eel1987 wrote:So I started a new season after a very successful one. Great recruit class. Solid roster. Projected to win the conference. And I lose 3 of my first 4 games. When this is happening--you're losing way more than you think you should be--how do you figure out the problem? Just look through player stats and see if anything stands out as especially bad? What do you look for specifically?
Colly wrote:eel1987 wrote:So I started a new season after a very successful one. Great recruit class. Solid roster. Projected to win the conference. And I lose 3 of my first 4 games. When this is happening--you're losing way more than you think you should be--how do you figure out the problem? Just look through player stats and see if anything stands out as especially bad? What do you look for specifically?
Wow. I feel your pain as I've been there, but there's so much that can be happening. There's no one or right answer and can depend also on how you play the game. Are you simming or playing each down?
I don't think there's any simple answer. I once had Kent go 2-10 in my first season. Then the next season I added strength at QB, RB, WR, and DE, and with these new freshmen went 10-2 and had Kent ranked 7th. The following season, after what I thought was another good recruiting year I, like you started 0-2.
I remember analyzing my opponents and making changes to my game plans (oh and I had hired a better defensive coordinator) but things only improved when I reverted to calling my own defensive plays 90% of the time. (I'm pretty convinced there are issues with 3-4 and 4-3 defenses but I could be wrong).
I play heavy on run offense but use my passing plays regularly to match the strength of my starting QB. Don't throw long if he's a short thrower. Conversely, don't throw long if your WRs have no speed or hands.
On defense try blitzing more often. I've had way more success when I blitz than if I don't. Gamey? Not sure, maybe - but it wins games.
Good luck turning things around!
Make sure to adjust your depth charts based on your game by game opponent.
If you are using Overall to rate your players - don't! Make sure you evaluate them based on the best stats for the critical positions within your game plans. For example, if you've got a stud QB with a strong arm but no speed make sure you play him in the pocket and that your OL have great blocking and strength and they should all have good intelligence and skill. Get him good support with a solid run and pass TE and match your playbook to your players (especially QB, OL, and receivers for a passing game).
If you are using the new PRO it's vital to have key players with intelligence and skill otherwise I've witnessed things can go south quickly
Are you sure your recruiting class was as good as you think? Or maybe you need to tweak your gameplan strategy to get the best out of them.
Consider having specific training schemes for each player position and even player types.
Make sure you've not recruited a disruptive influence and also be sure to redshirt players you've just recruited unless they are clearly starters. They'll benefit from the additional development time.
I also cut players and carry a smaller roster ass sometimes the depth chart will force players in the lineup that you'd maybe rather not be there. (If only we could make subs on the fly when actually calling the plays). I can't tell you how many times a play is run and only then do I find out my stud QB was subbed by the AI (probably due to some arbitrary coding based on endurance) but I should get to make that call not the AI when I'm playing every down.
Don't let the AI or coach call when to punt or try a FG. The AII/coach plays very conservatively. I usually override and kick the FG and I've had regular kicks over 52 yards.
Brooks_Piggott wrote:Yup, in general 34, 43, and 52 give up an extra yard or two on average to the pass, and 335, dime, quarter, and nickel give up an extra yard or two on the run. Also highly depends on the plays called too...
Not seeing anything in my analysis that shows anything as broken though.
Colly wrote:...
Brooks_Piggott wrote:Yea, we can probably do a better job with the coach grades and sending out more emails for postgame stuff. And I'll try in the next version to revamp the substitution logic and enable a 100% mode for people playing out games.
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