The way it is now, I'd say take it out; it's stupid to have the whole team sell out on the run. If they would change it, by making the front seven and the SS sell out, then I'd be all for it. The front seven and the SS are the players that are involved in stoping the run. The corners and the FS think pass first, than run. It be would tight if only the players in the box reacted to run commit, but all of the players reacted when the user used the pass commit.
Need your opinions on Run Commit / Pass Commit feature
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Re: Need your opinions on Run Commit / Pass Commit feature
The way it is now, I'd say take it out; it's stupid to have the whole team sell out on the run. If they would change it, by making the front seven and the SS sell out, then I'd be all for it. The front seven and the SS are the players that are involved in stoping the run. The corners and the FS think pass first, than run. It be would tight if only the players in the box reacted to run commit, but all of the players reacted when the user used the pass commit.Last edited by Tito78; 03-05-2009, 12:16 AM. -
Re: Need your opinions on Run Commit / Pass Commit feature
Originally posted by Ian_Cummings_EAWe've been talking at length about the Run Commit / Pass Commit feature lately. I have my own opinions but I don't want to cloud any judgment.
Vote in the poll / respond in the comments to what you think we should do with it.
Ian I'll be honest I never used the damn thing. =) .....
yet maybe before the play I thought it was run I could audible to run commit and the LB could bark out the audible. That would be cool I guess.Comment
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Re: Need your opinions on Run Commit / Pass Commit feature
The concept pre-play makes sense.
But all your players should not telepathically react in the exact same way at the exact same time. Totally unrealistic. Preplay is where it needs to be.,Comment
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Re: Need your opinions on Run Commit / Pass Commit feature
So the most of you who want to take it out do not even use the feature, so you could care less? That isn't a strong argument to take it out. I can understand taking out the Impact blocking, because it basically makes any linemen unstoppable. But this isn't a cheese or gimmicky feature.
I think if anything they need to refine it some, especially the run commit. As others have stated, make it where your front 7 or 8 commit to the run not just everyone. Pass Commit works perfectly, IMO. If I notice someone who just runs PA, but never runs the ball I shut them down. If I play someone who mixes it up well, I eventually stop trying to guess, unless it is 3rd and long or short.
Also, does no one agree with me commit to the screen or draw feature, specifically screens? Screens should be effective, but not when you know when they are coming. Sure you can manual stop it, but once your opponent notices you put someone over there they just go over the top or throw over the middle.Comment
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Re: Need your opinions on Run Commit / Pass Commit feature
i use run/pass commit. its pretty darn effect, But its damn unrealistic. You can't telepathically tell every single player on your defense to act a certain way at the same time and tell them to react in the same way.
ANd it conflicts with the hitstick as well. I'm sure that if you've used commit often, the hitstick animation will trigger because your commit was too late. Then youre just screwed.Comment
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Re: Need your opinions on Run Commit / Pass Commit feature
- I want run/pass commit available pre-snap, from the time the offense breaks the huddle.
- I don't think it should give defenders a ratings boost. It should only give them a jump on a run/pass play. I want mindset & animation changes:
Run Commit:
D-linemen - Be stout against the run but get a late start rushing the passer
LBs - No difference against the run and drop back passes, but more susceptible to play action
SS - No difference against drop back passes, but more susceptible to play action and he gets a jump on run plays
Pass Commit:
D-linement - Good jump on a pass rush but more easily sealed off(DT) or pushed up field(DE) against the run
LBs - No difference against obvious run plays and drop back passes, but not likely to be fooled by play action and more susceptible to the draw
SS - No difference against the pass except on the goal line where he's less likely to be fooled by play action. And less aggressive against the run - Being able to run/pass commit individual players might be a good idea. 3rd & 8, you obviously don't want to run commit everyone, but you might want your DTs to watch for the draw. And sometimes, individual players have a hunch.
- I think run/pass committing should be an organic & strategic part of the game. And it should play heavily into play action & draw success.
I think from reading all the posts it seems that a pre-snap option is becoming the most favoured way of doing things.
