jdavidbakr wrote:
It's easy to put overuse on all plays, however back when overuse was being beta tested we found that this caused offenses to become too strong near the end of games because in order to have enough balance in the playbook for various situations (short yardage or long yardage situations, for example) the bread and butter plays that should not need penalizing would break down.
We can easily prove the effectiveness of plays when they face each other. This enables audibles to be called instead of using this flawed overuse penalty. The entire time I have played this game blitzes have been the topics in discussion and suggestions during testing for fixes.
The process was like curb blitzes then curb offensive production due to monster numbers and now we’re here. Years later
First take out the penalties and let people blitz again but code in audibles for both offense and defense. Keep overuse (maybe use it at a low level somewhere) but it’s clearly the perpetrator of claims of the comeback logic being active back then.
Flip that logic to a “stay behind logic” and currently we are claims of a familiarity bug, one that makes it hard for offensive production thus keeping you behind
Essentially the it’s Same problem here as the game drags on overuse builds up making base defenses slightly over powered. It’s like the opposite of the team coming back from behind. It’s actually harder to come from behind in 4.6 due to the overuse penalties.
Put that last tested code with the zone cover updates in with goals of fixing the “static “ run blocking. It had 6000 yard passers. Cause right now man coverage is too strong but those high KR TDs and the FB dive are the same root cause.
Run blocking. Specifically Blocks being held too long near the ***** location at any particular time. Way too static