Home

Offensive Line Sack Issues (Simulation)

This is a discussion on Offensive Line Sack Issues (Simulation) within the Madden NFL Football forums.

Go Back   Operation Sports Forums > Football > Madden NFL Football
New OS Forums Are Coming on May 1
The Best Sports Gaming Year of All-Time
Arcade Sports Games Need a Revival
Reply
 
Thread Tools
Old 01-26-2023, 03:35 AM   #1
Rookie
 
OVR: 0
Join Date: Oct 2017
Offensive Line Sack Issues (Simulation)

So looking for somewhere to post this for maybe some more Madden-thinking people to help me.

I have recently changed my Offensive Scheme and playbook to Vertical Zone Run and Tampa playbook after trying to find some good suggestions online for simulation play (I tend to watch the sim on the game screen rather than advance the week). This has given me mixed results (especially the Bills Defensive playbook), but by far the most perplexing thing is the offensive line and how many sacks they give up.

One man in particular. His name is BLAH. He is a 91 rated player in the correct philosophy (Agile) but gave up a whopping 19 sacks last year. I'm wondering what I can do to reduce the number. Or what to look out for on Offensive Lineman to make them better at protecting the QB.

The Stats for my RT are below:
Spoiler

For those who cantread the pictures (Sorry for quality)
94 Strength
85 Run Block
84 Pass Block
69 Run Block Power
96 Run Block Finesse
64 Pass Block Power
91 Pass Block Finesse
84 Lead Block
83 Impact Block
94 Awareness
---
67 Speed
84 Acceleration
75 Agility
95 Injury
84 Stamina
78 Toughness

---------

I originally thought maybe because it is his speed that's letting him down. But is it the Pass Block Power? Or something else. Your thoughts would be very much welcomed.
Mission001 is offline  
Reply With Quote
Advertisements - Register to remove
Old 01-26-2023, 12:14 PM   #2
Five Becomes Four
 
Hooe's Arena
 
OVR: 45
Join Date: Aug 2002
Location: Culver City, CA
Posts: 21,553
Offensive Line Sack Issues (Simulation)

You gotta get that Pass Block Power rating up. 64 is turnstile level. That’s going to be difficult since he’s already 31.

I honestly would find a team that needs an Agile scheme RT, trade him away, and try to find a more balanced player.
Hooe is offline  
Reply With Quote
Old 01-26-2023, 02:55 PM   #3
Rookie
 
OVR: 0
Join Date: Oct 2017
Re: Offensive Line Sack Issues (Simulation)

Quote:
Originally Posted by CM Hooe
You gotta get that Pass Block Power rating up. 64 is turnstile level. That’s going to be difficult since he’s already 31.

I honestly would find a team that needs an Agile scheme RT, trade him away, and try to find a more balanced player.
So you think that's the main issue?
I guess that means you can't really develop young lopsided players as when you level them up, pretty much 9 times out of 10, when you increase a Archetype, all three increase?
Would you constantly put points into agile as thats my scheme or would you try and level off the achetypes as much as possible (Even though what i said above tends to happen).

Appreciate the response though!
Mission001 is offline  
Reply With Quote
Old 01-26-2023, 03:40 PM   #4
Cleveland Baseball Guru
 
Funkycorm's Arena
 
OVR: 0
Join Date: Nov 2016
Location: Ohio
Posts: 3,157
Re: Offensive Line Sack Issues (Simulation)

Quote:
Originally Posted by Mission001
So you think that's the main issue?
I guess that means you can't really develop young lopsided players as when you level them up, pretty much 9 times out of 10, when you increase a Archetype, all three increase?
Would you constantly put points into agile as thats my scheme or would you try and level off the achetypes as much as possible (Even though what i said above tends to happen).

Appreciate the response though!
What I do for OL. I do a 2:1:1 ratio.

So this means, I do 2 points in my main then 1 in each other archetype. I also only train at the end of my season.

You have to embrace that overall means nothing, especially when it comes to OL. It's the individual ratings that matter. I have had an OL of entirely 80-83 overall dominate because they have balanced stats all around. As an example, this RT is the 5th best RT in the league but likely plays like a middle one in the best of times.

