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another tactic of his (Admiral) is shutting down a league for an entire real life week so that he can pick up any and every team in the league to ensure no player hits free agency.
I bounced out of Legends when an FA was ONE Player (an LB) like Experience: 6 and all the rest were age outs: WRs Experience 9 and higher etc.
I know Greg protects teams here but Admiral was another level + endless cheat sheets before FA + calling me out on the board publicly to taunt and make me a target when all my guys were hitting FA.
Last edited 12/09/2021 8:53 am
Re: Version 4.6
by
CrazyRazor
@
12/09/2021 6:46 pm
Didn't realize this was a poll until just now. Lol
I haven't joined Big Data League. I also haven't studied all the lists that setherick is putting out. I'm usually a season or 2 behind everyone when they figure things in the new version. I have to give it a little bit of time. Just to see what it's going to be like. Obviously teams are having success at something. There are a few high scores
Re: Version 4.6
by
Cjfred68
@
12/09/2021 9:37 pm
It's possible to have success in 4.6 but it means grinding out long drives and running the ball a ton and not using any long passes or any passes that aren't quick hitters because sacks are through the roof.
Hitting big plays (20+ yards) is nearly impossible unless someone breaks a tackle or two and old reliable FL Hitch is still a dominate play but not for long TDs, just 1st downs!
It's much more like football in the 60s and 70s when passing numbers were down and the game was centered on field position and running the ball.
There is nothing wrong with that if you like that brand of football...to me it's boring and QBs Stat lines of 210 yards passing is a big day in 4.6.
I'm 53 years old and have watched the NFL develop into a passing league where you need a big time QB to win! This game has taken a giant step backwards in my opinion because to throw for 300+ yards now means multiple sacks and interceptions added to ruin the effectiveness of any QB.
4.5 had its share of issues but custom rules helped stop exploits and you still had 10-0 games along with 53-46 games and big comebacks happened along with last second come from behind wins....4.6 doesn't allow for much of either....if you are down 4 points with 1:20 remaining you are screwed because you can't abandon the run if you plan on moving the ball because it takes 10+ play drives to score for the most part....one penalty or negative play for lose ends drives...period...end of story!
Never underestimate that JDB is a stinker. I've never put together a sim engine but...
I'm willing to bet that in the effort to halt any offensive success in v4.5 if you're opening plays in v4.6 look like the following (I think) the sim engine blares with a red siren and jail cell bars come down over your game plan to imprison it and put you in automatic loss land:
I think the engine sees that sequence code and goes 'Bye Felicia' to you. lol
Re: Version 4.6
by
Cjfred68
@
12/10/2021 5:01 am
Some owners have figured out how to win but my lazy gameplanning style doesn't work in 4.6 and I enjoy spending my time in MFN doing other things.
Knowing that means I can accept the fact I wont win much in 4.6 so I will spend even less time gameplanning, spend more time making XFL the best league in MFN....do my power rankings in the Quick and the Dead...await Tony Dean's retirement and subsequent entrance into the USFL Hall of Fame and drop a couple of my other leagues (Big Data & TPM) because I have no investment in either league and see no avenue for any increased interest.
I just did an allocation draft for the Professional Football League and lost interest it that by pick 27 but I will play a season and try to give it a shot.
I've lost interest in actually playing the game but hope I can still enjoy being a League Admin.....of course that depends on keeping owners in my leagues.
Only thing that is working for me in this league is luck and a softer schedule. I do plan upgrading my TE's. I'm thinking breaking tackles is an important attribute now to break out some longer plays.
Ball carry and breaking tackles. Toggle around with using them in various ways. I've tried some wild ideas alongside conventional ideas in Big Data and have written down concepts to try and overwhelm the opposing defense.
One thing is true. 100 ball carry is the new 95/95 speed play maker.
Ball carry and breaking tackles. Toggle around with using them in various ways. I've tried some wild ideas alongside conventional ideas in Big Data and have written down concepts to try and overwhelm the opposing defense.
One thing is true. 100 ball carry is the new 95/95 speed play maker.
Ball carry I think is now one of the most important attributes for every offensive playmaker. It seriously puts some jets on your boys
Yeah, Infinity noticed that one early. Contrary to belief, I always aim for certain vitals on players beyond speed. There's an aggressive GM or two out there whom will come at you with like 95/95 speed and not care if ball carry and avoid fumble were teetering at 50 to 60 each. That's not me.
Captain Defender, I like that nickname for him. The one I use for him is nowhere near as polite.
It would help if either Admiral or Ray actually understood football as a game. Ray has posted some things on the board trying to explain football that are flat wrong, and I've never once seen Admiral break down a play (or data) in any real meaningful way.
The game isn't going to improve until JDB finds and listens to people that know football and know data instead of taking whoever is giving an opinion without question.