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Pass/Run Commit?

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Old 07-16-2007, 01:04 PM   #1
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Pass/Run Commit?

Is it in the gm? If not then it looks like it will be alot of PA cheese. My firend used it exclusivley vs me and over 70% of the time my defense would bite
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Old 07-16-2007, 01:09 PM   #2
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Re: Pass/Run Commit?

Quote:
Originally Posted by zztrainv2
Is it in the gm? If not then it looks like it will be alot of PA cheese. My firend used it exclusivley vs me and over 70% of the time my defense would bite
from what I have been told , no its not in the game.
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Old 07-16-2007, 01:10 PM   #3
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Re: Pass/Run Commit?

Quote:
Originally Posted by Cdenz
from what I have been told , no its not in the game.
Yeah, it doesn't look like it to me. I've trying slamming the RS up right as the ball was snapped a couple of times and it didn't come up so I'm guessing it's gone.
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Old 07-16-2007, 01:23 PM   #4
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Re: Pass/Run Commit?

I tried it and to no avail. It's not there. Peace!!!!
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Old 07-16-2007, 01:34 PM   #5
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Re: Pass/Run Commit?

Run commit is in the game. I know because I have been burned on it several times online. Whenever I guess run my DB's always get beat deep by 5 - 10 yards. This NEVER happens when I don't press down on the R-stick.

Whether or not pass commit is in is another issue. I don't see any obvious cues and can't tell if my guys defend the pass any better.
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Old 07-16-2007, 02:52 PM   #6
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Re: Pass/Run Commit?

So it may be in despite not having a visual confirmation? I guess it is possible
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Old 07-16-2007, 02:59 PM   #7
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Re: Pass/Run Commit?

I never liked that feature anyways. I always felt your play call, individual assignments and how you played with your man should indicate whether you were gearing up to stop the run or pass. The hit stick after the snap seemed arcadey to me not to mention the fact it removed the ability to swim/spin with a DL on the R-stick like '06 had.

For the guys that are concerned about the PA fake working too well on next gen, it was a problem fixed for '08. No longer will your players bite on fakes on 3rd and long.
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Old 07-16-2007, 03:17 PM   #8
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Re: Pass/Run Commit?

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Originally Posted by rudyjuly2
I never liked that feature anyways. I always felt your play call, individual assignments and how you played with your man should indicate whether you were gearing up to stop the run or pass. The hit stick after the snap seemed arcadey to me not to mention the fact it removed the ability to swim/spin with a DL on the R-stick like '06 had.

For the guys that are concerned about the PA fake working too well on next gen, it was a problem fixed for '08. No longer will your players bite on fakes on 3rd and long.
I like the feature because when I KNOW my opponent is running I want to ensure all 11 defensive players make stopping the run their first priority.d
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