Elusiveness, Spin, Juke....what's the relation?

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  • mavfan21
    MVP
    • Jul 2007
    • 1842

    #1

    Elusiveness, Spin, Juke....what's the relation?

    I have a stud RB, Jamario Alexander, who has progessed to 98 in elusiveness, but is only 83 in spin and high 70's in juke.

    What does elusiveness mean and how does it apply to actual gameplay? He can pull off a great juke or spin....so how is he elusive?

    Is elusiveness simply controlled by the right stick? He has 98 trucking, so when/how does the CPU decide to which to use?

    I think we need to get rid of some of these ratings. How can a guy be elusive but unable to spin/juke well????
    Don't look back too long and don't look too far ahead.
  • guaps
    Observer
    • Sep 2009
    • 694

    #2
    Re: Elusiveness, Spin, Juke....what's the relation?

    Elusiveness and trucking are Madden's break tackle ratings. Unfortunately trucking doesn't seem to work in Madden 11, so elusiveness is the most important rating in determining if a player can break tackles. That's why you often see all the small backs and nimble receivers break out of tackles and go the distance in the game.

    Elusiveness is not controlled by the right stick, but juke and spin moves are (you can still use buttons for spin moves though). However, the new locomotion system practically makes these moves useless as a good ballcarrier can outmaneuver any defender if his agility ratings is high enough, because the "90 degrees in one yard" turns while running full speed are back in the game.

    I personally stopped using the right stick (before I traded in the game), because I felt the juke animation were too slow and therefore useless compared to using the left stick, the trucking didn't seem the work and the new "protect the ball" twist was a pure visual feature.

    A well timed spin move still works, but I preferred using the button for that.

    I think we need to get rid of some of these ratings.
    I've been saying that for a long time now
    Last edited by guaps; 11-16-2010, 12:20 PM.

    Comment

    • mavfan21
      MVP
      • Jul 2007
      • 1842

      #3
      Re: Elusiveness, Spin, Juke....what's the relation?

      So there's no way to "control" elusiveness?

      I can pull off spins and jukes with players rated highly in those categories and I can truck with the right stick with players rated high, but I never knew how elusiveness was controlled or implemented.

      So we have no control over it? It's just processed when a player is about to be tackled?
      Don't look back too long and don't look too far ahead.

      Comment

      • rooney8
        Pro
        • Jul 2009
        • 823

        #4
        Re: Elusiveness, Spin, Juke....what's the relation?

        Originally posted by guaps
        Elusiveness and trucking are Madden's break tackle ratings. Unfortunately trucking doesn't seem to work in Madden 11, so elusiveness is the most important rating in determining if a player can break tackles. That's why you often see all the small backs and nimble receivers break out of tackles and go the distance in the game.

        Elusiveness is not controlled by the right stick, but juke and spin moves are (you can still use buttons for spin moves though). However, the new locomotion system practically makes these moves useless as a good ballcarrier can outmaneuver any defender if his agility ratings is high enough, because the "90 degrees in one yard" turns while running full speed are back in the game.

        I personally stopped using the right stick (before I traded in the game), because I felt the juke animation were too slow and therefore useless compared to using the left stick, the trucking didn't seem the work and the new "protect the ball" twist was a pure visual feature.

        A well timed spin move still works, but I preferred using the button for that.



        I've been saying that for a long time now
        I think in the podcast they said they were looking for new attributes to add. I liked what they did this year just making ones already there like acceleration and agility actually matter. I would love if they made an animation for power moves.
        Vote Yes to option to hide player rating


        Comment

        • mavfan21
          MVP
          • Jul 2007
          • 1842

          #5
          Re: Elusiveness, Spin, Juke....what's the relation?

          Originally posted by rooney8
          I think in the podcast they said they were looking for new attributes to add. I liked what they did this year just making ones already there like acceleration and agility actually matter. I would love if they made an animation for power moves.
          We surely don't need Elusiveness.

          Juke and Spin are what make a person elusive and trucking is what makes a ball-carrier physical. Since there's not even a function button for elusiveness I say it's a waste of time. It's also, as I stated in the OP, very confusing to have a 95 elusive rated back who can't juke or spin well.
          Don't look back too long and don't look too far ahead.

          Comment

          • rooney8
            Pro
            • Jul 2009
            • 823

            #6
            Re: Elusiveness, Spin, Juke....what's the relation?

            Originally posted by mavfan21
            We surely don't need Elusiveness.

            Juke and Spin are what make a person elusive and trucking is what makes a ball-carrier physical. Since there's not even a function button for elusiveness I say it's a waste of time. It's also, as I stated in the OP, very confusing to have a 95 elusive rated back who can't juke or spin well.
            I think the devs said before some stats are there just for the sim engine and have no influence when you play.
            Vote Yes to option to hide player rating


            Comment

            • TomBrady
              Rookie
              • Oct 2009
              • 425

              #7
              Re: Elusiveness, Spin, Juke....what's the relation?

