re: Run/pass key question
by setherick @ 3/25/2018 7:33 am
raymattison21 wrote:
setherick wrote:
From a functional perspective, yes they matter, but from a game planning perspective it's better to stick to all Neutral. Why? Neutral doesn't penalize your defense when you guess wrong, and if your opponent over uses a play, your defense will switch to the right key.

Extremely fast players could benefit from running a majority series of blends of pass keys combined with blitzes .

Could but in most cases it is not worth the risk since most veteran game planners are going to balance their game plans on early downs.
Liked by raymattison21
raymattison21
Re: Run/pass key question
by raymattison21 @ 3/25/2018 8:22 am
setherick wrote:
raymattison21 wrote:
setherick wrote:
From a functional perspective, yes they matter, but from a game planning perspective it's better to stick to all Neutral. Why? Neutral doesn't penalize your defense when you guess wrong, and if your opponent over uses a play, your defense will switch to the right key.

Extremely fast players could benefit from running a majority series of blends of pass keys combined with blitzes .

Could but in most cases it is not worth the risk since most veteran game planners are going to balance their game plans on early downs.

I left it up to the ai....or 100 Neutral or 75 Neutral 25 either run or pass on needed downs for all of 4.2, but 4.3 does seem to give an extra boost . As the system starts to guess right, due to over use, I see offensive plans just shut down under the new code .

Like I asked jdb earlier what is the difference in the new code...in terms of keys? Nothing was ever mentioned in beta about a change there.
setherick
Re: Run/pass key question
by setherick @ 3/25/2018 8:24 am
I don't remember one either. But I've been concentrating more on coverage and QB updates.
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