Sentences with phrase «effective running game»

I was so impressed the Vikings had an effective running game after he went down.
The Steelers clearly missed Rashard Mendenhall and an effective running game plus depth on the offensive line, staples of team success.
Not only will he likely have an effective run game to lean on at times, but he will also have an exciting, receiving corps at his disposal.
I think when you couple that with an effective run game and scheme involving play action, and bootlegs MR2 should be upright and taking a lot less hits.

Not exact matches

This may seem a little easier to do in a game that tracks at - bats and hits and runs than in your industry, but every business needs to develop effective and relatively frictionless ways to keep score for everyone's benefit and also to establish and implement these criteria at every level and for everyone in the business.
A good run game will also protect Stafford, not to mention make the passing game more effective.
The amount of running and tracking back that Campbell gets through in a game is astonishing and he is also very effective in winning back the ball to.
A good offense doesn't buy into the metric that a running game «isn't all that effective
That might not be the end of the world, as the run game wasn't very effective.
Chris — Landry won't be effective in the run game early in his career, I see him as a situational pass rusher until he puts in the requisite body work.
Ramsey not effective all game and looking tired at 70 mins plus could of done with fresh legs hence the open space in the middle for barrow to run in to which led to Gibbs giving the free kick away for the 1st goal!!
Our great OL and running game will only be effective if the wideouts can consistently make other teams pay for stacking the box.
The run game was even less effective, gaining only 64 yards on 20 carries.
Though if Theo keeps putting in the work - ethic and quality of runs he's been making, I struggle to think of a kind of game that he won't be effective.
With excellent physical strength and agility to go with a great reading of the game and a good range of passing, I believe the Frenchman has everything needed to play there and can also be very effective making forward runs from the middle of the park.
Martin is a versatile back who can be effective in the running and the passing game.
The running game was extremely effective, with a trio of ball carriers toting the football 29 times for 215 yards and scoring a pair of touchdowns.
Can't you see, he killed our game today, because he couldn't run, nor take on one or two players, gave Sanches, and monreal a lot of work to do, valensia was just free, we need someone who can run and driddble someone who is effective in every position, maybe isco, payet, Reus.Giroud is very good, ilike him, as a back up striker, but we deserve a player who scores atleast 25 30 goals a season, someone like Auba, Dembele, lewa, Aguero, kane, I think we deserve more than what we're getting,
The Eagles ran multiple backs behind a behemoth line, which averages 316 pounds, and Porter steadied himself to implement an effective short passing game.
2016 he was in an offense that ran the ball more than anybody, dealt with injuries, and was still extremely effective when given the chance - Look at these stats from 2016: 7 catches over 100 against WAS, TD against CHI, TD and over 100 against PHI which ended up being the difference in the game for our win, over 100 with a TD against PIT which again turned out to be the difference in the game for our win, 2 TDs and 80 yards which again ended up being the difference in the game for our win against BAL, TD and over 80 yards which ended up being the difference in our win against MIN, over 80 yards against TB, 2 TDs with 70 yards and a throwing TD against DET, and lets not forget the 132 yards with 2 TDs against GB in the playoff game that kept us in the game....
Petrino the mind was at once watching his own work and unable to affect it, a helplessness and fear of losing out that threw him into game - film study of the Packers, Saints and Giants, three teams able to alternate between effective running and deep passes.
It beats my understanding how people complain and rate a guy who hardly gets game time... while they praise others who r failing» high flying» that guy has missed many one on ones this season and chamberlain offers nothing except running with and finally loosing the ball on the other hand Campbel for the few games he played was effective defending and not bad atttacking remember he always come on as a sub considering all that pressure l
They've been even more effective stopping the run, allowing an average of less than 80 yards per game.
We scratch our heads wondering what is wrong, with a pretty good team, and why in the important games we fail, well i.e our right and left back are frequently caught out of position, because they are to far in the front and at times forget that they are defenders, on the other hand our attackers are too busy defending, it's been a while since Welbeck scored for us, but you will see him every game standing right by Ospina or supporting the defense instead of being forward as he should be, to use his speed in effective counter attacks, same with GIROUD for an attacker he is a great defender, how many missed opportunities because he is 1 yard behind running back from his defensive position in our half.
At 198 pounds, Thomas isn't the biggest running back, but there's a lot of wiggle in his game and he's effective in the open field making defenders miss.
In a low - scoring game, Boston College should be able to run the ball effective and limit the number of Duke possessions.
He's a great point guard with a lot of energy, but he's much more effective when he's on the run than in a half - court game.
Sandro can be effective moving up into the attack, but that can't be the only way you can change a game, and you run the risk of burning out the healthy forwards, much the way it looked last year.
Of the rougelike games I've played, I really felt like this was effective at allowing me to learn from every successful and failed run.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Such are the ways of Hotline Miami, a game that merges fairly traditional game elements - running, shooting, snippets of dialogue, high scores - in incredibly gratifying, effective ways that make it more than a summation of its sublime parts.
The use of the graphic - novel style narrative delivery is superbly effective in this type of game when you'd rather have the budget go on making the game run well than on fancy cinematics.
He also writes about working as a freelancer, running a small business, effective digital marketing practices and occasionally geeks out about video games.
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