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Old 05-12-2010, 03:18 PM   #20
Senator Palmer
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Join Date: Jul 2008
Re: Madden NFL 11 Blog: Run Blocking Improvements

This looks good, I mean really good. That counter where both guards pulled and got to the second level was a thing of beauty. And to actually see a fullback take a logical path in leading the runner up the field and finding a block, good stuff. But I've got a few concerns...

1. The defensive reaction time seemed a little slow, especially on that stretch video. The OLB just stands there long after the play was obvious(hopefully it's his PRC rating coming into effect). The D didn't attack at all which makes me wonder if this will hold up at higher levels, because human vs. cpu, d-linemen and backers shed run blocks like it's nothing.

2. Direct quote from the blog:

Defenders in the box now have a more deliberate reaction when they see that initial fake by the running back.

I like the way this sounds for when I may want to run play action, but I'm a little worried about how this affects my user-controlled defender. I usually contol the MLB and I've gotten pretty adept at reading plays. BUT, Madden 10 is plagued by false steps, even from user-controlled defenders. Depending on the zone I call, right after the snap, my user-controlled defender will automatically take a few steps to get me out of my gap and by the time I'm recovered, it's too late. I made a thread about it a while back:

Linebacker False Steps:
http://http://www.operationsports.co...lse-steps.html

Now, my CPU teammates, I understand, but don't take control away from me and/or make my guys dumber to make the run blocking better. I genuinely believe that the developers' hearts are in the right place though, so I'm holding out faith.
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