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#1 | ||
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n00b
Join Date: Oct 2006
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RB Playing time
Even with the playing time set at 100%, the RB's always seem to come clsoe to splitt carries (on the average). Is anyone else seeing this?
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#2 |
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lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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This is one of the tougher things to untangle in FOF, but the effect of endurance seems major at the RB position. If your top RB doesn't have massive endurance, he simply won't carry the team's primary load, almost no matter what you do.
Searching here for relevant terms might help, but this is pretty tricky even for those who seem to have a handle on it. In my view, it simply isn't realistic, but I strongly suspect that endurance is the main underlying issue you're facing. |
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#3 |
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High School Varsity
Join Date: Aug 2008
Location: Lowcountry, SC
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I've noticed it on my team. Lead RB is 2nd year, 61/61, 65/65 on EN. Backup is only 32/32, 54/54 on EN.
I understand the spelling/splitting, as 65 isn't 'massive' for EN, but offhand, I know I've seen at least one instance at least of RB2 getting the first snap of the half. Frustrating. Quik's right, I think, that the EN rating really weighs it heavily, maybe more than it should. Last edited by Jughead Spock : 01-18-2009 at 05:07 PM. |
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#4 |
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lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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I'd say that the endurance system, at least for running backs, is basically fine in FOF... what is so unrealistic is the distribution. If something like 2/3 of the backs out there had the endurance to be full-time guys (to the extent of their talents, that is) and it was only the occasional guy who was truly limited by endurance... then I'd say the current EN system would be just about right. As it is, where high endurance are hard to come by overall, and especially hard to come by among non-star players, it's pretty silly.
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#5 |
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High School Varsity
Join Date: Feb 2008
Location: Oklahoma
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I seem to recall reading that Jim said that each play there is a dice roll to see whether the 1st RB plays. It's not a case of his endurance decreasing like it does in Madden, and then being pulled when he gets below a certain threshold, it's a case of his endurance is 65% so if you have him set at 100% playing time, there is a 65% chance on each play that he will be the main back. IMO, this is one issue with the game engine that needs to be addressed - and I think Jim has stated that he would like to address it as well.
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#6 |
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Mascot
Join Date: Oct 2000
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Potentially idiotic question, but is your starter the same guy for all situations, i.e. short yardage and passing situations?
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#7 |
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Mascot
Join Date: Jan 2006
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What I have found to help my RB get the majority of the carries is to take him out of all passing situations.
Since I have started doing this I have seen my starting back get 20+ carries a game. |
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#8 | |
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High School Varsity
Join Date: Mar 2006
Location: Woodstock, GA
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Quote:
QTF In most of my leagues I have (tried to) drafted a pass catching / pass blocking / blitz pick up specialist to put in for all pass situations, and it's been working nicely.
__________________
Championships Won CCFL 2040 PFL 2015 2022 2026 2046 FFL 2013 2014 2015 RNFL 2014 2029 GMFL 2009 HFL 1983 1987 1990 TFL 1983 vNFL 2024 GML 2011 WOOF 2018 |
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#9 | |
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Mascot
Join Date: Oct 2000
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Quote:
I love that sort of stuff. My problem is that my RB usually gets too many carries so I draft good pass catchers and stuff like that. I also like to acquire FB's with high 3rd down running/hole recognition skills and use them in that situation as much as possible. To me this sort of stuff really adds to the immersion aspect of the game. |
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#10 | |
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Mascot
Join Date: Jun 2007
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Quote:
Totally agree. Ive just drafted specialist K/P returners for the first time, and it really helps your roster fel like a complete team, not just scrubs to back up your stars. Specialist players for nickel/dime spots and goalline LBs are good for that sort of thing too |
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