Tag Archives: overtime

Philadelphia 76ers stave off Boston’s comeback attempt, beating the Celtics 116-115 in overtime – Daily Mail

  1. Philadelphia 76ers stave off Boston’s comeback attempt, beating the Celtics 116-115 in overtime Daily Mail
  2. Celtics’ Grant Williams bloodied as head accidentally stepped on by Joel Embiid: ‘I really got curb stomped’ Fox News
  3. Celtics And 76ers Final Injury Reports And Starting Lineups Sports Illustrated
  4. Instant observations: James Harden saves Sixers in wild Game 4 vs. Celtics PhillyVoice.com
  5. NBA Playoffs 2023: Sixers’ James Harden caps brilliant performance with game-winner, signs sneakers for Michi NJ.com
  6. View Full Coverage on Google News

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Duke coach Jon Scheyer ‘angry still’ over botched review, no-call in overtime loss to Virginia – CBS Sports

  1. Duke coach Jon Scheyer ‘angry still’ over botched review, no-call in overtime loss to Virginia CBS Sports
  2. Duke basketball must move on after Virginia controversy: ‘We need a quick response’ Raleigh News & Observer
  3. Sportswrap: Men’s basketball falls at Virginia after overturned call, women’s basketball’s defense finds new gear Duke Chronicle
  4. Duke basketball’s Jon Scheyer still fuming at ACC’s handling of UVA game The Fayetteville Observer
  5. ‘I’m angry still’: Duke basketball coach Jon Scheyer remains upset over missed call Raleigh News & Observer
  6. View Full Coverage on Google News

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2023 NFL playoffs: New postseason overtime rules means it’s better to give than receive

The NFL is about to embark on its first postseason with the new overtime rules, and coaches who win the toss will now likely weigh whether to take the unusual step of kicking off to the opponent in overtime.

The league changed its overtime rules this past offseason in large part due to the ending of the Bills-Chiefs divisional round game. The Chiefs won 42-36 after winning the coin toss in overtime and scoring first, meaning Josh Allen and the Bills offense never touched the ball in the overtime period.

For the playoffs only, both teams must have the opportunity to possess the ball. Gone are the days of winning the toss, scoring a touchdown and ending the game.

And that should change a coach’s approach to strategy. Being guaranteed an offensive possession in overtime should lead coaches to have their captain defer should he win the overtime coin toss.

Kicking off to the opponent would allow the toss-winning team the opportunity to know exactly what it needs to win or extend the game. It would also give the team the opportunity to end the game with a defensive score. And it would very likely give the team better starting field position via a defensive stop and ensuing punt over the kickoff

Winning the toss and electing to kick is what’s almost always done in college football. But even then, you’re guaranteed to start your offensive possession at the 25-yard line. Winning and kicking in NFL overtime would (very likely) give the toss-winning team the advantage of improved starting field position over the opponent.

Since 2010, there have been 12 overtime playoff games. Teams who won the coin toss are 10-2 in those games, though only seven of the 12 who won the coin toss won on their first possession without the other team possessing the ball.

The league used those numbers — 10-2 and seven out of 12 — to justify the changes to the overtime rules. In reality, it was the breathtaking Bills-Chiefs game that forced the change.

The Chiefs won the overtime coin toss in the AFC title game against the Bengals and still lost the game. In the controversial NFC Championship Game between the Saints and Rams following the 2018 regular season, the Saints won the overtime coin toss and still lost the game.

Of the 12 overtime games since 2010, not once has a team won the overtime coin toss and elected to kick to its opponent. And according to TruMedia, since 2017 only one team has chosen that route in the regular season.

In 2019, Mike Tomlin opted for this in the Steelers’ Week 5 match against the Ravens. Mason Rudolph, who was thrust into the starting role early in the season with an injury to Ben Roethlisberger, suffered a concussion midway through the third quarter and was replaced by Devlin Hodges. The Steelers mustered just six more points for the remainder of regulation.

With strong winds in Pittsburgh and a struggling offense, Tomlin decided to kick to the Ravens and make them play into the wind after winning the OT coin toss. That meant a defensive stop would likely give the Steelers the ball back with better field position and the wind at their backs. Ultimately the Steelers fumbled near midfield after getting the stop and the Ravens made the game-winning 46-yard field goal to win.

The new playoff overtime rules include 15-minute periods instead of the 10-minute overtime period in the regular season. If the team that got the ball first doesn’t score a touchdown, or if the score is tied after each team has possessed the ball, the next score would win. (If the team that possesses the ball first commits a safety on the initial possession, the kickoff team would win.)

Each team will have three timeouts per “half.” Though there aren’t technically halves like in regulation, two overtime periods would be considered a half for all intents and purposes. That also means a two-minute warning would take place toward the end of the second overtime, though it’s highly unlikely a winner wouldn’t be decided by then. There would also be no coaches’ challenges allowed in overtime.

There have been four overtime games since the 2019 season, so the league is averaging more than one a season. Considering the league just witnessed the most games decided by six or fewer points as well as the most games within one score in the fourth quarter, it’s more than possible these overtime rules come into play this postseason.

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49ers observations: Christian McCaffrey fuels overtime win vs. Raiders

LAS VEGAS — The 49ers didn’t exactly go rolling into the new year in the same fashion they closed out 2022.

But after eight consecutive victories, this might have been the kind of game the 49ers needed to fully prepare them for the pressure of the NFL playoffs.

