One thing folks might not be aware of is that one can hold down the D key at any time (not control D just D) and the defensive play calling effects will appear. Generally that's there all the time when you are on defense but folks might want to take a glance while on offense as well.
Wayne
(MARK NOTE)
I just tried this and this cool. I never knew this existed. Basically, it will show you the impact of the defensive and offensive calls, like you see when you are on defense (at the bottom of the screen). Gamers should use this as a guide to find out the impact of the offense / defensive play-calling when on offense. If they feel they know what is coming on defense, this will tell them the best offenses to call.
Thanks, Wayne!
Monday, December 3, 2007
Sunday, December 2, 2007
RULE #6 - Draws are not successful against the blitz like they are in other games
In SAT, draws only work against a pass defense. So only call a draw when you expect such. You don't get killed by calling a DRAW and they blitz, it is just not as effective and I think guys may think that is how SAT works.
To be honest, I like the way SAT handles this plus the rest of the point-counterpoint/chessmatch that takes place with all the offensive and defensive strategies, platoons and play-calling.
Thanks!
Mark Miller
To be honest, I like the way SAT handles this plus the rest of the point-counterpoint/chessmatch that takes place with all the offensive and defensive strategies, platoons and play-calling.
Thanks!
Mark Miller
RULE #5 - Play with DICE ROLLS turned on and learn more about how the game engine works
I will try to document this rule better. There are some PDFs floating around for help with better understanding ratings and dice rolls. I have a couple that I created on my PVL website.
http://home.comcast.net/~markwmiller/PVL_main.htm
Go to the website and scroll down a bit and you will see them.
Thanks!
http://home.comcast.net/~markwmiller/PVL_main.htm
Go to the website and scroll down a bit and you will see them.
Thanks!
RULE #4 - Watch your skill player FATIGUE Options
Watch your rest for your players. There should be no reason why any of your guys are fatigued after 50 offensive plays. The penalties for FAT can really hurt you. I also had this happen in an online game tonight. Basically, my opponent had 3 dangerous receivers, but the TE was fatigued. What did I do? Well, I doubled the other 2 almost exclusively. With little time on the clock, my opponent needed to get into FG range. He was smart enough to know to throw to the TE, but what he didn't realize was the effect of fatigue would have.
First and 10, I double the WR and RB. My opponent throws the TE. The final adjusted number for completion was 43. The dice roll.... 52. The TE lost 8 percentage points because he was fatigued. Add those 8 points back into the adjusted number and it should have been a 53% chance of completion. And with the dice roll of 52 he would have caught it. With the incorrect DC, he would have good yardage to boot. So, instead of a big pickup on first down, it was now 2nd and 10.
Now, if he wasn't fatigued, I might not have been so bold as to double the other 2, knowing that he had 3 weapons, but once he was fatigued, I figured I really only had to worry about 2 guys.
I need to bone up on the damage to the ratings that FAT actually does, but to tell you the truth, I never have a fatigued player once the 50th play is called - never, so I don't worry about the effects.
To be honest, I try to swap out at least one guy on every offensive play for the first half. I don't always force myself to do this, but for the most part it would be really rare to see the same platoon out there for me for more than 2 or 3 plays, unless they are all rested.
Hope this helps!
Mark Miller
First and 10, I double the WR and RB. My opponent throws the TE. The final adjusted number for completion was 43. The dice roll.... 52. The TE lost 8 percentage points because he was fatigued. Add those 8 points back into the adjusted number and it should have been a 53% chance of completion. And with the dice roll of 52 he would have caught it. With the incorrect DC, he would have good yardage to boot. So, instead of a big pickup on first down, it was now 2nd and 10.
Now, if he wasn't fatigued, I might not have been so bold as to double the other 2, knowing that he had 3 weapons, but once he was fatigued, I figured I really only had to worry about 2 guys.
I need to bone up on the damage to the ratings that FAT actually does, but to tell you the truth, I never have a fatigued player once the 50th play is called - never, so I don't worry about the effects.
To be honest, I try to swap out at least one guy on every offensive play for the first half. I don't always force myself to do this, but for the most part it would be really rare to see the same platoon out there for me for more than 2 or 3 plays, unless they are all rested.
