It's hard coded for pocket formation on Pass plays.
- a DT can get individual push on run plays, but not pass
What it does is hide some of the eyesore of stonewalling as you see more battling which provides a more fluid perception of this unit moving.
- still some stonewalling at times, esp when it's a 2on1.
DT's will slit the double Team block, but C/G's will continue to be ingaged which looks like they're still trying to block the DT even though they've been beat.
** don't make pt spread too large or they'll get locked in the interaction and not disengage.
Outside of triggering faster moves by the DL, high AGL + high PRC offsets/balances out against the Get-Engage/Contact Initiator (STR rating) that's favored towards the OL.
-high PRC for DL minimizes that ugly little delay imposed on them on Run plays.
The edits are actually very fast once you establish what levels you want these ratings to be.
Will drop back in once off work to note how you can edit towards a particular Player Type used in CFM.