Rookie quarterback Brock Purdy and running back Christian McCaffrey helped the 49ers squeak out a 37-34 overtime victory against the Las Vegas Raiders on Sunday.

Robbie Gould atoned for a missed field-goal attempt at the end of regulation with a 23-yard field goal, coming after Tashaun Gipson’s interception and 56-yard return. Gould’s kick came with 6:53 remaining in the 10-minute overtime period.

The 49ers (12-4) moved into the NFC’s No. 2 playoff seed heading into the final week of the regular season. They own the conference tiebreaker over the Minnesota Vikings (12-4), who lost to the Green Bay Packers.

Here are three takeaways from the 49ers’ Week 17 game against the Raiders:

Purdy faces NFL adversity for first time

The 49ers hadn’t trailed in any of Purdy’s first three starts. What came of his fourth start was his first come-from-behind victory.

When Purdy entered the Week 13 game against the Miami Dolphins, the 49ers trailed 7-3. They took the lead on Purdy’s first drive, and hadn’t trailed in any game since.

That changed against the Raiders.

He led a drive down the field at the end of regulation with completions to Brandon Aiyuk of 12, 18, 11 and 11 yards. Kicker Robbie Gould missed a 41-yard field-goal try wide right, though, as time expired in regulation.

 

Purdy completed 22 of 35 passes for 284 yards and two touchdowns with one interception. And he was at the controls as the 49ers marched 75 yards on five plays for the go-ahead TD, which running back Jordan Mason scored on a 14-yard run.

The 49ers fell behind 24-14 in the third quarter, forcing Purdy to play catch-up. And with the 49ers still trailing late in the third quarter, Purdy’s deep pass for George Kittle was intercepted by Raiders defensive back Amik Robertson.

But the 49ers got the ball back on Drake Jackson’s interception a short time later and settled for a Gould field goal, which tied the score at 24 with 12 minutes to play.

Purdy got off to a good start in Las Vegas. He threw two touchdown passes in each of his first four games, and it didn’t take him long to match that average Sunday, as he connected with Aiyuk and Kittle in the first half. It was Purdy’s second touchdown throw to Aiyuk and his fifth to Kittle.

Rough day for NFL’s top defense

This was supposed to be a mismatch.

The Raiders turned to their No. 2 quarterback, Jarrett Stidham, after banishing Derek Carr for the remainder of the season.

The inference was that Raiders coach Josh McDaniels was folding with two games remaining. But it certainly didn’t look that way from the beginning.

Stidham, making the first start of his four-year NFL career, played well until Gipson’s interception in overtime. Nick Bosa forced the bad throw with a pressure.

The 49ers came into the game allowing a league-low average of 290.3 yards per game. Las Vegas rolled up 134 yards after first 15 minutes — the most yards the Raiders have totaled in the first quarter of a game this season.

Stidham and the Raiders continued to solve the 49ers’ defense through the end of the first half. Stidham capped it with a nice 4-yard fade to Davante Adams, who made a beautiful catch in the end zone against 49ers cornerback Charvarius Ward’s tight coverage.

The 49ers entered Sunday’s game allowing 100 yards or more rushing just three times this season. At halftime, the Raiders had 101 yards on 20 carries.

Then, the Raiders opened the second half by taking advantage of one of the many blown assignments in the 49ers’ secondary, as Adams got free for a 60-yard touchdown reception.

The 49ers entered the game allowing NFL lows of 290.3 yards per game and 15.3 points. But the Raiders (6-10) piled up 500 total yards and might have exploited some vulnerabilities with the 49ers’ pass defense.

Stidham completed 22 of 34 passes for 365 yards and three touchdowns with two interceptions.

McCaffrey tops Craig’s six-year mark

So much for the whole notion that the 49ers would scale back Christian McCaffrey’s usage with the team’s playoff spot already secure.

McCaffrey was the central figure of San Francisco’s offense Sunday, as the team hit the accelerator with the No. 2 seed in sight.

The All-Pro running back carried the ball 19 times for 121 yards and one touchdown, and also made six receptions for 72 yards.

 

RELATED: How Griese has helped studious 49ers QB Purdy’s development

McCaffrey got off to a hot start with a 37-yard run on a third-and-3 situation on the 49ers’ first drive of the game to set up a touchdown. He had a 14-yard TD run that pulled the 49ers within three points in the third quarter.

McCaffrey’s 38-yard catch-and-run set up Jordan Mason’s go-ahead TD with 2:17 remaining in regulation.

His second reception of the game was the 435th of his career, to top former 49ers star Roger Craig’s mark for most receptions for a running back in his first six NFL seasons. Craig had 434 receptions in six seasons after breaking into the NFL in 1983.

Also in 1983, Craig became the first player in NFL history to rush for 1,000 yards and have 1,000 yards receiving. He had a league-best 92 catches for 1,016 yards.

McCaffrey joined Craig and Marshall Faulk in the exclusive 1,000-1,000 club in 2019 with the Carolina Panthers when he rushed for 1,387 yards and had 1,005 yards receiving.

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Buffs, Nerfs, Comp Tweaks, Overtime Change, DPS Passive And Much More

Strap in, y’all, this is a long one. Blizzard has revealed the full patch notes for the Season 2 launch of Overwatch 2. Along with the introduction of Ramattra, the new Shambali Monastery map and the latest battle pass, there are a ton of other changes worth paying attention to.

