I really really hope these new press interactions aren't all or nothing. There should be semi successful presses, plays where a WR gets a step but the DB isn't completely beaten.
Big question.. will these be used by non-user players?
I'm gonna guess no
From the blog:
While these mechanics were spawned for the Team Play style of MUT Squads, all are available to be used in all modes, including Franchise, MUT, and online H2H. Even the AI-controlled players will be using the mechanics, again based heavily on their assignment on the given play call and their relevant ratings to each situation.
That's some interesting stuff. Sounds like that bit about route-running/cut moves was put in to combat the swerve.
Route-Running and Cut-Move Mechanics: Once you are into your route-stem and out of any interactions that may trigger off the line, there's some important mechanics to note when finishing your route. The LS will steer the receiver anywhere you want him to go, but when using only LS, you cannot make any sharp cuts to gain separation. To make sharp cuts, you must hold down the RB/R1 button to lock in your current moving direction and then flick the RS in one of eight directions to make a sharp cut. This can be used as a combo, as well to make double moves and fake out man coverage defenders. LS control will not be returned until the RB/R1 button is released.
Yeah, totally cool that AI uses this. And, that makes sense. That's what great games are all about. U gotta define what happens when and then make the AI do it. Hopefully, it's implemented well. This will really be cool to see if your WR completely wins off the line on deep patterns. I'm assuming this will be the least likely scenario (a completely clean win for WR), so when it does happen, gotta see it as QB, then make the throw at the right time (depending on safety help).
But, here, again, this is another spot where we get to see multiple scenarios, hopefully, and should make the game more dynamic as a whole.
I am SUPER excited about this especially since I love running a CB Franchise. Adds a lot more to guarding WRs.
I also believe they wanted to counter user WRs from being able to just run all types of routes to get open that was very hard to guard for a user CB with their controls on cutting.
I love how they said there will be contact between players running routes and receivers with low awareness will react differently to contact from the defensive backs. For a while I've thought awareness didn't do anything for receivers. I'm glad that's changing.
Yeah, totally cool that AI uses this. And, that makes sense. That's what great games are all about. U gotta define what happens when and then make the AI do it. Hopefully, it's implemented well. This will really be cool to see if your WR completely wins off the line on deep patterns. I'm assuming this will be the least likely scenario (a completely clean win for WR), so when it does happen, gotta see it as QB, then make the throw at the right time (depending on safety help).
But, here, again, this is another spot where we get to see multiple scenarios, hopefully, and should make the game more dynamic as a whole.
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To the bold, the one thing I didn't like when I played was that AI safeties still seem to break on the ball too fast which means their Zone Ratings are still on the high end (even though we couldn't see ratings) since this rating really impacts how fast def player will break on the ball as it's released from QB's hand.
Rex tweeted Gameplay has been improved since EA Play, so this may not be an issue for me at release.
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