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Re: Blitzing Solution?

By Philliesworld
4/25/2018 5:14 pm
I've been working over solutions to the problem of overblitzing. While haven't come up with much that doesn't require a tremendous amount of recoding and testing there is on thought that kept nagging at me.

I'm not sure if I thoroughly understand how scouting the opponents game plan works. But as I currently understand it every play you select, you get an in-game boost every time its played versus your team.

Building on that logic, if a blitz 2 package would be selected the boost benefit against would be x^2 amount more than a non-blitz play. While a blitz 1 play would have a boost benefit against of x.  And then a play with nobody blitzing would have the base boost. And this is all only If the play was selected to be scouted. If that makes sense.

Goal line attacks would obviously be exempted.

What x should equal to is whatever it would take to make that blitz a bit worse than a non-blitz package.

Theoretically what this should do is all but stop blitzing except for ~>25% of the time. Why?

1. If a blitz play is a top 10 used play it will surely get scouted on by an opponent and be nullified.

2. Even if a blitz play isn't used awful heavy it will still be targeted by the opponent, since it'd give them an advantage of its called.

3. But I don't think that blitzes would become extinct. Because IF their not scouted on they'll be just as potent as they are now. And if used cautiously through rules, could be used at the right moments such as a heavy blitz to try to sack the QB in the end zone for a saftey. Or a key third down decision.

I know there are holes everywhere in this theory. But I would love to have opinions on this, maybe we could work and mold it into a workable solution.

What say you?
Last edited at 4/25/2018 6:18 pm

Re: Blitzing Solution?

By raymattison21
4/27/2018 6:53 am
Do you play in one of the beta leagues?

In mfn 1 the final game I blitzed heavy for my plan 27 out of 66 snaps. (It depends what the opponents does so...and almost 1/3 of those was out of the dime when I still had 6 dbs covering)

My opponent blitzed 35 out of 62

The plan that lost was the heavier weighted blitz plan .

Currently I think only blitzes are penalized in mfn one.

As it always has been......the real problem with blitzes is that pressure kills qbs and make dbs elite play makers. Yes that comes with a combination of things not just pressure with fast guys as it is now.

One on ones on the outside are just too easy for defenders . These past 2 seasons in mfn one dbs get beat in these situations . But if you put defenders back in coverage (not blitz ) your defense will have better luck on those deep passes(just like real life ).

Alot is different in the beta leagues right now, and more will change. But if you can't throw deep vs a blitz the defense will never have to back off. Which opens the run back up . So, imo this works two fold here but the key is these heavy blitz teams have to get beat deep without any deep over the top help.

There is a glitch in man coverage , which is being tested and eliminated , that allows alot 8f yards the catch.

In the past you could blitz 99% percent of the time.....hot reads and play abuse penalties were added.

Those changes have dropped blitz numbers to around 70 % . Pretty high, but over a dozen new changes (currently in testing) have lowered the effectiveness of heavy blit zing to around 50 %.

Your observations, feed back and suggestions would be greatly appreciated in one of these test leagues as there is separate beta league discussions specifically designed to enable code change direction.



Last edited at 4/27/2018 5:30 pm