MORE FROM FORBES‘Overwatch 2’ Confirms Season 2 Nerf For Sojourn, Changes For Doomfist, Ana, Kiriko, Mercy And More

As expected, there’s a major nerf to Sojourn, who was definitely overpowered in the right hands in Season 1. However, the changes should make her more balanced and help players with so-so aim get more out of her.

Doomfist and Junker Queen got some significant changes, while Bastion, Symmetra, Tracer, Ana, Kiriko and Mercy got some tweaks. I don’t know that Bastion’s turret mode needed a shorter cooldown, but I will absolutely take a shorter cooldown on Sleep Dart.

I’m glad to see a change in how overtime is handled on Control maps. Rounds will no longer suddenly just end when a team that had 99% progress flips the point back in their favor. Be sure to note the change to the DPS passive as well — that’s a significant tweak. There are bug fixes too, including one for Tracer’s damage falloff.

MORE FROM FORBESNew ‘Overwatch 2’ Hero Ramattra’s Abilities Revealed, Including An Ultimate That Can Last Indefinitely

For the sake of concision, I’ve omitted the intro, the part about Ramattra’s abilities (you can read about those here) and the Season 2 map pool (full details here). Otherwise, here are the Overwatch 2 Season 2 patch notes, in Blizzard’s words:

General Updates

Control Game Mode

We fixed a bug regarding overtime on Control maps, however, that fix led to other bugs we had to resolve. Ultimately, this led to some anticlimactic gameplay results that we weren’t happy with. After hearing player feedback, we’ve made the following change:

  • Whenever a point is captured on Control, the team losing control of the point counts as having contested the point for the purposes of Overtime even if they were not present.
  • For example, if Team A has 99% and Team B has current control of the point, but then Team A take back control of the point, Overtime will automatically trigger and start to burn down unless Team B can touch again.
  • At lower capture percentages this change will have no impact on the game mode, as this new rule is only applied for the purposes of Overtime

Hero Unlocks and Challenges

  • We’ve added challenges for unlocking Junker Queen, Sojourn and Kiriko
  • 70+ player icon rewards have been added to challenges with the release of Season 2

Shop Update

  • We’ve added a hero purchase tab in the Shop

Competitive Play

Season 2 Competitive Play begins now! Here are some updates we’re introducing to competitive:

  • There are new, temporary Competitive title rewards for name cards based on your end of season rank
  • You can only earn these titles at the end of the current Competitive season and can only use them in the season following
  • Heroes that aren’t eligible for competitive play will have a lock icon in the Hero Gallery
  • Implemented a group of matchmaking enhancements to improve match quality
  • Minor polish improvements to the competitive play UI flow
  • New hero Ramattra won’t be available in competitive for 2 weeks

General Hero Updates

Damage Role Passive

  • No longer provides a movement speed bonus
  • Reload speed bonus increased from 25 to 35%

Developer comments: We’ve decided to remove increased movement speed from the Damage role passive and, in turn, make the reload speed more significant. While the additional movement speed was a helpful indicator that the passive was active, we saw change in speed negatively affecting the ability to aim precisely.

Tank Updates

Doomfist

Developer comments: There are several changes here for Doomfist with the intent to increase his presence as a disruptive brawler-style tank. The buff to his passive ability will help him stay in the fight longer, especially when he’s hitting multiple enemies with his abilities.

The changes to Power Block and Meteor Strike are intended to increase the availability of Empowered Rocket Punch, which enables him to more easily disrupt enemies and impact multiple targets. Due to gaining Empowered Rocket Punch more consistently, the stun duration and size are slightly decreased to reduce some of the frustration in playing against it.

For Rocket Punch, we’re shifting some of its damage away from requiring wall impacts so that it’s broadly more useful regardless of where fights are taken.

Rocket Punch

  • Impact damage range (minimum-maximum) increased from 15-30 to 25-50 damage
  • Wall slam damage range (minimum-maximum) reduced from 20-40 to 10-30 damage
  • Empowered Rocket Punch wall slam stun duration range reduced from 0.5-1 to 0.25-0.75 seconds
  • Non-Empowered Rocket Punch now stuns for the minimum 0.25 second duration on wall slam
  • Empowered Rocket Punch knockback radius reduced from 4 to 3 meters
  • Minimum time before cancel option becomes available reduced from 0.25 to 0.12 seconds
  • Cooldown reduced from 4 to 3 seconds – this has been in since his rework but was not mentioned

Power Block

  • Cooldown reduced from 8 to 7 seconds
  • Duration increased from 2 to 2.5 seconds
  • Minimum damage mitigated required to empower Rocket Punch reduced from 90 to 80 damage

Meteor Strike

  • Now empowers Rocket Punch on landing
  • Enemy slow duration increased from 2 to 3 seconds

The Best Defense… (Passive)

  • Maximum temporary health increased from 150 to 200 health
  • Temporary health gained per target hit with abilities increased from 30 to 40 health

Junker Queen

Developer comments: Commanding Shout is Junker Queen’s primary tanking ability and utility, but the additional survivability it granted her team proved to be too powerful and needed to be tuned back significantly in a previous patch. We’re looking to shift more of that survivability into Junker Queen herself by increasing the amount her passive ability heals through dealing damage with wounds.

