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Wiggy's Blog
NHL 14: Thoughts on EASHL (Week 1) Stuck
Posted on September 19, 2013 at 05:44 AM.

My EASHL team, Lando Commando, has had a fairly good time with the first week or so of EASHL action. We've been able to get up to Div 6 in that time (schedule permitting), and now we're starting to bump up against some of the more "seasoned" veterans in the mode. We've been playing in the EASHL for the entire time it's been around, and the mode still has an amazing co-op experience, even if there can be some frustrations form time to time. It's really nice to have the "seasons" concept this year, as it really suits everyone's schedule.

Generally speaking, our team has been pretty competitive over the years. We can usually hang with most any team, but it doesn't mean that we don't go on losing streaks or have stinker games. This year we've managed to avoid getting truly blown out by any team, but we haven't really delivered an savage beatdowns either (the worst score either way has been about 5-1, with most games being 1- or 2-goal games).

This year our team isn't using many boost packs or early upgrades either, resulting in a more measured and gradual increase in skills as we work our way through the divisions. This has led to the usual early frustrations where your player isn't quite fast enough or strong enough against some teams, and we're actually experiencing that now in Div 6. Certain teams have players that are into the high-70s in terms of overall skill, and some of our team members are just getting into the 70s now. This makes for a pretty substantial skill gap, and some opposition players are just too big and fast to really handle all that well.


Still, the action has been satisfying, with AI defenders somewhat better than they have been before and goalies that, in some aspects, are more balanced. We do use human defenders when we can, but when we have to rely on the CPU, it's nice to see them actually edge players out and deliver hits. That said, it's been a bit troubling to see goalies now falling for a basic toe drag floater wrister from the slot, and this was something we started to see a lot last night. You can certainly address it by having manual defenders and remaining vigilant when a team enters the zone, but some of the shots are so innocuous that it's frustrating to see them go in.

I think my whole team would agree that the new fighting is a fun diversion, and I maintain that it's a great solution for late in the game, as everyone can get their "rage fight" out of the way at once. I think the fights do add to the overall feel of the game, as it's fun to step in after someone shoots at your goalie or levels a friend post-whistle -- and it's even better when you win. I haven't found people abusing the fight mechanic too much, as you can always skate away and not engage.

The hitting has provided some satisfying impact both on defense and for the forecheck, and it creates all sorts of incidental contact with players tripping over other players and teammates bumping into each other. If you have a weaker overall character to someone you're playing against, though, your options may be limited to positioning and poke checks.

I do think the poke checks need be to be toned down some -- or at least have some penalties called for tripping in the slot. Too many teams get away with collapsing and wildly flailing poke checks that seem to jar the puck loose perfectly. I'm fine with the tool being effective at certain times, but when you're cutting in on a d-man and he jabs wildly and doesn't ever seem to get a penalty, it can be frustrating. We also have seen several breakaway trips not resulting in penalty shots, which is also frustrating.


The new physicality has been nice for some of our power-forward players, as they are able to bang and crash behind and in front of the net with more success and actually generate some tripping and interference calls, which is good to see. It's also nice that game misconducts and other minors are actually being enforced a bit more often, as it means that some players just can't rove around and mash people without consequence.

We are having some success using passes in from the point to a winger near the side of the net, and this was a focus for EA this year in terms of setting up plays. It's a nice change of pace from shovelling it around the boards or wiring it at the net, and it actually serves as solid misdirection if you can pull it off. There are certainly a good amount of deflections and deflection goals as well, which I'm sure will only increase as the hand-eye coordination stat of everyone gets better.

While the floaty wrist shots in the slot are a troubling sign, it is nice to see teams using the back of the net and the point as potential threats, and there has been a nice variety on some of the goals. There's been nothing appallingly bad, but we did have our AI d-man just let the puck fall off of his stick and tap into the goalie's skates, resulting in a goal. That one was rough.

Still, the mode so far is providing the usual dose of fun and team play that it always does, complete with bouts of frustration and growing pains. A tuner update will be welcome for some of the penalty and goaltending stuff, but there are still plenty of competitive games to be had after week one.
Comments
# 1 milesizdead @ Sep 19
Fair assessment of EASHL this year. Seasons and the physical improvements breathed some life into a game mode that was getting pretty stale last year. Now if only more clubs would realize the potential that GMC has for 6s clubs...
 
# 2 onac22 @ Sep 19
My assessment, most of the plugs in EASHL buy boosts make a giant and skate around hitting everyone. Way too frustrating for anyone not looking for a gong show, my club kicked me out for not being commited enough (I had been playing the show in July and August) and that I would have to tryout. Still have the random guys that show up in drop-in, then yell at everyone. I have played 60 games so far and decided it's the same thing the defense sit on the circles wait for the pass then charge. For some reason the 6'9" d-man with boosts can outskate everyone else on the ice. This EASHL in a nutshell. Fun but frustrating at the same time.
 
# 3 synjin @ Sep 21
You can't always "skate away and not engage" from it. You could do whatever initiates the fight (shooting/hitting late, big hit, etc) and if someone from the other team is quick enough on the triangle, you will be drawn into a fight. It's really frustrating when you destroy a defender on the forecheck deep in his own zone, take the puck and are heading in 1v0 vs the goalie and some guy from the neutral zone hits the triangle. You automatically stop your break away, drop your gloves and wait while he skates from 120 ft away to fight. Just silly.
 
# 4 synjin @ Sep 21
I'd also like to say that finding a team that has more than 1 or 2 other active players is a pain in the ***. I posted on the easports nhl boards under the UFA thread and got 3 invites from 1 player teams. I play a ton of drop-ins, but that is hit and miss. I usually play DFD, so I don't show up a ton on the stat sheet, especially if I am playing with 4 ******s and am facing 2v1 and 3v1 breaks all game long. Whatever... /whine
 
# 5 Wiggy @ Sep 21
Quote:
synjin @ Sep 21 (3 Hours Ago)
You can't always "skate away and not engage" from it. You could do whatever initiates the fight (shooting/hitting late, big hit, etc) and if someone from the other team is quick enough on the triangle, you will be drawn into a fight. It's really frustrating when you destroy a defender on the forecheck deep in his own zone, take the puck and are heading in 1v0 vs the goalie and some guy from the neutral zone hits the triangle. You automatically stop your break away, drop your gloves and wait while he skates from 120 ft away to fight. Just silly.
I hear what you're saying, but I honestly don't have much trouble avoiding fights. If you shoot the puck at the goalie after the whistle, that's going to lead to a possible fight. If you line up some massive hit from across the ice or against the boards, that's considered "crossing the line." Sure, everyone on my team has had the odd time where a fight will be instigated after a hit, but it's not something that we're finding is ruining games or happening all that often.

If you're used to hitting a lot, then I can see it being a bit of a bother.
 
Wiggy
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