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Pass Coverage, Pass Reaction, Interception Sliders

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Old 11-22-2015, 06:10 PM   #1
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Pass Coverage, Pass Reaction, Interception Sliders

I'm curious to know if anyone knows definitively what these sliders do, and particularly how they impact each other to create the pass defense AI.

I see INT as related to both actual INTs and as a global modifier of the defense's ability to play the pass. When you lower this slider, not only do you get less picks, but you get looser coverage overall.

What, specifically, do pass coverage and pass reaction do to modify how the passing game is played?

Is one specific to man coverage and the other zone? Is one how close you trail receivers and the other how well you react once the ball is in the air?

Any thoughts on this from experienced slider makers would be great.

Through 8 games on AP default post patch #3, my INTs are high (on pace for 32 with KC), and I'm interested in lowering INTs while also retaining the generally improved trailing ability of man defenders introduced by the patch.

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Old 11-22-2015, 06:50 PM   #2
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Re: Pass Coverage, Pass Reaction, Interception Sliders

would also like a more detailed opinion because throughout my changes i dont see much of difference at first glance.....
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Old 11-22-2015, 08:15 PM   #3
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Re: Pass Coverage, Pass Reaction, Interception Sliders

pass reaction makes defense commit to run or pass...the lower your slider goes the more they are committed to the run ...pass coverage is zone recognition....the only way to affect man coverage is with pass and catch slider along with pass blocking....
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Old 11-22-2015, 08:54 PM   #4
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Re: Pass Coverage, Pass Reaction, Interception Sliders

Quote:
Originally Posted by Macksport
pass reaction makes defense commit to run or pass...the lower your slider goes the more they are committed to the run ...pass coverage is zone recognition....the only way to affect man coverage is with pass and catch slider along with pass blocking....
Nice... makes sense when its put that way..
Thanks for the info
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Old 11-22-2015, 09:38 PM   #5
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Re: Pass Coverage, Pass Reaction, Interception Sliders

What do you guys have them set at? Which difficulty?
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Old 11-22-2015, 11:14 PM   #6
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Re: Pass Coverage, Pass Reaction, Interception Sliders

I am confused on pass reaction. If it makes a team commit to run or pass wouldn't it be ideal at 50? I don't think I get what it does yet.
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Old 11-22-2015, 11:53 PM   #7
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Re: Pass Coverage, Pass Reaction, Interception Sliders

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Originally Posted by viking12344
I am confused on pass reaction. If it makes a team commit to run or pass wouldn't it be ideal at 50? I don't think I get what it does yet.
This makes sense. I never would have guessed that this would be the application, as my initial thought would be that it would make defenders react to the ball in the air more or less quickly.

But it makes sense that it could be how quickly the whole defense recognizes that it's a pass play vs. a run play.

It should be easy to test this by seeing if higher values cause defenders to abandon assignments to play the pass or if lower values cause defenders to hold their run assignments longer than normal.

It could perhaps be manipulated upward to limit TFL on run plays if those are too high, though I'm not sure my games are giving me TFL numbers so high that I would want to mess with this slider.

I'd like a man coverage slider that adjusts trail proximity relative to the ratings, and a zone slider that adjusts route combination recognition and rally speed, ideally, but I don't see that happening.

And I'd like an INT slider that really only influences how often your guys go for and get a pick as opposed to a swat or a play the receiver animation, rather than having it act as a global modifier for DB play as it currently does.
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Old 11-23-2015, 08:46 AM   #8
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Re: Pass Coverage, Pass Reaction, Interception Sliders

Quote:
Originally Posted by viking12344
I am confused on pass reaction. If it makes a team commit to run or pass wouldn't it be ideal at 50? I don't think I get what it does yet.
I leave mine at 50 for this reason. Had it at 15 at one point and it was impossible to run.
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