  • Torso and head hit volume size increased 12%

Rampage

  • Wound duration reduced from 5 to 4.5 seconds
  • Ultimate cost reduced by 10%

Commanding Shout

  • Cooldown reduced from 15 to 14 seconds

Adrenaline (Passive)

  • Adrenaline passive healing multiplier increased from 1 to 1.25x damage dealt by wounds

DPS Updates

Bastion

Developer comments: The intent for Bastion’s Ultimate is that enemy players can survive it if they are quick to react to the damaging impact areas, however, it ended up being too easy to avoid the damage areas entirely. We’re reducing both the amount of warning time and explosion damage so that it’s more reliable in dealing damage, but it won’t be as lethal the closer the target gets to the edge of the explosion range.

Configuration Artillery

  • Delay before projectile drops reduced from 1 to 0.6 seconds
  • Explosion damage reduced from 300 to 250
  • No longer deals explosion damage to self
  • Minimum delay between placing shots reduced by 20%

Reconfigure

  • Cooldown reduced from 12 to 10 seconds

Sojourn

Developer comments: Sojourn is performing well at the highest tiers of Competitive Play but poorly below those tiers. Much of the perception that she is too powerful seems to be driven by the reaction to dying to long-range, charged headshots from her Railgun secondary fire. These changes are aimed at reducing frustrations there, with the biggest change being the reduced critical multiplier for headshots. A fully charged headshot no longer kills a full health 200 hp hero. To help account for this loss of power, we’re increasing the damage of her primary fire and how quickly her energy charges during her Ultimate.

Railgun

  • Energy delay before draining reduced from 8 to 5 seconds
  • Secondary fire damage falloff starting range reduced from 70 to 40 meters
  • Secondary fire critical damage multiplier reduced from 2 to 1.5
  • Secondary fire damage now scales linearly with energy from 30 to 130 damage (1 energy converts to 1 damage added)
  • Primary fire damage per projectile increased from 9 to 10
  • Overclock energy charge rate increased by 20%

Symmetra

Developer comments: The changes to Symmetra’s primary fire will make her gameplay faster by enabling her to charge the beam up to dangerous levels more quickly. However, it will also drain to less lethal levels at an increased rate when not damaging a target. We’re reverting the adjustments to her ammo management because, while it helped with matchups where there were no barriers, it lost something interesting to its interactions.

Photon Projector

  • Beam charge rate and decay rate increased by 20%
  • Primary fire ammo consumption rate increased from 7 to 10 per second
  • Primary fire gains ammo from damaging barriers again

Tracer

Developer comments: We balanced Tracer’s damage in a previous patch due to an undiscovered bug regarding her Pulse Pistols’ falloff damage. The bug is resolved, so we are reverting the damage.

Pulse Pistols

  • Damage increased from 5 to 6

Support Updates

Ana

Sleep Dart

Developer comments: Sleep Dart is still one of the most powerful crowd control abilities in 5v5, though with the addition of cleanse mechanics to offer a potential counter to this effect, we’re more comfortable with reducing the cooldown here to improve Ana’s personal survivability.

  • Cooldown reduced from 15 to 14 seconds

Kiriko

Developer comments: The hit volume adjustment is to help address her arms sometimes blocking headshots in some of her animations. Kiriko feels balanced overall, but her Ultimate could feel too frenetic at times. We’re reducing both the movement speed and cooldown rate boost it grants so that it’s easier to aim during its effect for both allies and enemies, as well as there being fewer abilities being thrown about. The rest of the changes are primarily for quality-of-life improvements to make the abilities feel better to use.

  • Arm hit volumes width reduced 15%
  • Added an auto-wall climb hero option

Kitsune Rush

  • Ultimate cost increased by 10%
  • Movement speed bonus reduced from 50 to 30%
  • Cooldown rate reduced from 3 to 2 times faster

Protection Suzu

  • Cast time reduced from 0.15 to 0.1 second

Kunai

  • Ammo increased from 12 to 15

Swift Step

  • Ability input can now be held to activate

Mercy

Developer comments: This is a change that will enable Mercy to better defend herself or even go on the offensive at times. In 5v5 these situations occur much more often.

  • Weapon swap time reduced from 0.5 to 0.35 seconds

Caduceus Blaster

  • Ammo increased from 20 to 25

Bug Fixes

General

  • Fixed a bug that was causing Roadhog’s breaths to not be audible when viewing some animations in the Hero Gallery
  • Fixed a bug that caused some players to lose competitive challenge progress
  • Resolved an issue where several products couldn’t be unlocked from the Hero Gallery
  • Fixed an issue with the Lifesaver Challenge not counting Mercy’s Resurrect as a ‘Save’
  • Resolved an issue with purchases not immediately showing up after purchase
  • Fixed a bug with Torbjörn and Symmetra’s turrets displaying hostile red overlays in Deathmatch for the player that placed them

Maps

Busan

  • Fixed an area of the map where players could get stuck

Colosseo

  • Fixed geometry that allowed some heroes to contest undetected

Esperança

  • Fixed some areas that could be used to escape the playable space
  • Fixed geometry that allowed some heroes to contest undetected

Gibraltar

  • Fixed lighting issues across the map
  • Fixed some areas where Torbjörn could place his turret in unreachable spots

Nepal

  • Replaced some missing pillars on Sanctum

Rio

  • Fixed a bug that allowed some heroes to get inside of the payload

Route 66

  • Fixed lighting issues across the map

New Queen Street

  • Fixed some issues with shadows across the map
  • Fixed an area of the map where players could get stuck

Heroes

  • Heroes no longer take damage from their own abilities if they’re on the other side of a friendly barrier
  • Fixed an issue with the Damage Passive where sometimes a double reload animation could occur when the buff was active

Cassidy

  • Resolved an issue with some skins using the wrong props in the Flashbang victory pose

