Rakor wrote:
https://lol.myfootballnow.com/watch/2870#502483 This is the game with the 23 unansweared 4th quarter points.
This is the test code with a boost to slower players.... which imo makes fatigue even less important.
Nickel stunt blitz was called 34 times . I believe it was the final time called where you were cited for overuse but I bet after the 5 th times things were swinging the other way. The early 4th quarter td was vs this play. And a deep pass to set up the game winning fg was vs it as well. Honestly the think I saw only two different blitzes.
Caracas wwas led by the AI or moonpygg both who run a lot and play zone. Zone allows more short completions but keeps the clock running and allows for more turnover opportunities. Two costly fumbles were most likely tied to randomness but the opportunity was presented as the CPU auto keyed a lot of those late runs.
Vs a strategy like this it’s almost better to run the clock down with some dumps to the TE in the zone gaps. Depending on how good your blockers are at grinding it out but moon will rotate his dline which make it a bit harder.
So later in the game as your runs are closer to being overused his non blitz calls are remaining unpenalized. A real cat and mouse game. Your blitz was called 34 times and did pretty well. Shutting down the run vs 113 which is the hardest weak sides style runs to stop in general.
Without rules the logic sets formations vs formations. Nickel vs 113 so based on your matrix with your CB blitz setting you could add another similar call or two. Hopefully bringing those play calls closer to ten. Like I said 5 or 7 is better but 10 calls would have sufficed.
I like to pull my starters at the beginning of the 4th with a 24- 28 point lead. And I don’t remember too many comebacks from that but I try not to overuse too many plays. Mostly blitzes and passes.