I would agree with trading him away for a pick or two and then finding a new young replacement.
__________________
Funkycorm

Currently Playing:

MLB The Show 25 (PS5)
Red Dead Redemption 2 (PS4)
Pokemon Violet (Switch)


Twitch:

Twitch


Dynasties:

None at the moment
Funkycorm is offline  
Reply With Quote
Old 01-26-2023, 09:39 PM   #5
Nothing to see here folks
 
oneamongthefence's Arena
 
OVR: 22
Join Date: Apr 2009
Location: Mississippi
Posts: 5,693
Blog Entries: 6
Re: Offensive Line Sack Issues (Simulation)

Quote:
Originally Posted by Mission001
So you think that's the main issue?

I guess that means you can't really develop young lopsided players as when you level them up, pretty much 9 times out of 10, when you increase a Archetype, all three increase?

Would you constantly put points into agile as thats my scheme or would you try and level off the achetypes as much as possible (Even though what i said above tends to happen).



Appreciate the response though!
Basically. Unless you scheme around their differences. But that's mostly played games. In The sim engine, I think it looks at ratings and the playbook. Also I believe that pass/run block power and agility doesn't matter in the sim engine. Just overall pass and run block. For example if he's 90 in pass block finesse/power but a 60 in overall pass block he's gonna give up a ton of sacks. That's an extreme example but it's just to give you an idea how the sim engine works.

Sent from my Pixel 6 Pro using Tapatalk
__________________
Because I live in van down by the river...
oneamongthefence is offline  
Reply With Quote
Advertisements - Register to remove
Old 01-27-2023, 05:34 AM   #6
Rookie
 
OVR: 0
Join Date: Oct 2017
Re: Offensive Line Sack Issues (Simulation)

Quote:
Originally Posted by Funkycorm
What I do for OL. I do a 2:1:1 ratio.

So this means, I do 2 points in my main then 1 in each other archetype. I also only train at the end of my season.

You have to embrace that overall means nothing, especially when it comes to OL. It's the individual ratings that matter. I have had an OL of entirely 80-83 overall dominate because they have balanced stats all around. As an example, this RT is the 5th best RT in the league but likely plays like a middle one in the best of times.

I would agree with trading him away for a pick or two and then finding a new young replacement.
Quote:
Originally Posted by oneamongthefence
Basically. Unless you scheme around their differences. But that's mostly played games. In The sim engine, I think it looks at ratings and the playbook. Also I believe that pass/run block power and agility doesn't matter in the sim engine. Just overall pass and run block. For example if he's 90 in pass block finesse/power but a 60 in overall pass block he's gonna give up a ton of sacks. That's an extreme example but it's just to give you an idea how the sim engine works.

Sent from my Pixel 6 Pro using Tapatalk
Thanks for both your replies.
So how would you go about looking for replacement rookies?
You looking for 70's across the board in the 3 categories for someone decent.
I have a few rookies but are again, lopsided in terms of the archetypes.

Drew Young: Currently playing LT (Pass Protector)
72 Pass Protector
67 Agile
66 Power

More Stats
Spoiler


Steve Stewart: Currently playing C (Agile)
72 Agile
67 Power
63 Pass Protector

More Stats
Spoiler


Sam McCain: Currently playing RG (Agile)
75 Pass Protector
68 Power
67 Agile

More Stats
Spoiler


Nate Wredstrom: Currently Starting RG (Agile)
77 Agile
69 Power
65 pass Protector

More Stats
Spoiler


Do Lead Block and Impact Block when helping on the outside? Or just when on running plays? As Stewart has the best average of both of those.
You can also see they have very big differences between best and worst Archetypes, does that make for a bad player on a simulation?


Thanks for your opinions and help to understand the Madden system xD
Mission001 is offline  
Reply With Quote
Old 02-05-2023, 09:41 PM   #7
Rookie
 
OVR: 0
Join Date: Sep 2022
Re: Offensive Line Sack Issues (Simulation)

I play on ps5, and no matter my o-lines rating the pass rush gets through. I believe it’s tied to my qb being a ‘scrambler’ . When I play my backup qb who isn’t mobile the blocking seems fine
Httc4L is offline  
Reply With Quote
Old 02-07-2023, 11:09 AM   #8
MVP
 
IlluminatusUIUC's Arena
 
OVR: 6
Join Date: Jan 2010
Location: Mile High Club, CO
Re: Offensive Line Sack Issues (Simulation)

That guy looks like a goddamned monster of a blocking tight end. If you can get him in as a goalline fullback or a 6th OL type that will be taking on LBs or DBs and he will knock them into the gatorade table.
__________________
Bills, Sabres, Illini, Cubs, basically any team that abuses its fanbase and I'm there.
IlluminatusUIUC is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Football > Madden NFL Football »



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 09:27 AM.
Top -