Doomfist

  • Fixed an issue where Doomfist’s Power Block reduced the damage from some area of effect abilities
  • Meteor Strike – You can no longer detect Sombra if the targeting reticle gets near her

D.Va

  • Fixed a bug that allowed players to use Self-Destruct during their Mech’s destruction while Hacked

Junker Queen

  • Jagged Blade can no longer be recalled while slept, stunned, hacked or frozen
  • Fixed an issue with Jagged Blade being consumed by friendly abilities like Deflect, Defense Matrix, etc.
  • Jagged Blade now takes a curved trajectory on return

Mercy

  • Guardian Angel now correctly resets its cooldown if Valkyrie is used
  • Guardian Angel ‘cancel boost’ is now disabled when Mercy is stunned

Moira

  • Junkrat’s Trap no longer displays at chest height in first person when using Fade

Pharah

  • Fixed a bug that reduced the ult cost of Rocket Barrage

Soldier: 76

  • Fixed an issue where Soldier 76 was unable to critical hit max range enemies during Tactical Visor

Symmetra

  • Fixed a bug that resulted in all voiceover being cut out when taking the Teleporter

Tracer

  • Fixed a big causing her Pulse Pistol damage falloff to not start until max range

Winston

  • Resolved an issue with the Werewolf skin and the Excuse Me highlight intro turning Winston red in the Hero Gallery

Zenyatta

  • Fixed an issue with melee not correctly animating if used to cancel alternate fire

For more news and updates on Overwatch 2 and other games, follow my Forbes blog! You’ll get a weekly round-up email that includes everything I publish. You’d be doing me a solid, too — it’s a great way to support me and my work at no cost.

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John Kerry tests positive for Covid-19 at COP27 as negotiations head into overtime



CNN
 — 

With just hours left to go to reach an international climate agreement, US climate envoy John Kerry has tested positive for Covid-19 at the United Nations’ COP27 climate summit in Sharm el-Sheikh, Egypt, his spokesperson Whitney Smith said.

Smith said in a statement that Kerry is “experiencing mild symptoms” and self-isolating at the summit. As the talks hit a critical stretch, he is “working with his negotiations team and foreign counterparts by phone to ensure a successful outcome of COP27.”

It is bad timing for the chief US climate negotiator to fall ill; the final Friday at the annual summit is always crunch time for negotiators to reach a deal that nearly 200 nations can agree to. But this year the issues are particularly thorny – the US represents a major holdout on the critical issue of a loss and damage fund, which would help the world’s developing and most vulnerable countries recover from climate disasters they did little to cause.

Loss and damage is not the only outstanding issue. World leaders at COP27 are also frantically trying to hash out a deal that would safeguard the goal of limiting global warming to 1.5 degrees above pre-industrial levels.

Just hours before the Sharm el-Sheikh summit was officially due to end on Friday – and as the conference venue was being dismantled around negotiators – this year’s COP president Sameh Shoukry said he was “concerned” by the summit’s lack of progress so far.

“I remain concerned at the number of outstanding issues including on finance, mitigation, adaptation, loss and damage and their inter-linkages,” Shoukry told the conference.

“Today, we need to shift gears again. Time is not on our side,” he added.

The Egyptian COP presidency has taken a relaxed approach to Covid-19 at the conference. The organizers did not require participants to be vaccinated or show a negative Covid-19 test when registering, although they “strongly recommended” that attendees be up-to-date with their vaccinations before arriving.

Masks, too, were wholly optional and rare to spot inside the venue – although the number of people wearing them increased noticeably over the past few days.

As the number of people who tested positive grew and the news of a potential outbreak started to spread, more attendees began to mask up. Still, even on Friday, as news of Kerry’s positive test broke, most people remained without masks.

The Chinese delegation stood out by strictly requiring anyone who wanted to step foot inside the country’s pavilion to mask up and sanitize their hands.

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Damian Lillard Scores 41 as Blazers Rise Over Suns in Overtime

The Portland Trail Blazers faced the Phoenix Suns on Friday night at the Moda Center fresh off an opening night victory over the Sacramento Kings. Portland was hoping to look one of the Western Conference bully teams in the eye and come out with their record unblemished. Damian Lillard certainly did his best to ensure that outcome, taking over the ball, scoring 41 on 12-25 shooting, 5-12 from the arc, 12-12 from the foul line.

As happened in the Wednesday opener, this game went right down to the final possessions, quite an accomplishment, given the caliber of Portland’s opponent. After Lillard and Devin Booker failed to win it with big shots in regulation, the teams charged into overtime. Phoenix defended well in the extra period. Portland defended well enough. A little luck was enough to make up the difference between those two standards, and Portland earned a tough 113-111 victory to go 2-0 on the season.

Here’s how the action went down.

First Quarter

The Suns knew Portland’s weaknesses before this game tipped. They started the first period taking Portland’s guards inside and making the bigs come out to defend them. The Blazers couldn’t handle smalls posting one-on-one in the lane or centers shooting deep. Portland answered with Damian Lillard, trying to get him going with a buffet of shot attempts. Dame put up some nice shots but Phoenix was far better. Quick and decisive offense was too much for the Blazers to stop. Phoenix went on a 10-0 run early and led 19-9 before Head Coach Chauncey Billups called an emergency timeout with 7:17 left in the first At that point, Phoenix had hit 8 of 11 shots.

Anfernee Simons tried to make up the difference, giving Lillard a wingman. Phoenix was keyed in and had little trouble crowding him into missed shots. Turnovers and slower-developing offense kept Portland from making up the ground they needed to.

