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Originally Posted by Big FN Deal |
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I don't want to direct this at anyone, so let me ask this in general. To people that claim they are able to play effective realistic defense in M13, would you mind elaborating?
IMO, if anyone is referring to doing all manner of presnap adjustments, essentially drawing up whole new plays at the LOS, that is fundamentally unrealistic. I don't pretend or profess to be some deep football strategist but even a layman like myself knows, that the things I see being done for a defense to be effective in M13, is unrealistic. Aside from the preplay adjustments, the switch User control with the ability to override some ratings is unrealistic too.
Maybe I am being to technical and I do understand this is a video game but with so many fundamentally unrealistic aspects to playing defense in M13, I just don't get how anyone that is able to be defensively effective, can tout it as being realistically so.
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It doesn't help the EA hasn't given us proper concepts or consistently correct concept on both offense and defense. For instance take Smash, its suppose to have the WR running the 7 route cut after 12 yards but a large amount of the Smash concepts in the game cut the route off 2 yards short. This applies to defense too, from simply drawing the concept up wrong (2-4-5 Cross Fire 3 Seam has the ILB crossing in reverse meaning that the crosser supposed to bring pressure as they have it drawn up is running at 2 offensive linemen (the Center and the Tackle)) to having containment rush angles on zone blitzes executed horribly wrong which in return makes them ineffective a lot of the time.
Also due to EA's fear/overreaction of the nano blitz the psychic line play (which includes automatically slide protecting some stock blitzes unless you change an interior rusher to a contain assignment...???) has forced players to play by EAs rules in order to get real life blitz concepts to work (to get your standard overload to work [3 rushers versus the guard and tackle] you have to make sure the center blocks air or some offensive lineman will zip in to block it regardless of the offensive players offensive line calls).
Finally EA has made a game (its been this way for years now) that forces you to be the brains behind all 11 players on the field. You have to micromanage them and tell them what to do if you want them to play their assignment properly. If you want your defender to cover that out route that has been torching you all game you have to tell him to do exactly that, ratings will only take you so far. If he has the ratings to actually do what you tell him then you will see positive results, if he doesn't then he struggles. The players themselves never adjust because the game has a set of techniques that each type of coverage plays when you call it at the play call screen and if you want a different result Madden leaves it up to the user to get their hands dirty and tell their players to do that. All man coverage is playing the inside shoulder by default if you want them to play the outside shoulder then you have to change their shading. 2 Man Under plays a default trail technique while it can play a squat technique if you back off the coverage, Cover 1 and Cover 0 plays play a default bail technique (to avoid a big play) and if you want something else from you're players you have to tell them to do that. EA has made the game so that you as a user has to be the brains of their players, those players may have individual strengths and weaknesses but they won't take advantage of them unless the user tells them to.