Regarding the 99 percent comment,what I meant to say was if the puck had a clear path to his teammate, it would reach it 99 percent of the time. Because as it is, the only time the cpu misfires on a pass is 2 things:
1) human interception/deflection
2) or a bad pas reception by the receiving player.
there should be a number 3, which are errant passes that misses EVERYONE.
NHL 15 had this and created a much more lively and sloppier gameplay, nhl 16 doesn't have it nearly enough or at all.
I hope you understand what I'm trying to say. Because what separates a sidney crosby from a 4th liner in passing is the ability to be ACCURATE and tape to tape passing. If crosby were to pass to a moving target with a clear passing lane, he should hit him 19 times out of 20. The 4th liner? maybe 13 or 14 times out of 20.
This aspect isn't represented in nhl 16 on the cpu ai passing, it was in nhl 15.
I do hold the cpu to 70-80 percent passing on all star in 16, but even so, it still doesn't represent the real NHL where bad passers REGULARLY just miss their intended targets. What happens now is even a bad passer, would pass an accurate puck, but a stick from the human player or human cpu ai would intercept. The pass for all intents and purposes was accurate, but a good defensive play was made.
What I wanted to see was a cpu crosby would make those tape to tape passes and rarely miss his target , and a 4th line scrub would regularly miss his passes without a defensive play from the human player. THAT is what separates a crosby from a 4th line goon as far as passing and playmaking are concerned. I hope I made myself clearer this time.
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