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View Full Version : Depth Chart Limitations (Or The Need For A Situational Chart)


duckman
05-17-2007, 01:51 PM
I'm currently the owner of the Detroit Lions in the NAFL and my two starting defensive ends are not very good at rushing the quarterback. I figured that I would place in the nickel and dime charts my two better pass rushers to generate more pressure. However, my two "starters" did not get starts because my nickel package came out in the first series (and we stayed in nickel most of the game. This caused my two starters to become disgruntled because they did not get their plays in.

I could make adjustments such as putting my starters in the nickel and dime charts and lowering their playing time, but that has only a limited effect. What I would like to see is a situational depth chart similar to running backs to where I can put my best pass rushers in on third down. Anyone have the same issue?

Vinatieri for Prez
05-17-2007, 02:28 PM
Yeah, the depth chart in 2K4 basically let you do that, but was changed in 2K7 with the ability to chose individual personnel packages.

Icy
05-17-2007, 05:13 PM
I liked what we had in 2k7 to set the DE's and DT's on run or pass situations.

yabanci
05-17-2007, 08:37 PM
I liked what we had in 2k7 to set the DE's and DT's on run or pass situations.

assuming you meant to say 2k4, I agree too. I'd like to have designated pass rushers back.

The other big thing that's missing in 2k7 is the ability to alter run direction depending on game situation. In 2k7, you have one rush direction setting that, as far as I can tell, is used in every situation. In 2k4, you could run it up the middle and not risk losing yards to the outside if you were inside your opponent's 3, inside your own 6, or ahead by a couple scores in the fourth quarter.

Vinatieri for Prez
05-17-2007, 11:54 PM
I for one am very glad there is only one run direction screen. It was a pain in the ass in 2K4 to have alter 6-8 screens or whatever it was.

yabanci
05-18-2007, 03:16 PM
I for one am very glad there is only one run direction screen. It was a pain in the ass in 2K4 to have alter 6-8 screens or whatever it was.

wow, was it really so difficult for you that you'd prefer to give up vital game planning decisions to save a few clicks? You can always use the recommend button if you're not up to making the decisions for yourself.

Sgran
05-18-2007, 03:46 PM
wow, was it really so difficult for you that you'd prefer to give up vital game planning decisions to save a few clicks? You can always use the recommend button if you're not up to making the decisions for yourself.

But if you want to micromanage to that extent, what is the point of having a coaching staff at all? At that point, you're just looking for personal trainers that keep them from pulling hamstrings.

yabanci
05-18-2007, 04:54 PM
But if you want to micromanage to that extent, what is the point of having a coaching staff at all? At that point, you're just looking for personal trainers that keep them from pulling hamstrings.

that's not "micromanaging."

The standard deviation for an inside run is much lower than an outside run. As the help file states, "a lower standard deviation means there is less of a chance the run will go for a loss or a zero or one-yard gain. If you need just one or two yards, a run up the middle is often the best choice." In contrast, for outside runs, "the high standard deviation for those runs means you'll be much more frequently tackled for a loss."

If you have the ball 3rd and goal on the 1 yard line, then, where do you want to run it if you want the best chance of picking up that yard, the touchdown that often will be the difference between winning and losing a game? You want to increase the percentage of your inside runs. Watch any football game and you'll see this.

What if you are backed up on your own 1 yard line. Do you want to run outside, where "you'll much more frequently [be] tackled for a loss" or do you want to run inside where there's a much lower standard deviation and less of a chance the run will go for a loss.

If you are up by a touchdown in the fourth quarter, you want to run out the clock on offense. You do that by running the ball and picking up first downs, usually running inside the tackles where you're most likely to pick up positive yardage, keep the clock running, and make a 3rd down as short as possible. The last thing you want is to get caught for a loss of 3 yards on an end run on first down, forcing you to pass where you might stop the clock with incompletions or even throw an interception.

This is basic football strategy. Watch any football game and you'll see it. For you to equate it with micromanaging to the degree of "looking for personal trainers that keep them from pulling hamstrings" is stupid.

In FOF2k4 you had the ability to implement these strategies. If you were too lazy or found them too difficult, you could hit the recommend button. In FOF2k7, as far as I can tell, you've lost this ability. That's a step backward, the point of my original post.

Vinatieri for Prez
05-19-2007, 01:56 AM
I didn't want to hit the recommend button. First, it changed the whole screen info not just run direction; so that wouldn't work. And second, I didn't want recommended run percentages either, I wanted my chosen run percentages. Which were the same pretty much regardless of situation. I for one prefer to run behind my best lineman and against the worst defensive lineman. I'll take that any day than a statistical standard deviation calculation for running up the middle. I'd also suggest you watch more football. As an example, Shaun Alexander scored the bulk of his TDs behind Walter Jones off tackle and a bit of Steve Hutchinson. Did you ever see how many of LTs in close TDs this last season were off tackle and outside runs. It it's 3rd and 1 and my center sucks, I'm not running behind him in real life either.