This gives us a chance to look at the offensive formation once they break huddle and make our call then. Pre-play with no way to change our mind is just not right.
BezO's ideas look quite 'balanced' and add a nice risk/reward factor without an all or nothing approach that comes with the committ feature at the moment. At least if you call run or pas with these ideas you won't get completely burned one way or the other.
IMO taking on these ideas would be another great step towards the strategic 'chess match' sim experience that we are so looking forward to.Comment
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Re: Need your opinions on Run Commit / Pass Commit feature
im suprised the community thinks it should be removed entirely!!! i think it should have to be decided pre-play... but if you audible then you can choose to "run d audible" or "pass d audible"... this should stop cheesers from coming out in pass then audible-ing (sp?) to run after the d have pass committed.Comment
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Re: Need your opinions on Run Commit / Pass Commit feature
I think its a great feature, its awesome for Head to head, a Real reward for having an effective run game and ties back to the whole psyche out that is football.
It does conflict with hit stick badly and needs to be fixed, at the very least keep it in.Comment
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Re: Need your opinions on Run Commit / Pass Commit feature
Keep is in the game!!!
tweek it if needed, make it less effective or something
but do not remove it
day 1 for a LB they tell him you must communicate, it is the most important part of defense, communication. Yelling "RUN" when its a run and "PASS" when it's a pass so that all 11 players on D are on the same page is the 1st thing a young LB is taught, and it must remain in the game, not pre-play, but in game play. Tweak it, make it an option for the player to be able to do or not do (online also)
don't remove it, real football fans know it belongs in the game
i want every opportunity to tell my players what do do on every play, i hated the fact you guys removed corner shading (play inside out, or outside in) but don't remove the run commit.Comment
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Re: Need your opinions on Run Commit / Pass Commit feature
Ian, when gauging the poll remember..
the second and third options are all players wanting it in the game, the second wants a change,
only the 1st want it removed so for example at the moment the scores are
Remove it - 74 - 34%
Keep as is - 28 - 13%
Keep, but change - 113 - 52%
so only 34% want it removed, 66% believe it should stay..most think it should be modified, but it should stay
and you shouldn't make it during play calling for sure
maybe during pre-play, but the point of play action is to make the defense think run, a smarter player should be allowed to control his D, not take a risk that a safety may bite on a PA fake even if he knows its a passComment
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Re: Need your opinions on Run Commit / Pass Commit feature
My thoughts on things:
1) If you remove it completely the 6 people asking for it to stay will completely whine... as always. Seems to always happen regardless.
2) If you move it to pre-play... what if the offense lucks out and notices a pass recognition and audibles to run? We will have no option to still call a run commit during the course of the game?
3) If you leave it as is... people who use it may still do so, or for someone like me... I completely ignore it unless I absolutely KNOW the other player (online, budy, or AI) will be running.
I've never really seen too much point to the whole aspect personally, I mean it allows for the extra guys either set in zone or spys to react quicker than normally, but if you screw things up and call a run commit during play action you get burned over the middle.
So I guess it all boils down to what the Devs think, if you want to truly make it SIM ... then techincally it can be called pre-play or by a good LB/Safety who notices something in the offense giving up the play.Simply *Magic* Just click the link and Watch :)
http://www.operationsports.com/forum...post2043715147Comment
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Re: Need your opinions on Run Commit / Pass Commit feature
I say remove it. What's the penalty for always committing to the pass? Anyone ever try an entire game of doing that exclusively? My defense seems to be fully capable of reacting to the run the same way they would've had I not pass committed...plus the playaction is almost completely eliminated because someone (usually a DE or LB) will go straight for the QB during the play fake.Comment
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Re: Need your opinions on Run Commit / Pass Commit feature
I hate doing it as the snap happens. If i want to do it i should be telling the d in the huddle not right as the ball is snaped. I want to be able to tell me d on 3rd and 1 to watch the playaction. If they run i get beat. To me it should happen in the huddle or at least before the snap. its un real to have it happen at the snap and the whole d respond.
It should stay but be changed.Comment
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