Hope this helps!
Mark Miller
RULE #3 - Run Key, Blitz or Double/Pass Key more often Options
Earlier versions of SAT would allow you to call ALL-PURPOSE and would allow you to RUN KEY AND DOUBLE COVER one player or two players (with an EXTRA DB). Well, I basically called that almost all game, especially on 1st and 2nd down. Well, then Wayne saw this as a major strategy I was using and they took the ability away to do both. But, you could still DC/PK and call ALL- PURPOSE and DC 2 players. Still too powerful. I always thought the ALL- PURPOSE with allowing BOTH or allowing EITHER OR was too powerful, but it matched my philosophy with another game.
You can call an ALL-PURPOSE and a Double Cover (DC) or Pass Key (PK). This is another good defense if you are not sure and you want to minimize the impact or effect of a possible draw or screen. You can no longer bring in an EXTRA DB and call ALL-PURPOSE. If you want to bring in an EXTRA DB you must call one of the pass defenses.
I will still call ALL-PURPOSE by itself, but really, I almost always take a shot with RUN KEY. If the offense doesn't use PLAY-ACTION pass you should do it 100% of the time. Now that all this information is floating around on this message board, I doubt I will face any of you guys without the P/A....LOL!
But, if the offense does not use P/A, then there is NO penalty whatsoever for the RUN KEY. Ok, then why not call RUN KEY with ALL- PURPOSE all the time. Well, the offense should get smart and call P/ A.... :-)
Same goes for DC/PK. I was a strong advocate in another game of not double or triple teaming until late in the game when your opponent facing a key 3rd down (or 4th) and pretty much knew they would not see a DC or TC. Then, BAM, you do it and shut them down.
In SAT, if I am pretty sure there is a pass coming, I will DC. I may bring in an extra DB to double 2 guys, but once you bring in the extra DB, you also run the risk of giving the offense a full 1.0 yards per carry average boost (+5 run adjustment).
I will let you in on a little secret. I am looking to guess on the runner or receivers(s) on almost every play, short of a blitz all or a blitz FS/LB without bringing in the extra DB. And I feel like I have had more success and I know I have when I look at how my play calling has force the offense to think more about spreading the ball around, or simply just the defensive adjustments made to effect the final result.
I had one example today. I blitzed all and my opponent called a pass. The QB was hurried and threw to a secondary receiver. Once this happened, the completion percentage dropped 16% right there because of the blitz all and the QB had to look around. When the depth of the pass, the blitz and the weather were all combined it was a -1 completion %. Good thing... The roll was a 6. Without the -16, it would have been one of those rare completed long passes. Actually, the QB has a 15% chance to complete the pass, but the blitz knocked that down to basically an automatic incomplete.
I am not advocating selling out every time. I hardly call a RUN DEFENSE and a RUN KEY just because I think I feel a run play is coming. Nor do I sit there and BLITZ ALL constantly. The offense can beat you with a few screens or S/MS passes. I don't always DC/PK 2 guys especially if the offense has 3 or more weapons. But, I now I find myself guessing a runner or receiver or taking the blitz chance probably 80-90% of the time. About the same ratio as I would NOT gamble in another game. Sure, now that I tell you to gamble more you will try it and lose 72-0 because the offense will make the opposite calls or get the dice rolls..... ;-)
As it has been stated, guessing correctly does not STOP a play cold, except for a RUN-KEY and the right dice roll (I will explain that in a later post). As Wayne has stated and Marc has posted, the RUN KEY and DC/PK are more of a usage controlling device, but they do have the ability to wreak havoc on an offense if you guess right. There is just no guarantee. But, I can tell you from playing with the dice rolls on and seeing how my defensive play-calling adjusted the play to where it made a big difference helps keep me in the same mode game after game.
Making the right defensive call will not be a black or white issue. It will not be -5 yards or +50. What it will do, over the long haul, is possibly stop more drives because instead of it being 3rd and 1 if you just called all-purpose by itself, calling all-purpose with a correct run key may have the same drive at 3rd and 4 or even longer. And as we all pretty well know, the more yards to pick up on 3rd down for a first down makes it more likely that the offense will not be successful and will have to punt (or take a FG).
