NOTICE: This league is using the BLEEDING EDGE game engine. For more information, click here.

The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

NOTE: As of the last sim, this league was under the minimum 20% capacity. Invite your friends to join MyFootballNow to keep this league alive! Then send them to this league to become the owner of a team! The league will expire at 1/17/2025 8:00 am.

League Forums

Main - General MFN Discussion

What's with this game.

By Rakor
5/12/2021 6:17 am
My last 4 games all seem like the game it's self is cheating. My team plays great in the first half. Then the second have my opponent makes a big come back. One game they scored 23 unanswered points in the forth quarter to win. The last game it for some reason stopped using my starting QB in the 4th quarter even though he wasn't injured. They barely had over 100 yards offense, but still I lost *** is going on.

Re: What's with this game.

By GrandadB
5/14/2021 10:17 pm
Might be fatigue, do you use the Ai standard or custom by position group?

Re: What's with this game.

By CrazySexyBeast
5/16/2021 4:29 pm
misc tab - remove starters in 4th. Near bottom. Check or uncheck. Overrides are helpful.
Also what GDB said.

Re: What's with this game.

By ColonelFailure
5/19/2021 6:43 am
It's also worth taking your opening drive with a pinch of salt. Your team will overperform while all starters are at zero fatigue.

Re: What's with this game.

By Mcbolt55
5/19/2021 11:37 am
But wouldn’t that be true of the opponent as well?

Re: What's with this game.

By raymattison21
5/19/2021 3:50 pm
It would be great to see the games so to pin point things. As fatigue does something but overuse of plays can lead to the opponent gaining skill ratings. Perhaps it’s not the case here but in tandem with fatigue, which will lower the static ratings, I do believe comebacks are possible through scheme. As a user could put rolls in thier favor to set one up.

Still, luck or the RNG is probably the main driver in this swaying it one way or another . Things like an unbalanced game plan with too many passes can sway successful results one way as the auto key kicks in but I would say actual individual play overuse has the greatest effect. Especially if the opponent scouts it.

Fatigue imo creates more opportunities for injuries. I do like fresh guys but many great users get NFL record amounts of snaps for players. It’s almost better to have a tired guy over an injured one.

Get your play counts near a dozen and things will be swinging drastically. At least this part is noted in the play by play verbiage . Sometimes it pans out in your favor to overuse your plays but then it would come down to that individual play and why it did well. But that is more tailored to the run game. Passing and blitzes are hard to overuse without quick changes.

Not using rules I like to use the hurry up and slow down to dictate pace. If I am blowing someone out we will run it a lot to control the clock and limit the opponents touches. With rules you can run an actual prevent defense .... with out rules I find it kinda hard so that opens doors for comebacks as well.

But like I said it’s probably just random luck

Re: What's with this game.

By Rakor
5/19/2021 11:13 pm
https://lol.myfootballnow.com/watch/2870#502483 This is the game with the 23 unansweared 4th quarter points.

Re: What's with this game.

By raymattison21
5/20/2021 6:41 am
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.