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Post-E3 pass rush update

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Old 06-07-2009, 09:50 PM   #1
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Post-E3 pass rush update

I know coming out of E3 there were some concerns around the effectiveness of the pass rush. So tonight I wanted to run some tests and see where we stood (as some tuning took place over the week while we were gone).

In practice mode - on All-Pro - I took the Titans offense (the best offensive line in the league) and matched up against the Colts defense (relatively good pass rushing group). On offense, I called a spread formation with the back going out of the backfield leaving me with only the 5 OL to block. On the defensive side, I called a default 4-3 defense - 2 Man Press - which only has the 4 down linemen rushing straight ahead (with no stunts or anything).

I ran 20 straight plays and did nothing with the QB other than stand there. I then ran 20 more plays, but this time I used the QB avoidance stick to step up in the pocket and/or avoid the edge rushers. Sometimes I would break the sack, other times it wouldn't help me at all. Lastly, I moved the CPU pass rushing slider to 100 and ran 20 more plays just standing there waiting for the sack. On all of these plays, I sat here with a stopwatch and timed exactly how long from the snap it took me to get sacked on each play. Here are the results:

PassRushNumbers.JPG

Overall, I am decently happy with these results. After all, I've got the best offensive line in the game, and the Colts are only bringing their 4 down linemen, and it still definitely didn't feel like I had all day back there by any stretch. There were definitely a few weird anomalies here and there that I am going to take in and get addressed by the gameplay guys tomorrow, but it seems that with the recent tuning that happened while we were away at E3 - this luckily doesn't seem to be any kind of "game killer" at the moment.

Just FYI - the two main issues that seemed worth tuning - 1) the set-up depth of the pocket (it goes more 'wide' than 'deep' often times), and 2) getting rid of these random animation anomalies where I'd end up with 6+ seconds.

I'll make sure to update everyone as we make any fixes to the 2 items above.
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Old 06-07-2009, 09:51 PM   #2
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Re: Post-E3 pass rush update

Quote:
Originally Posted by Ian_Cummings_EA
I know coming out of E3 there were some concerns around the effectiveness of the pass rush. So tonight I wanted to run some tests and see where we stood (as some tuning took place over the week while we were gone).

In practice mode - on All-Pro - I took the Titans offense (the best offensive line in the league) and matched up against the Colts defense (relatively good pass rushing group). On offense, I called a spread formation with the back going out of the backfield leaving me with only the 5 OL to block. On the defensive side, I called a default 4-3 defense - 2 Man Press - which only has the 4 down linemen rushing straight ahead (with no stunts or anything).

I ran 20 straight plays and did nothing with the QB other than stand there. I then ran 20 more plays, but this time I used the QB avoidance stick to step up in the pocket and/or avoid the edge rushers. Sometimes I would break the sack, other times it wouldn't help me at all. Lastly, I moved the CPU pass rushing slider to 100 and ran 20 more plays just standing there waiting for the sack. On all of these plays, I sat here with a stopwatch and timed exactly how long from the snap it took me to get sacked on each play. Here are the results:

Attachment 17056

Overall, I am decently happy with these results. After all, I've got the best offensive line in the game, and the Colts are only bringing their 4 down linemen, and it still definitely didn't feel like I had all day back there by any stretch. There were definitely a few weird anomalies here and there that I am going to take in and get addressed by the gameplay guys tomorrow, but it seems that with the recent tuning that happened while we were away at E3 - this luckily doesn't seem to be any kind of "game killer" at the moment.

Just FYI - the two main issues that seemed worth tuning - 1) the set-up depth of the pocket (it goes more 'wide' than 'deep' often times), and 2) getting rid of these random animation anomalies where I'd end up with 6+ seconds.

I'll make sure to update everyone as we make any fixes to the 2 items above.
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Old 06-07-2009, 09:55 PM   #3
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Re: Post-E3 pass rush update

I'd like to see how tight the pocket is now. In the E3 build the O-line still looked like a wall. Is the pocket surrounding the QB now?
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Old 06-07-2009, 09:56 PM   #4
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Re: Post-E3 pass rush update

Sounds great, Ian. Thanks.
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Old 06-07-2009, 09:56 PM   #5
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Re: Post-E3 pass rush update

Thans for the update Ian
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Old 06-07-2009, 09:57 PM   #6
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Re: Post-E3 pass rush update

if the D-line is getting pushed down from engaging the O-line, then thats a game killer too.

ian can u please test a weak D-line crew against the TITANS. IMO thats the true test i need
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Old 06-07-2009, 09:59 PM   #7
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Re: Post-E3 pass rush update

Good stuff, thanks for the update.
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Old 06-07-2009, 10:00 PM   #8
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Re: Post-E3 pass rush update

Quote:
Originally Posted by shotgun styles
I'd like to see how tight the pocket is now. In the E3 build the O-line still looked like a wall. Is the pocket surrounding the QB now?
Seemed half and half when I checked tonight. This line alludes to that issue:

1) the set-up depth of the pocket (it goes more 'wide' than 'deep' often times)
I think what's happening is that the Pro-Tak steering stuff isn't quite working correctly all the time...the OL seem to be pushing the DL out laterally instead of pushing them upfield (behind the QB). I am thinking this should be a pretty simple adjustment...will update soon.
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