How many Hot route changes is too many? Does it matter? I was just thinking about this today at work between installing WSUS server and SysAid on 200 workstations. Any Thoughts?
How many Hot route changes is too many? Does it matter? I was just thinking about this today at work between installing WSUS server and SysAid on 200 workstations. Any Thoughts?
Sup bud.
I played a guy a few weeks ago that seemed like he was changing practically every route on every pass play. Honestly, didn't even mind it. I see no reason to limit the number of hot routes called on a play.
At least offensively. Defensively there might be reasons to limit, but a good play caller could restrict your time to do that well enough to influence it, if it really was giving him problems.
are you referring to me...??? lol
i hot route a good bit sometimes, but most of the time, when i come out and dont have the look i want, i will hot route 2 people to random things, and then audible back to original play lol... QB moves him arms a lot, looks frantic, but im never changing anything... most of my stuff is just mental on your part, to force whoever i face to feel like im changing a lot of plays because im finding holes... when in reality i never change, hoping he changes based on all my chinese fire drills at the line of scrimmage...
"E"
Heh, it probably was you. I honestly couldn't remember when I wrote the post.
Most of the time I didn't change a thing while you were hot routing. I was doing my own changes anyway, regardless of what you did
touche... you won that chess match... BARELY... cant wait until next game...
"E"
Hot routes really dont bother me but most of the time I am in the defense I want to run. I usually pick my defensive play before the offense pick thier play anyway so Im just making adjustments to get my guys in position before no matter what you do.
to answer your question the only way I see that if its too much is if you hot route till the play clock runs down ever play
I usually hot route half my recievers and sometimes my runningback. I don't think there can be too many hot routes. I usually send atleast one on a streak just incase tehy have cover zero and atleast one on a slant.
In the past some leagues limited how many hot routes you could do, but I don't think it's as big of an issue anymore. It can be tacky if someone is calling a lot each play because you'd think (hope?) that they'd just set their audibles to make it easier on themselves.
IMO, it seems like the guys who do a lot of hot routes are also going hurry-up which has been the bigger issue online in the last few years.
I don't mind if someone runs the play clock down as it gives me more time to adjust. I do recognize that some people really dislike foes who run down the play clock all game long, but I think that can be a very legit strategy at times.
Nice question & topic, Coachdenz.
thanks that's what I was shooting for 8 )Nice question & topic, Coachdenz.
Kinda depends on the situation. If I had to rush to call a play, I would like to at least set up routes for my guys so I know where they're going. In a normal situation, I really only do it if I see something in the defense.
The only time I can remember thinking that hot routing was cheese was the old "hot route the HB to a streak and motion him out of the backfield" routine. Other than that, I've never really felt too cheated by it.
This was my thought on what I saw from the VGRevolution interview with Russ a while back. This of course could still be tuned from that point, but here's my quote From Utopia:
We can clearly see that the clock is not glitching down as it did last year, right at the 8:58 mark of that video. It is just like Madden's clock last year except for 1 aspect. It's AT 40 seconds, and you can set the option to take the play clock down too (the 30 second mark in this case), but it properly rolls the game clock with it. So it's not glitching, it's in a speed roll basically to a set point of time. The different aspect is that in Madden you would pick your play and as the players went to the line, then the play/game clocks (if the game clock would normally be in motion) would roll down, and here it looks like it rolls immediately as you enter your playcall screen. Don't know if I like that difference in particular, but it looks like I can set a full 15:00 game this year and not loose 2 hrs! Hooray! *Some of you won't care about the longer game in particular, but it should have the option to turn off so that you have the full 40 second clock.
I fully expect a true accelerated clock this year. It will just be a formality when announced unless someone slips up here.
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