Don't wait until you play live either...LOL! Play against the PC and see if you are getting burned or not. I can tell you this. If you call ALL-PURPOSE all day against me and we have about the same talent team, I like my chances a lot. If my team is not that strong, well, it would only mean I might find a way to steal a victory.
Just don't be afraid to guess more on defense, but you don't have to sell out the farm on every play either. Realize that DRAW plays and SCREENS are not effective against an ALL-PURPOSE, and that DRAWS are not effective against a blitz (but screens are...).
I hope this helps!
Mark Miller
You can call an ALL-PURPOSE and a Double Cover (DC) or Pass Key (PK). This is another good defense if you are not sure and you want to minimize the impact or effect of a possible draw or screen. You can no longer bring in an EXTRA DB and call ALL-PURPOSE. If you want to bring in an EXTRA DB you must call one of the pass defenses.
I will still call ALL-PURPOSE by itself, but really, I almost always take a shot with RUN KEY. If the offense doesn't use PLAY-ACTION pass you should do it 100% of the time. Now that all this information is floating around on this message board, I doubt I will face any of you guys without the P/A....LOL!
But, if the offense does not use P/A, then there is NO penalty whatsoever for the RUN KEY. Ok, then why not call RUN KEY with ALL- PURPOSE all the time. Well, the offense should get smart and call P/ A.... :-)
Same goes for DC/PK. I was a strong advocate in another game of not double or triple teaming until late in the game when your opponent facing a key 3rd down (or 4th) and pretty much knew they would not see a DC or TC. Then, BAM, you do it and shut them down.
In SAT, if I am pretty sure there is a pass coming, I will DC. I may bring in an extra DB to double 2 guys, but once you bring in the extra DB, you also run the risk of giving the offense a full 1.0 yards per carry average boost (+5 run adjustment).
I will let you in on a little secret. I am looking to guess on the runner or receivers(s) on almost every play, short of a blitz all or a blitz FS/LB without bringing in the extra DB. And I feel like I have had more success and I know I have when I look at how my play calling has force the offense to think more about spreading the ball around, or simply just the defensive adjustments made to effect the final result.
I had one example today. I blitzed all and my opponent called a pass. The QB was hurried and threw to a secondary receiver. Once this happened, the completion percentage dropped 16% right there because of the blitz all and the QB had to look around. When the depth of the pass, the blitz and the weather were all combined it was a -1 completion %. Good thing... The roll was a 6. Without the -16, it would have been one of those rare completed long passes. Actually, the QB has a 15% chance to complete the pass, but the blitz knocked that down to basically an automatic incomplete.
I am not advocating selling out every time. I hardly call a RUN DEFENSE and a RUN KEY just because I think I feel a run play is coming. Nor do I sit there and BLITZ ALL constantly. The offense can beat you with a few screens or S/MS passes. I don't always DC/PK 2 guys especially if the offense has 3 or more weapons. But, I now I find myself guessing a runner or receiver or taking the blitz chance probably 80-90% of the time. About the same ratio as I would NOT gamble in another game. Sure, now that I tell you to gamble more you will try it and lose 72-0 because the offense will make the opposite calls or get the dice rolls..... ;-)
As it has been stated, guessing correctly does not STOP a play cold, except for a RUN-KEY and the right dice roll (I will explain that in a later post). As Wayne has stated and Marc has posted, the RUN KEY and DC/PK are more of a usage controlling device, but they do have the ability to wreak havoc on an offense if you guess right. There is just no guarantee. But, I can tell you from playing with the dice rolls on and seeing how my defensive play-calling adjusted the play to where it made a big difference helps keep me in the same mode game after game.
Making the right defensive call will not be a black or white issue. It will not be -5 yards or +50. What it will do, over the long haul, is possibly stop more drives because instead of it being 3rd and 1 if you just called all-purpose by itself, calling all-purpose with a correct run key may have the same drive at 3rd and 4 or even longer. And as we all pretty well know, the more yards to pick up on 3rd down for a first down makes it more likely that the offense will not be successful and will have to punt (or take a FG).