Fortunately for the Blazers, Phoenix forgot what brought them to the dance. One crisp pass for an open shot became no passes for forced attempts as the Suns tried to exploit mismatches at center and the wings. The shots weren’t bad, per se, but they weren’t automatic. Portland’s second unit began passing and back-tapping misses for extra shots, both signs of effort and awareness. Possession by possession, the Blazers closed the lead.

Stagnant offense from Phoenix plus energy by Portland typified the rest of the period. Deandre Ayton picked up two fouls and had to sit, which helped Portland’s cause significantly. Lillard hit a classic, side-step three to wow the crowd. Had Portland made a couple more of their distance attempts, they would have led at the end of the period despite the rough start. As it was, Portland finished the period 3-9 from the arc while Lillard scored 14. Phoenix led 28-25 after one.

Second Quarter

Portland started the second continuing a couple game-long problems. They had trouble hanging onto the ball and they couldn’t close on three-point shooters to save their lives. The turnovers hurt, but Phoenix also couldn’t hit at the arc, so Portland got a bit of a hall pass on the defense.

At the same time, Phoenix figured they’d seen enough of Damian Lillard for one night. They started sending an extra man after him, forcing the ball to Simons and company. Lillard’s teammates delivered like the Great Pumpkin: lots of promise, not exactly showing up. Even missing open threes, Phoenix still went on a 13-3 run, leading 41-30 with 5:30 remaining.

Ayton coming back in the game didn’t help Portland’s cause. The Blazers ended up defending him with 6’6 players, which just wasn’t working. Also unhelpful: Simons bricking almost every attempt. Portland just didn’t have a suitable outlet. Lillard tried to take over again with moderate success until he hit a couple of deep threes late. That made everything shiny. The Blazers also drew foul shots. That pretty much kept them in the game despite a low shooting percentage (31.3% from the field at the half). Phoenix led 52-47 at halftime. Lillard had 28 points.

Third Quarter

The opening of the second half saw a couple developments for Portland that had been utterly missing before intermission. Jerami Grant and Josh Hart got shots up, while Simons hit one of his. Spreading the love around also moved the Phoenix defense, allowing air for scorers for almost the first time all game. The team that had been shooting 31% was all of a sudden over 50.

At the same time, though, Portland’s defense turned shockingly bad. Ayton scored on a dive to the hoop that a grade-schooler could have read. Three pointers were so open that the Suns could have hailed a beer vendor, downed three IPA’s, and still lined up for a decent shot. Portland attempted to counter by pushing tempo, but every fast break they got was met by one in return from Phoenix. It ended up being a lot of scoring, none of it changing the scoreboard margin much.

With 5:49 left in the third period, Ayton picked up his fourth foul. This had the potential to be big for Portland, as the Phoenix pivot had been in the middle of half of their headaches. Without their big man, the Suns started slashing down the lane into open space. Portland couldn’t stop them, except for fouling. Ironically, this evened out one of the advantages that had buoyed them.

The offense was far more team-oriented and successful in the third period. Deandre Ayton sitting opened up a huge opportunity. But Portland still trailed 79-75 heading into the fourth.

Fourth Quarter

Portland’s second unit, outplayed to this point in the game, came alive at the start of the final period. They showed huge energy on the glass, smart offense in the halfcourt. Phoenix ended up with a single shot and a miss. Portland got fouls and short attempts, both for points. The Blazers took their first lead of the entire game with 10:27 remaining in the fourth.

With Ayton back in the game, the Suns tried to feed the ball inside, with mixed results. Portland alternated between Simons and Lillard when the going got tough, switching the two between controlling the ball and receiving it. Justise Winslow drew the difficult defensive assignments, as happened in Portland’s opening game versus Sacramento.

In another duplication of Portland’s first game, their three-point defense finally came alive in the closing minutes of the fourth. Getting hands in the faces of shooters made them look like a different team. Their rebounding remained sterling as well. Defense and board work? Nobody is going to argue with that.

Getting the chance to run out became a major side effect of all that energy. Suddenly the Blazers were pushing the ball past Phoenix’s ability to cope. The Suns’ bigger lineup started to look like a liability more than an asset. As is typical, Josh Hart shone bright in this environment, especially when he drove the ball down the floor. With 5:30 remaining in the fourth, the Blazers were up by 5, 93-88.

At that point, Phoenix started figuring things out. They ran a screen at the top of the key that freed Devin Booker for a cut and an unopposed jam. On their next play, Chris Paul lobbed to Ayton for another jam. Then Ayton missed a close one in the lane. Portland got a layup from Lillard but missed threes otherwise. With 3:16 remaining and a timeout on the floor, the score was tied at 95.

At that point, the Suns decided to go through Booker, who responded with a pull-up and a heavily-guarded layup. Lillard got a layup blocked, but Simons bailed out his team with a three. Then Grant goaltended Paul on a layup. Phoenix led by 1 heading into the final minute.

Nurkic was fouled on a layup with 48 seconds remaining. Hitting both free throws put Portland up 102-101. But Mikal Bridges ran the ball right back at Nurk on the ensuing possession, drawing his own foul shots. He hit 1 of 2, tying the game at 102. 37 seconds remained. It was nail-biting time.

With the two-for-one possession on tap, Lillard drove the lane and tried to pass to Nurkic, but the ball was intercepted. Booker tried a step-back three, but missed. Portland didn’t call timeout, instead letting Lillard command the floor. His three-pointer was double-covered and missed, the 102-102 score leading to overtime.

