I decided to compile some data for non-mod games as well with the same team, same offense and defense, and the same players. I am using All-Pro on default sliders, 11 minute quarters with no accelerated clock. I find that usually gives me the 120-130 total plays like simming a game is supposed to do.
1) There are less sacks going on without the Sabo Mod. You see more of the suction blocks. The most I've gotten in a non-mod game is 4. Most of them come via the play action pass, usually non from just straight rushing pressure. Sometimes with the Sabo mod my players would break through on a straight rush and I think that's where the difference is. If I happen to play a team that doesn't use playaction passes, I won't get many sacks without the mod.
2) The ground game is vastly different. 10-12 yard gains are pretty common for any decent running back. My Disguise 3-4 is pretty stout against the runs up the middle and usually holds most teams in check, even the better backs. Without the mod these runners are still contained, but they still break off good runs. I no longer see ball carriers with a 1 YPC. Though it does happen in football at times where even the best ground games get contained, it seems to happen more often with the Sabo Mods. Teams without the Sabo mod find the endzone from goal line quite a bit easier whereas with the mods it seems like a very rare thing.
3) Playcalling has nothing to do with the Mods apparently. It is all based on the playbook and what the default ratings are for those plays in certain situations. I've seen the same silly play calls with or without the mod. The cure for this is to make your own playbook and if you are a CPU vs CPU person you are going to have to remove the big playaction passes where the QB rolls out about 5 yards behind the line of scrimmage. Even the fastest scramblers (Lamar Jackson) are too slow to evade the automatic turbo sack that results from this play. RPO's aren't very effective either as it seems the CPU just doesn't understand the timing or logic of that call. It will call for it on the worst situations (3rd and 20) and toss it without regard to anything that is going on around the receiver. The outcomes are usually the WR getting tackled immediately, or if the receiver does manage to be open by some miracle he will run backwards a couple of yards before making a slow turnaround to head back up field and get tackled for a loss of 3-5 yards. All the time. I know it isn't popular to speak in absolutes but I have seen this play being run 10 times or more a game for many games and it never works.
4) I haven't noticed the player slow downs without the mods. I found out an interesting thing though when looking for sliders. Apparently each play has an injury rating set to it and on plays where the injury chance is greater, some players get conservative and will "take that play off" in an effort to avoid injury. I don't know why this would be different between Sabo mods and non, since the injury setting is 50 for both.
5) Without the mods the QBs are a mixed bag. At times they will go on tears of 8-10 completions in a row and then they will not be able to hit the broad side of a barn. Better QBs are less prone to this like Drew Brees. I am still testing this though and want to compile more data.
In conclusion from what I've witnessed it seems that these mods do impact the game quite a bit. It probably does make for a more enjoyable player vs CPU game. For CPU vs CPU watching it might require some more tweaking which I might experiment with after running more data.
If you have read this long thing I appreciate your interest. If you have any ideas/input or anything to add or suggest I am open to hearing from you.
Thanks again Sabo for all of your hard work.
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