GrandadB wrote:
GG Skins, its a good example for any MFN owner/managers that are not aware about what happens when you have more than a 10 mismatch in speed btw the WRs and CBs, in addition to the opposing team having a good OL, and good QB, as Washington does. That mismatch results in long passes for TDs. In the Skins/Pack game it resulted in 6 TDs. 3 TDs by WR1 McClain (91 sp), 2 of them were fly or go patterns (straight) both over 80 yds. vs CB1 Kay (76) (15 speed differential). 2 were to WR2 Glick (95 sp) on fly patterns vs CB Rose (85 sp) (10 sp diff).
It is very important to be aware of the speed matchups between WRs & CBs. In the MFN 1 forum, posted by JDB.....
jdavidbakr wrote:
The biggest impact for M2M skill is an opposition to a WR's route running skill. When a WR makes a cut, the sharpness of the cut in determined by his route running skill, and the ability of the DB to cut with him is determined by the M2M skill. On fly routes the M2M skill and route running skill are not really used, in those cases it does boil down to speed.
If you dont have any DBs with at least 85+ speed, you are in trouble when you face a team with 2 or more WRs with 90+ speed (like Washington) and they throw a lot of fly routes on long pass plays, in addition to having effective pass blocking. You will get burned. The only other strategy is to either blitz heavy and try to get more pressure on the QB or use more deep zone coverages, 3 & 4 man. I have not tried that approach with the zones, and heavy blitzing using 2LBs and/or DBs has been significantly reduced in the latest game version, anyone had success with using 3 & 4 Deep Zone coverages? If there is no way to compensate for the speed differentials, then it becomes another game exploit. cheers, gdb
Until 0.4.3 is released (I hope soon), it's impossible to think about Speed and go routes without thinking about your DB's B&R rating when you're playing M2M. I have notes for how to game plan for M2M, but haven't taken the time to write them out. [Here's the beta league thread about me complaining about this:
https://mfn1.myfootballnow.com/forums/6/1444?page=1#8768]setherick wrote:
I noticed that CBs were getting burned badly on plays when they were supposed to be in tight man coverage. As someone who runs a lot of Cover 5 on early downs and while run blitzing, this bothered me a lot. This was happening more frequently in the beta leagues because the QB would throw the ball as soon as the WR broke free of the CBs cover. On closer inspection, this mostly happened when the CB came up to jam the WR at the line.
This observation led me to tracking down this post by JDB:
jdavidbakr wrote:
Rotor wrote:
Does this rating matter, do bump & run influence the outcome of pass plays (how, slowing the route progression?) I never saw a corner "press his receiver on the line" and they invariably start several yards from him but maybe I don't interpret correctly what I see. Thanks in advance for your input!
There is a decision that your CBs make to decide whether to play off the WR or play close and bump and run. Usually this decreases with faster WR's so the CB doesn't get beat; you'll know if the CB is playing bump and run because he'll be right on the LOS when the play starts.
B&R will slow the pattern down (depending on the WR's B&R avoidance) because the WR's velocity is interrupted. This potentially could give the DL a bit of extra time before the WR completes his route. So it doesn't have a huge impact, but may tilt the scales slightly on some plays.
So with all of that, I have added B&R back to my CB and WR weights. In fact, I've started looking at B&R as being more important than M2M because the effects of bad B&R are disastrous in the code being tested. I still consider these weights in a testing phase, but they seem to be working in that I give up fewer long passes because the CB missed the jam at the line.
Last edited at 1/11/2018 3:23 am