Overtime

The Blazers threw a zone defense on the first possession of overtime. Phoenix got the ball to Ayton, who got a shot and a foul over Hart, stuck guarding him on the left side. Nurkic scored on the other end up close, gaining a measure of revenge. After Ayton missed against that same zone, Nurk struck again with an offensive rebound put-back.

But that was the end of the fun for Portland. Booker scored twice in succession against a defense that suddenly couldn’t get close to him…the best offensive player on Phoenix’s side. Phoenix led 109-106 with 2:48 left.

On the next possession, Phoenix played the kind of defense Portland couldn’t, forcing an awkward set of passes and a Lillard layup next. Then Hart got a layup blocked by Bridges, followed by a Paul mid-range connection. Portland was down 5 with 90 seconds remaining. The Suns had turned up the “D”; Portland couldn’t.

A Nurkic free throw off of a layup trimmed a point off the lead, then Phoenix turned over the ball with 1:12 remaining. Simons drove, then found Grant baseline for a dunk. Phoenix led 111-109 with a minute left.

When Booker missed a long shot, Lillard streaked out and threatened the tying layup. He missed but was fouled. Two free throws for him were as good as the conversion. The scoreboard read 111 all with 34 seconds remaining.

Phoenix had the first chance at closing the game. They obligingly missed a quick layup, making sure they had time remaining after Portland’s attempt.

That attempt consisted of Simons running diagonally across the lane after the Suns had overcrowded Lillard to get the ball out of his hands. A running hook shot over Bridges fell. Portland led 113-111 with 7.2 seconds remaining. They’d need to win it with defense, and they almost did. Phoenix was stalled, as Booker drove into impossible traffic, but he passed to Ayton diving behind him. Ayton was fouled, receiving two free throws with 1.2 seconds remaining.

Fortunately for Portland, Ayton missed the first. He intentionally missed the second. Phoenix center Jock Landale grabbed the rebound and got a GREAT look at a layup, but he missed. Ugly or not, it went down as a stop, and that was the ballgame.

Up Next

Stay tuned for our extended recap coming soon from Marlow Ferguson!

Boxscore

The Blazers face the Los Angeles Lakers on Sunday afternoon. The game is scheduled to start at 12:30 PM, Pacific.

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Denver Broncos stumble again in 19-16 overtime loss to LA Chargers

The Denver Broncos nearly set a franchise record in penalty yards and, yet, somehow the defense kept them in this game. The Los Angeles Chargers drove the ball a lot, but stalled in the red zone. In overtime, a muffed punt by Montrell Washington sealed their fate in overtime giving the Chargers an easy field goal to win 19-16.

In-Game Updates

4:55 PM MT: Albert Okwuegbunam was a surprise healthy scratch for tonight’s game. With rookie Greg Dulcich back from IR, it appears the doghouse for Albert O is getting a little more extreme.

6:14 PM MT: Denver won the opening coin toss and deferred possession to the second half. Not sure if it would matter either way. The offense hasn’t done much at the beginning or end of either half.

6:33 PM MT: Russell Wilson and the Broncos offense overcame two early penalties by Lloyd Cushenberry and Cam Fleming to drive down the field for the first score of the game. Brandon McManus would kick a 51-yard field goal to give Denver an early 3-0 lead.

6:45 PM MT: After getting the ball back the Broncos would get back to back big plays to got up 10-0 over the Chargers. The first was a 37-yard pass to Jerry Jeudy on third and long, then Wilson found rookie Greg Dulcich open for a 39-yard touchdown pass.

7:02 PM MT: Justin Herbert and the Chargers responded with a 15-play, 82-yard drive of their own that was capped by a 6-yard touchdown run by Austin Ekeler to cut the lead back to a field goal at 10-7.

7:19 PM MT: The Broncos announced that DL Dre’Mont Jones would be questionable to return to the game with a neck injury. He was back in the game after just a few plays.

7:27 PM MT: With about a minute to go in the half, the Chargers were able to tie things up 10-10 apiece. They had their hopes for a touchdown dashed on back-to-back plays by Baron Browning. First, he sacked Justin Herbert then deflected his third down pass.

7:31 PM MT: Getting the ball back with just 53 seconds in the half was all Wilson and the Broncos needed. Wilson connected with KJ Hamler on a 47-yard bomb that ultimately led to points and a 13-10 halftime lead for Denver at halftime. Full second quarter recap.

8:02 PM MT: The Chargers marched right down the field on their opening second half possession, but Denver’s defense stiffened in the red zone to force another field goal attempt. Los Angeles would tie things up at 13 midway through the third quarter.

8:23 PM MT: Denver’s third quarter woes continued through this game. They scored zero, while the Chargers scored on their first possession and are in field goal range to start the fourth quarter on their second. Full third quarter recap.

8:26 PM MT: Beleaguered rookie cornerback Damarri Mathis had three defensive pass interference calls against him in this game, but he never let up. He came up big on fourth down to break up a pass to get Denver the ball back.

8:40 PM MT: After punting back to the Chargers, the Broncos defense had to come back out for another drive. Justin Herbert’s first pass was tipped by K’Wuan Williams where it was intercepted by Baron Browning at the Chargers 30-yard line. The offense would do nothing with that opportunity except give Brandon McManus a 47-yard field goal attempt that put Denver back on top 16-13.