Don't wait until you play live either...LOL! Play against the PC and see if you are getting burned or not. I can tell you this. If you call ALL-PURPOSE all day against me and we have about the same talent team, I like my chances a lot. If my team is not that strong, well, it would only mean I might find a way to steal a victory.
Just don't be afraid to guess more on defense, but you don't have to sell out the farm on every play either. Realize that DRAW plays and SCREENS are not effective against an ALL-PURPOSE, and that DRAWS are not effective against a blitz (but screens are...).
I hope this helps!
Mark Miller
RULE #2 - If you bring in an EXTRA DB, double/pass key somebody! Options
Why?
1 - Because the extra DB allows you to safely double / pass key one receiver without being penalized. Bringing in an extra DB doesn't really do anything for the defense, except (and I need to double-check this) only when you call a ZONE defense and the extra DB helps against the MEDIUM passes. And with a ZONE defense, you can't double anyway.
2 - Because Wayne (the creator) told me so.....
Remember, this rule is meant to say double one guy. If you bring in an extra DB and you end up doubling or pass keying on 2 guys, then you do open yourself up to the incorrect penalty that allows the offense to benefit.
Good luck and I hope this helps!
Mark Miller
1 - Because the extra DB allows you to safely double / pass key one receiver without being penalized. Bringing in an extra DB doesn't really do anything for the defense, except (and I need to double-check this) only when you call a ZONE defense and the extra DB helps against the MEDIUM passes. And with a ZONE defense, you can't double anyway.
2 - Because Wayne (the creator) told me so.....
Remember, this rule is meant to say double one guy. If you bring in an extra DB and you end up doubling or pass keying on 2 guys, then you do open yourself up to the incorrect penalty that allows the offense to benefit.
Good luck and I hope this helps!
Mark Miller
RULE #1 - If you call a RUN DEFENSE, key somebody! Options
Why?
Three Reasons:
1 - There are no penalties for incorrect run keys by the defense. You can only gain from run keying on the correct RB.
2 - Notice I said if you call RUN DEFENSE. If the offense calls a play-action pass, they will already get the benefit because you called RUN. You are not penalized twice because you RUN KEY. Now, with that said, if you call an ALL-PURPOSE along with a run key, then you will give the offense a benefit if they call play-action. To reiterate, the offense benefits from a play-action pass if you call RUN DEFENSE or if you RUN-KEY with an ALL-PURPOSE only.
3 - Wayne (the creator) told me so.... :-)
Hope this helps!
Mark Miller
Three Reasons:
1 - There are no penalties for incorrect run keys by the defense. You can only gain from run keying on the correct RB.
2 - Notice I said if you call RUN DEFENSE. If the offense calls a play-action pass, they will already get the benefit because you called RUN. You are not penalized twice because you RUN KEY. Now, with that said, if you call an ALL-PURPOSE along with a run key, then you will give the offense a benefit if they call play-action. To reiterate, the offense benefits from a play-action pass if you call RUN DEFENSE or if you RUN-KEY with an ALL-PURPOSE only.
3 - Wayne (the creator) told me so.... :-)
Hope this helps!
Mark Miller
General Rules to Increase Your Chances at Winning in SAT! Options
Here are my general rules:
RULE #1 - If you call a RUN DEFENSE, key somebody!
RULE #2 - If you bring in an EXTRA DB, double/pass key somebody!
RULE #3 - Run Key, Blitz or Double/Pass Key more often
RULE #4 - Watch your skill player FATIGUE
RULE #5 - Play with DICE ROLLS turned on and learn more about how the game engine works
RULE #6 - Draws are not successful against the blitz like other games.
RULE #1 - If you call a RUN DEFENSE, key somebody!
RULE #2 - If you bring in an EXTRA DB, double/pass key somebody!
RULE #3 - Run Key, Blitz or Double/Pass Key more often
RULE #4 - Watch your skill player FATIGUE
RULE #5 - Play with DICE ROLLS turned on and learn more about how the game engine works
RULE #6 - Draws are not successful against the blitz like other games.
Subscribe to:
Posts (Atom)