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The Reason why there are no blocked puts and FGs....

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Old 03-26-2011, 10:26 PM   #17
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Re: The Reason why there are no blocked puts and FGs....

Quote:
Originally Posted by utahman19
The reason there are few blocked kicks is simple, and it has to do with the snapper, but not the OP's point. The real reason is that the snaps are too fast, and there is never a bad snap or hold. The ball needs to take a little longer to get back to the holder/punter, and there needs to be low snaps, high snaps, and snaps that are off left and right (and, field goal/PAT angles are jacked up, and the ball does travel a little too quickly once kicked as well). A long-snap rating would be great (note to EA, virtually no offensive linemen are long snappers. It is as much a specialized skill as kicking and punting, and snapping is the primary role of virtually every snapper. A few moonlight as backup tight ends or linebackers. Of course, if there were 85 man rosters it would make it easier to add a third specialist...), and the hands rating needs to be taken into account for holders. As far as I'm concerned, awareness could be used to dictate how well a kicker/punter reacts to and handles poor snaps, getting the ball away quicker and avoiding blocks.
I have to say, I agree 100%! There are 0 bad snaps in this game!
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Old 03-28-2011, 03:39 AM   #18
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Re: The Reason why there are no blocked puts and FGs....

Quote:
Originally Posted by utahman19
The reason there are few blocked kicks is simple, and it has to do with the snapper, but not the OP's point. The real reason is that the snaps are too fast, and there is never a bad snap or hold. The ball needs to take a little longer to get back to the holder/punter, and there needs to be low snaps, high snaps, and snaps that are off left and right (and, field goal/PAT angles are jacked up, and the ball does travel a little too quickly once kicked as well). A long-snap rating would be great (note to EA, virtually no offensive linemen are long snappers. It is as much a specialized skill as kicking and punting, and snapping is the primary role of virtually every snapper. A few moonlight as backup tight ends or linebackers. Of course, if there were 85 man rosters it would make it easier to add a third specialist...), and the hands rating needs to be taken into account for holders. As far as I'm concerned, awareness could be used to dictate how well a kicker/punter reacts to and handles poor snaps, getting the ball away quicker and avoiding blocks.
You sir should be paid by EA. Agree 100% with your ideas very well put.
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Old 03-28-2011, 04:12 AM   #19
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Re: The Reason why there are no blocked puts and FGs....

I think I blocked one FG in my time in NCAA 11. Maybe came close to a punt? Or maybe it was a punt I blocked. I know in previous iterations when jump the snap was godlike, I could block FGs and XPs at a good rate.
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Old 03-28-2011, 10:03 AM   #20
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Re: The Reason why there are no blocked puts and FGs....

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Originally Posted by Roggie
The CPU doesn't block kicks, since those who block it 50% of the time are admittedly using an exploit to block them.
How is blocking a kick with the safety coming off the edge an exploit? I just try to time my jump and sprint off the edge and block the kick. Against the computer... it is easier because the holder will turn his head twice to look at the kicker before the ball is snapped. The only exception is after time-outs. I have blocked a handful of kicks just rushing up the middle but those are a lot harder.


IRL, The majority of the FGs blocked are from teams over-loading one side of the field and outnumbering the protection. The wings are taught to block-down and punch out. But if there are two guys outside the wing both coming one will get by unevaded to the kicker. I use that same philosophy to block my kicks.

I will say that I'm more successful with the fast, tall players because they can lay-out.

I probably block 10% of the kicks vs. a HUMAN opponent because it is harder to time. Of course, some opponents are more predictable than others and they kick the ball as soon as the ball is ready for play. The percentage was probably a lot higher but the guys in my dynasty have become a lot more cautious. I actually blocked 2 PAT's and a game-winning field goal attempt in one game versus a guy and won 21-19. He was pretty mad but now he's a lot less predictable about when he snaps the ball.
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Old 03-28-2011, 11:44 AM   #21
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Re: The Reason why there are no blocked puts and FGs....

Timing is everything with 2011. I've blocked a number of punts and extra points. All based on timing the snapper perfectly and using a guy with very good speed.
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Old 03-28-2011, 06:32 PM   #22
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Re: The Reason why there are no blocked puts and FGs....

Quote:
Originally Posted by utahman19
The reason there are few blocked kicks is simple, and it has to do with the snapper, but not the OP's point. The real reason is that the snaps are too fast, and there is never a bad snap or hold. The ball needs to take a little longer to get back to the holder/punter, and there needs to be low snaps, high snaps, and snaps that are off left and right (and, field goal/PAT angles are jacked up, and the ball does travel a little too quickly once kicked as well). A long-snap rating would be great (note to EA, virtually no offensive linemen are long snappers. It is as much a specialized skill as kicking and punting, and snapping is the primary role of virtually every snapper. A few moonlight as backup tight ends or linebackers. Of course, if there were 85 man rosters it would make it easier to add a third specialist...), and the hands rating needs to be taken into account for holders. As far as I'm concerned, awareness could be used to dictate how well a kicker/punter reacts to and handles poor snaps, getting the ball away quicker and avoiding blocks.
I agree with all of this you out here.

There is another thing I have noticed with punt and why they don't get blocked more often. The punter's stride is way too short. It looks like the type of punt you wold see when the punter is backed up in the endzone no matter what. Most punters usually kick the ball about 5-6 yards further than where they start. But in EA's game, they kick it 3 yards further than where they start from. Those 2 to 3 yards can honestly make a big difference.
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