8:54 PM MT: Denver’s defense went penalty crazy on the Chargers next drive. With 4 minutes to go in the game, the Chargers added a field goal to tie the game at 16. However, Denver has 151 penalty yards, which is the most the team has recorded in a single game in over forty years.

9:13 PM MT: Both teams were unable to do much in the final minutes and the game is heading to overtime all tied up at 16.

9:32 PM MT: With overtime running low and the Broncos defense forcing a second three and out in overtime, P.J. Locke was blocked into Montrell Washington for the muffed punt that was recovered by the Chargers where they would boot a 39-yard field goal for the 19-16 victory.

Game Preview

The Denver Broncos (2-3) are on the road on Monday Night Football to take on their AFC West rival Los Angeles Chargers (3-2). A win by either team will keep them within striking distance of the AFC West leading Kansas City Chiefs.

The 2022 regular season is still relatively young, but for the Broncos they already have their backs against a wall in the AFC West. They lost to the Las Vegas Raiders two weeks ago and if they lose again tonight to the Chargers then all could be lost. Head Coach Nathaniel Hackett noted that winning division games is important, but the focus now is just getting a win period.

“For us, we are 0-1 right now in the West,” Hackett said last week. “The past is the past right now. We have to find a way to win a football game. It happens to be a West opponent which makes it more exciting because it’s a rivalry. It’s a very good football team. We have to get out there and we have to get after it.”

All the narratives that have been building around this Broncos’ team through five games could be destroyed by a strong performance and a win against a playoff-caliber team like the Justin Herbert-led Chargers.

Kickoff is set for 6:15 p.m. Mile High time on Monday, October 17, 2022 at SoFi Stadium in Inglewood, California. You can watch the live stream of the game through FuboTV or on NBC.

My Prediction

In partnership with DraftKings Sportsbook, I am covering all my picks this year on TallySight. Our staff is fairly confident the Broncos will lay another egg in this game as all but myself predicted a loss to the Chargers tonight. I was the lone optimist who thinks the Broncos can actually win this game.



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LOOK: Disgusted Broncos fans shockingly refuse to stay for overtime of Denver’s improbable loss to Colts

Getty Images

When NFL fans leave early from a game, it’s usually because their team is on the wrong side of a blowout, but that wasn’t the case Thursday night when Broncos fans decided to bolt from Empower Field at Mile High just before the start of overtime of the Colts’ 12-9 win. 

After suffering through four quarters of watching Denver’s offense, thousands of fans apparently decided that enough was enough, and they ended up making the decision to leave the game at the end of regulation with the Broncos and Colts tied at nine. Apparently, watching the Broncos offense set football back 95 years was just too much to bear for the fans in attendance.

The camera at the game caught the fans leaving after Russell Wilson took a knee on the final play of regulation to send the game to OT. 

This might not be rock bottom for the Broncos, but it has to be close. Broncos fans decided that they would literally rather go sit in traffic instead of watching their favorite team play another down.  

The fans exiting the game were clearly frustrated, and that most likely had to do with the fact that the Broncos probably should have won this game in regulation. With 2:19 left to play, the Broncos were leading 9-6 and facing a third-and-4 from the Colts’ 13-yard line. All they needed to do was avoid making any mistakes, and they were likely going to get at least a field goal from the drive, but that didn’t happen thanks to Wilson, who threw an ugly interception. 

Instead of icing the game, Wilson gave the Colts some hope that they could still win. 

The interception to Stephon Gilmore was Wilson’s second pick of the game, and it seemed to be the final straw for most Broncos fans. The fans did stick around to see if the Broncos defense could stop the Colts on the ensuing drive (and seal the win), but that didn’t happen. Instead, the Colts drove 72 yards for a game-tying field goal that sent things to overtime, and that’s when thousands of fans decided to hit the exits. 

The fans in Denver spent the better part of four quarters booing the Broncos offense, but once overtime hit, they decided leaving the game was way more fun than booing. 

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Clemson vs. Wake Forest score, takeaways: No. 5 Tigers survive tough ACC battle in double overtime

No. 5 Clemson survived an upset scare at the hands of No. 21 Wake Forest 51-45 with a defensive stand in double-overtime. The win extends the Tigers’ winning streak against the Demon Deacons to 14 games, a streak that dates back to 2009, and this victory seemed as improbable as any other win in the last decade. 

DJ Uiagalelei had his best game of the season, totaling 371 yards and five touchdowns passing while also finishing as the team’s second-leading rusher. Uiagalelei used his size and strength as an advantage not only in the run game but to keep plays alive as Wake Forest did a good job of applying pressure on the Tigers starting quarterback. It was Uiagalelei’s ability to connect with receivers in scoring position that proved the difference as his two touchdowns in the overtime period allowed Clemson’s defense to go make the stand that won the game. 

This loss hurts for a Wake Forest program that had not only lost 13 straight to Clemson coming into Saturday but had seen every meeting since 2012 finish with a double-digit margin. Sam Hartman put together a historic and, at times, heroic effort leading the Wake Forest offense, finishing with 337 yards and a school-record six touchdowns on 20-for-27 passing. The offense was thriving thanks to Wake Forest receivers winning one-on-one matchups against Clemson’s secondary, as Jahmal Banks had six catches for 141 yards and two touchdowns and Donavon Greene, back in the rotation after missing 2021 with an injury, added two touchdowns as well to lead the aerial attack.

CBS Sports will update this story shortly with more highlights and takeaways from this ACC double-overtime thriller. 

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