Smirt211 wrote:
But to expound some more on what I was driving at earlier. (MFN-74) I devised a system to specifically defeat the GM whom was on a 10-win title streak at that point and out-putted results of 13,000 passing yards and 110 passing touchdowns for the regular season. It was time for him to lose (do the job) yet he won.
Cheating is so loosely defined. (outright vs. finding a glitch no one else has deciphered) But having many games against him and finding the correlation of what he could be doing differently I've broken it down to he has found a way to trigger opposing offensive lines to false start, hold and thus drives are stalled. Interceptions also are commonplace. Same set of factors happen over and over.
Basically, that result for me was a 'what is the point even more' if that team was unable to win, in that situation.
Thats crazy! I dont even want to know how he does that. Personally, I couldnt win like that. I enjoy this game because I actually try to build my team and gameplan like its real football. Versions 4.4 and 4.5 have made it harder (less fun) but at least its consistent per each version.
There are some great owners that have really got the gameplanning locked in. I am strongest at roster management and dealing with the cap. I build teams with specific roster depth parameters and value versatility because injuries are a key component to this game. Without depth up and down the depth chart, I cant win consistently plus I set my fatigue values lower then most. I find it reduces the chance of injury and allows the entire 53 to get playing time during the coarse of the season. I am also very conservative when it comes to treating injuries. I rarely play a player with P3 or higher, even though they can play effectively.
But to rely on causing the other team to false start or hold on a regular basis is definately more of a exposed glitch then innovative gameplanning. Its not the same as finding a play that works against certain defensive sets consistently. I couldnt enjoy winning that way