Smirt211 wrote:
Generally speaking, it's astonishing that there's no way to WILL a sim over to your favor through play counts/sustained drives. No way to wear down an opposing defense through infinite runners vs. a 1-runner blow out system. Generally speaking.
I suspect the only way to bulldoze/tire an opposing D is to go full on like I did when I picked up 2 Pernbronze teams and went all BIG BIG BIG with RB through TE size and strategy.
I would love to go big but time is limited so passing is what we stuck with.... still I have seen pretty consistently teams power their way to a championship. Really defensively the first thing you have to do is stop the run. If not it’s hard to win cause passing is easier to shut down. Stack the box...why not do it on offense.
As for fatigue I think something was effected . With the same substitute style we suffer less injuries and get more snaps with those settings here in beta. But the key is to get your opponent to fall into 3 and outs. Simultaneously keeping defenders healthy and on the field when it matters. Otherwise those drawnout drives definitely add up....playing STs a lot ....stuff like that ends up piling up injuries
We had light weight dline get 100% of snaps while the 276-300 pounders were near 75% assuming the big guys were tired a bit due to a similar fatigue load but the 25 to 50 pounds was the difference maker. Like admiral said the light weight guys were injured more vs the big guys.... was it fatigue or something else that had the effect. Certainly a fine line to walk.
And idk if it’s about tiring them out but overpowering them whether it be in a big or spread set. Controlling the gaps with proper presnap alignment and blitzers tracking down the ball carrier.
Play calls , familiarity, intelligence, and speed shut down the run game. So in return I guess the same would work for offense .... overuse of plays gives non static ratings a boost and in my opinion the run blocking and run defense ratings are even less useful now.
Even with poor run blockers we’ve ran counter out of the 113 twenty plus times at 5 yard per carry. That s why I say the calls matter cause it was vs nickel 2 deep most of the times. Say it’s vs corner or lb blitz vs the same sets it might be 2 yard per run.
It’s just speed matters a bit less ... everyone is getting in to position quicker less room for error... unless a block is blown or a tackle is broke.