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Old 07-15-2010, 02:24 AM   #20
bcruise
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Re: CPU triple option teams not being effective

Tried a CPU Only game with Navy @ Maryland, Run Blocking at 100 on Varsity (no other changes from default, including speed threshold) and the results were promising.

14 Score
11 First Downs
252 Total Offense
31-132-1 Rushes - Yards - TD
8-14-1 Comp - Att - TD
120 Passing Yards
8-12 3rd down
1-2 4th down
0-0 2PC
1-1-0 Redzone - TD - FG
1 Turnovers
0 Fumbles Lost
1 Intercepted
7 PR Yards
60 KR Yards
319 Total Yards
3 - 45.3 Punts - Average
0 Penalties
11:16 TOP (20 minutes total)

The most surprising thing about it is that it didn't break Maryland's rushing game, because they only went for 73 yards on 17 carries.

Now, the way these games have gone I could probably run the exact same settings and Navy would end up barely in the positive yards. It's really hit or miss and it seems to snowball when the first few option attempts get stuffed. But it's nice to see that the run blocking at least appears to have an effect.

BTW, I really like this Navy/Maryland game for option effectiveness testing. Mostly because it's a real game that can be simmed to compare with the in-game results. It's also fun to watch - Navy tied this particular game with a dramatic Hail Mary in the final seconds to send it to OT! Terps won it in OT.
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