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SGO Interview with Clint Oldenburg Part 2 Franchise Unreleased Details

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Old 06-16-2018, 03:26 PM   #9
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Re: SGO Interview with Clint Oldenburg Part 2 Franchise Unreleased Details

Quote:
Originally Posted by jfsolo
I like that on sim mode balanced pass rush settings can still trigger an off-sides based off of player traits, and that special moves can't be used when ball carrying is set to conservative.

We'll have to see how it plays, but obviously it's good to hear about the deep zone tuning for Cover 3 and Cover 4.

Also defensive players always having some animation trigger on deep balls instead of sometimes going full Statue of Liberty.

The overhaul of hit stick mechanics is something that a lot of people are sleeping on and fools are going to be shocked when they have to actually learn how to tackle and can't just hit stick on every single tackle with no regard for positioning and timing.
You can't hit stick every time now. If you try you're going to miss a ton of tackles and probably give up big TDs against anyone who has run stick. It took me most of the season to get out of this bad habit since you could get away with it in past versions of the game.

You can also draw people offsides even with their pass rush set to balanced. Since the AI does a hard count on almost every play they usually get me at least once or twice every time I play against the CPU.

Last edited by stinkubus; 06-16-2018 at 03:28 PM.
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Old 06-16-2018, 04:24 PM   #10
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Re: SGO Interview with Clint Oldenburg Part 2 Franchise Unreleased Details

Reposting here since this deals specifically for this interview.

1) I really like the Hit Stick functionality changes with going low on players.
- should be the standard/initial attempt unless Tackle Trait says otherwise.

2) Breaking into contact with WR before ball arrives is a “Huge” application that opens the doors to less tethering of players/route running/ball etc...
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Old 06-16-2018, 05:30 PM   #11
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Re: SGO Interview with Clint Oldenburg Part 2 Franchise Unreleased Details

Quote:
Originally Posted by khaliib
Reposting here since this deals specifically for this interview.

1) I really like the Hit Stick functionality changes with going low on players.
- should be the standard/initial attempt unless Tackle Trait says otherwise.

2) Breaking into contact with WR before ball arrives is a “Huge” application that opens the doors to less tethering of players/route running/ball etc...
The only thing I'm worried about with the new mid-air hit stick WR collisions is that the NFL will want them "toned down" because hits they look like they cause damage or concussions don't "represent the brand".

Just like how last year, on field audio was great before the first patch and then they removed loud hit noises for the hit stick.

Football is a violent game and the NFL needs to accept that. Just because a game has violent moments doesn't mean you still can't educate people on playing the game in a safer way.

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Old 06-16-2018, 05:58 PM   #12
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Re: SGO Interview with Clint Oldenburg Part 2 Franchise Unreleased Details

A mid air hit stick would be a hit on a defenseless receiver.
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Old 06-16-2018, 06:58 PM   #13
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Re: SGO Interview with Clint Oldenburg Part 2 Franchise Unreleased Details

Way too much over analyzing going on here.

Maybe folks are just bored until the game is released, I don’t know.

Just way too much deep negative analysis happening in every M19 thread.

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Old 06-16-2018, 07:02 PM   #14
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Re: SGO Interview with Clint Oldenburg Part 2 Franchise Unreleased Details

Quote:
Originally Posted by khaliib
Way too much over analyzing going on here.

Maybe folks are just bored until the game is released, I don’t know.

Just way too much deep negative analysis happening in every M19 thread.

!!!Delete, Delete, Backspace, Backspace!!!
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Old 06-16-2018, 07:35 PM   #15
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Re: SGO Interview with Clint Oldenburg Part 2 Franchise Unreleased Details

Quote:
Originally Posted by stinkubus
You can't hit stick every time now. If you try you're going to miss a ton of tackles and probably give up big TDs against anyone who has run stick. It took me most of the season to get out of this bad habit since you could get away with it in past versions of the game.

You can also draw people offsides even with their pass rush set to balanced. Since the AI does a hard count on almost every play they usually get me at least once or twice every time I play against the CPU.
I think he is talking about your CPU controlled teammates going offsides.
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Old 06-17-2018, 08:05 AM   #16
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Re: SGO Interview with Clint Oldenburg Part 2 Franchise Unreleased Details

Quote:
Originally Posted by khaliib
Reposting here since this deals specifically for this interview.

1) I really like the Hit Stick functionality changes with going low on players.
- should be the standard/initial attempt unless Tackle Trait says otherwise.

2) Breaking into contact with WR before ball arrives is a “Huge” application that opens the doors to less tethering of players/route running/ball etc...
One can hope that the changes 2 RPM affecting pass plays and pass interference operate how we imagine. I feel like one of the biggest Legacy issues of Madden are the hard-coded dice rules. In other games you'll see animations that play out solo within themselves and do not affect anything else if the variables don't line up. Madden typically suffers from a lack of variables or things that are very hard cut it like this animation must require this to happen in game type of codex

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