Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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  • LBzrule
    Hall Of Fame
    • Jul 2002
    • 13085

    #151
    Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

    Originally posted by Senator Palmer
    Appreciate the response, shtty. Really good stuff. Really great job of breaking the thing down.



    So wouldn't programming gap assignments remedy some of this, because the quoted right here is the one thing on defense that has confounded me in Madden 12. I'm never sure how to play certain runs. I know how it's supposed to be played. I know which gaps should be mine, how the pursuit should come, but it always feels like a crap shoot so I'm better off reverting to the Lavar Arrington style of defense as LBz coined it.

    You broke down very well what is needed for a fundamentally sound defense beyond just gap assignments, such as pursuit, etc. But wouldn't a gap assignment logic remedy some of this along the front 7, specifically on the runs away?

    Just focusing on the linebackers for a moment, I know that in certain schemes and fronts, the gaps move, so wouldn't it make sense to do something simple like giving 2 gaps to the linebackers' run defense logic along with what seems to be the "area" thing that they already have where they hover until the ball gets to a certain point, just so that how they are attacking instead of waiting? Now the WILL backer will know to go from B to playside A on runs away.

    On power plays out of an Over front everyone would just move down a gap similar to how LBz described in his first post. The SAM moves playside B to C, the Middle backer will move weak A to playside B, WILL scrapes from weak B to A.
    Senator, I was wondering where me and Mcghee had a disconnect. In my post I was simply describing basic assignments with seven players. He's describing assignments with a coverage call that would drop one of those safeties. So on basic assignments with seven we might simply talk about gaps, but McGhee is right once you drop the safety in a Sky call for instance things can change and do so tremendously. I just don't see this being programmed all that great if at all. For instance on a Sky call, I can see them have the safety creep down but not charge/attack down hill like he should as if he knew he had force on run plays. Rather I see it programmed as, him creeping down because his zone takes him there and he plays a soft force.

    Now I will say this too. Some coaches may just have a different way of doing things. For instance, let's take a look at the Under Front or what Leo Hand and some others call Weak Eagle Front.



    Hand and some others have basic assignments for each player such as run toward, do this. Run away, do that. Pass, depends on stunt and coverage. I'm not sure how EA approaches that when as has been said, for years their game had the second level defender always start with pass if you called a zone coverage.

    Just looking at the diagram above for basic assignments here is how many do it:

    BILB (Backside ILB)
    Keys: Near Guard; backfield flow
    Responsibilities vs 2 back: Run toward = Scrape Outside and Contain; Run-Away Scrape and work downhill; check and may plug backside A gap pursuing football from inside out. Pass play - check stunt and coverage call.

    Mike (Strong ILB)
    Keys: Near Guard Backfield Flow; Tackle
    Responsibilities vs 2 back: Run toward = B Gap; Run away = Secure weak A gap then pursue football from inside out. Pass - check stunt and coverage call.

    Stud/Sam (SOLB)
    Keys: TE; Near Back, Pulling Linemen; Football
    Responsibilities vs 2 Back: Run Toward D gap; Run away = Stunt coverage call; Pass = Stunt coverage call.

    Weak DE
    Keys: Tackle and ball movement; secondary key is near back, pulling linemen
    Responsibilities: Run toward C gap; Run Away = check bootleg, counter and reverse then chase looking for cutback. Pass = contains the rush.


    Need I keep going? They aint gonna program all of that for the basic front seven with let's just say cover 2 in the secondary and then have it change up if you call sky coverage in the secondary. I just don't see them doing all that work. That would solve the problem. But I don't see them doing all that. At best I see them giving us something basic and hopefully that will be functional. This is just basic assignments, we are not even talking about different types of reactions vs weak side sweep, strong side sweep, Off Tackle strong weak ect. Then maybe having to alter that against single back slot set. They aint gonna do all of that. It's gotta be basic.
    Last edited by LBzrule; 06-22-2012, 07:54 AM.

    Comment

    • shttymcgee
      Pro
      • Jul 2005
      • 744

      #152
      Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

      Palmer,

      I feel like LB's were assigned gaps you might still have the same problem you were describing earlier. If a LB is assigned his near B-gap and the run goes away, is he just going to plug his gap and not pursue the ball? The only time (that i can think of off the top of my head) when a defender can just be accountable for his gap, regardless of the direction of the ball, is on split-zone/1 back zone plays.

      LBZ,

      I can't see that stuff being programmed either. I feel like the game could get by with 2 main aspects of pursuit being represented properly:
      1. Leverage - when the ball is ran at a defender (or a lead blocker), should the defender attempt to turn the ball back inside or spill it laterally
      2. Pursuit - when the ball is ran away from a defender, should the player pursue inside-out or should he run over the top.

      These are determined by the coverage called and the front structure and if combined with better force representation, the run defense could be much improved.

      I feel that is really what LB play boils down to anyway; running to open gaps at the appropriate angle and understanding how to leverage blocks.

      Comment

      • WildFan22
        Pro
        • May 2009
        • 932

        #153
        Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

        Is anyone using Run/Pass commit in Madden 13. If so do you think it's too effective especially against the CPU?

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