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Originally Posted by Art01 |
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In my original post in this thread, I stated that I believe that the Offense and Defense Coach Tendencies are reversed. I do not intend to debate my conclusion, but I will explain how I arrived at this decision - and I will offer actual test game data to support my findings.
I am using my ratings-modified version of Buffeyes 2014 Season Roster for this analysis.
When I look at the Roster in the Generic Editor, there is a COCH Tab, which contains many different columns of data related to Coaches. One of these columns is labeled "COTR". Numbers in this column match the numbers found under the PASS side of the Offense Coach Tendency when viewed within the game.
I have interpreted this “COTR” column header to mean "Coach Offense Tendency Run". Therefore, I decided that the numbers in this column should match the numbers found under the “RUN” side of the Offense Coach Tendency. So, using the Export/Import feature of the Generic Editor, I reversed the RUN/PASS numbers for all coaches for all teams by putting the RUN numbers in the COTR column. I then imported this modified COCH data back into the Roster.
Examples:
1: The original in-game “Run Offense/Pass Offense” for Alabama HC Nick Saban read from left to right; "35 ------- 65". After data reversal, the data reads from left to right; "65 ------- 35".
2: The original in-game “Run Offense/Pass Offense” for Air Force HC Troy Calhoun read from left to right “20 ----- 80”. After data reversal, the data now reads from left to right “80 ------ 20”.
I have played 5 different test games with the new data settings. All games were CPU-CPU, 5 minute quarters, User and CPU Difficulty set to Heisman. After the games were completed, I recorded the game statistics. Teams were chosen for these games to observe how the software handled Run/Pass play calling. Results of these games are attached as an Excel file to this post.
Note in particular, the WSU/SMU (Heavy Pass) and Air Force/Army (Heavy Run) games.
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It's fine if you don't play on debating, but if you're going to post false conclusions, then I'm going to refute.
I'll state again the way the run/pass slider works. If you push it towards the left it'll make the team more run heavy. This will show up like this:
If you move the slider towards the right the team will be more pass heavy and the slider will look like this:
This ABSOLUTELY works w/ the game's sim engine.
Here are the nation's rushing leaders at the end of 2027:
Of these teams the following have a 30/70 ratio (which is very run heavy):
- Navy
- Georgia Tech
- Michigan
- Virginia Tech (I'm surprised by how many passing yards they have)
- Idaho
- Tennessee
Colorado's ratio is 35/65. All of the 30/70 teams above have at least in the neighborhood of twice as many rushing yards as passing. Therefore, the sim engine most definitely handles rush heavy ratios correctly.
Below are the nation's passing leaders:
and here are their ratios:
- ASU: 65/35
- ECU: 60/40
- MTSU: 60/40
- BSU: 52/48 (surprisingly close to 50/50)
- Baylor: 55/45
- Kansas: 65/35
- Army: 80/20
So now you can see that the sim engine definitely correctly uses pass heavy ratios.
As for in game ratios, I only have the games I played myself from this season. Here's the Dook game w/ their 65/35 pass heavy ratio:
where they ran 20 times and passed 42 times.
Now, here is the GT game with their 30/70 ratio.
Here they ran the ball 35 times and only passed 15.
Both of these games are examples of where the gameplay engine also uses the correct run/pass ratios.