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gg eob. We're going to have to set a rule about sprint outs, because there were way too many of those, and these sliders can be exploited by that.
Atlanta turned it over 4 times (miraculously recovering one with a diving recovery), not one for
The sliders were all right. My DBs would be locking down a receiver on a slant route, and when the ball was thrown, they'd stutter in the opposite direction for a split second to create a window.
Myrtle's pass rush was absolutely insane. Godfrey got hit in the shotgun within 2-3 seconds at least times. Maybe that's homefield, dunno.
3-4 times, I hit him at full speed during or right after his pass with zero impact on his accuracy. The only one who seemed fazed was the corner in the WRs hip pocket, who went the wrong direction twice.
Sprint-outs:
1st qtr - 2 of 3
2nd qtr - 2 of 3
3rd qtr - 4 of 5 (the other started in the pocket and eventually scrambled to buy time)
4th qtr - 3 of 4
In general, it's more fair to operate from the pocket and occasionally rollout, or relocate if you are forced out of the pocket. The above plays were immediate rollouts.
He was getting torrential pressure on my QB. There needs to be a containment tweak, because that's the problem here. It would be even worse with a more athletic QB, like Beamen.
I'd also say his QB was too fast for being an 85 spd guy. Usually the game compensates by making similar speeds a tie that goes to the pass rusher. In this one I had a ton of trouble closing on the QB unless he was running into a blitzer. He'd either maintain his distance or separate most of the time when running for the corner.
That is more realistic for dual threats, but with this game's struggles in pursuing QBs, they need that catch-up logic to compensate. I wouldn't want to err in the other direction though, maybe just a slight tweak.
Overall, I thought the sliders played pretty well. We need to figure out how to make the DBs not run away from slant passes right as they're thrown (I saw this a few times against you Merih), and how to keep the QB slightly mor in check, but overall it was a pretty balanced game.
It was also a really ugly, b10 style game. You had to rely on the run (which is good), pick your spots through the air, and lean on the kicking game.
There were 8 FGs kicked between us, including 3 makes from 50 for Myrtle, including the game winner.
If we can figure out how to keep the rollouts a little more in check and fix the DB glitch, I think these are very good sliders.
Wasn't really trying to exploit that. I just can not get any time at all in the pocket with my line. A lot of the plays I use have the QB rolling out. Took a while for me to find a playbook that had that as part of the offense.
I finally was able to get some speed on defense. I need a major speed upgrade at WR and RB.
It's fine we're workshopping, and Atlanta is building for the future anyway :p We'll take it out on the Bucs.
I tried to gameplan for those rollouts and had a lot of trouble affecting them. I think if those 3-5 pressures would have resulted in incompletions or maybe an INT, I would feel differently about the rollouts. Merih, was there a thread where he proposed those sliders, perhaps with feedback?