              We DEFINETLY need elusiveness. It's the players chance of avoiding tackles without juking or spinning. The old LT for example never was great at juking, and rarely spinned, but was one of the most elusive backs the league has ever seen.

              Comment

              • ugotjackdup
                Rookie
                • Aug 2008
                • 81

                #8
                Re: Elusiveness, Spin, Juke....what's the relation?

                A balance rating could be cool, with those animations where the players stumble and fall. Some players could recover, would work well on shoe string tackles. Big backs get tripped up much easier i think. The bad thing about the stumble animation is no one can tackle them while they are in it.

                Comment

                • mavfan21
                  MVP
                  • Jul 2007
                  • 1842

                  #9
                  Re: Elusiveness, Spin, Juke....what's the relation?

                  Originally posted by TomBrady
                  We DEFINETLY need elusiveness. It's the players chance of avoiding tackles without juking or spinning. The old LT for example never was great at juking, and rarely spinned, but was one of the most elusive backs the league has ever seen.
                  We have a juke controller function and rating. We have a spin controller function and rating. We have an elusiveness rating but no controller function.

                  So why have an elusiveness rating if there's no impact on gameplay? If a guy can't juke well or spin well, how can he have a high elusiveness rating?
                  Don't look back too long and don't look too far ahead.

                  Comment

                  • guaps
                    Observer
                    • Sep 2009
                    • 694

                    #10
                    Re: Elusiveness, Spin, Juke....what's the relation?

                    Originally posted by mavfan21
                    We have a juke controller function and rating. We have a spin controller function and rating. We have an elusiveness rating but no controller function.

                    So why have an elusiveness rating if there's no impact on gameplay? If a guy can't juke well or spin well, how can he have a high elusiveness rating?
                    Elusiveness has a major impact on the gameplay. Players with high elusiveness ratings are almost impossible to stop at times.

                    Remember that elusiveness is not a move in Madden, but a break tackle rating, so think of it as such. It's a rating that determines the probability of breaking out of a tackle. The higher the rating the more likely the player is to break out of a tackle.

                    Comment

                    • carnalnirvana
                      Pro
                      • Jan 2007
                      • 1981

                      #11
                      Re: Elusiveness, Spin, Juke....what's the relation?

                      thats crazy because bigger backs are harder to tackle but elusiveness is not a word we would use for a guy like Lagarret Blount(spelling)
                      NOW PLAYING: NBA Live, madden 11,12, battlefield v, F1 2020 and injustice 2 and COD:MW

                      #18 greatest EVA....

                      Comment

                      • Palo20
                        MVP
                        • Dec 2006
                        • 3908

                        #12
                        Re: Elusiveness, Spin, Juke....what's the relation?

                        Since ELU has taken the place of BTK, it makes players like Reggie Bush a lot better than they should be. Bush should have a high ELU rating, but it doesn't always play properly in games. I noticed that guys like him are just as likely to break out of gang tackles as a power back like Brandon Jacobs and I don't think that was the original intention.

                        There needs to be more distinguishing between "open field" elusiveness and power backs being difficult to tackle.

                        Changing the stride length for the smaller, elusive guys to short, choppy steps while speeding up some of the juke animations would go a long way in this department.
                        Twitter: @Palo50
                        @PFF_Steve

                        Comment

                        • Palo20
                          MVP
                          • Dec 2006
                          • 3908

                          #13
                          Re: Elusiveness, Spin, Juke....what's the relation?

                          Originally posted by guaps
                          Elusiveness and trucking are Madden's break tackle ratings. Unfortunately trucking doesn't seem to work in Madden 11, so elusiveness is the most important rating in determining if a player can break tackles. That's why you often see all the small backs and nimble receivers break out of tackles and go the distance in the game.

                          Elusiveness is not controlled by the right stick, but juke and spin moves are (you can still use buttons for spin moves though). However, the new locomotion system practically makes these moves useless as a good ballcarrier can outmaneuver any defender if his agility ratings is high enough, because the "90 degrees in one yard" turns while running full speed are back in the game.

                          I personally stopped using the right stick (before I traded in the game), because I felt the juke animation were too slow and therefore useless compared to using the left stick, the trucking didn't seem the work and the new "protect the ball" twist was a pure visual feature.

                          A well timed spin move still works, but I preferred using the button for that.



                          I've been saying that for a long time now
                          That's well explained, I did not read this until after I posted above. I hate that the spin move is way more effective than either a juke or simply lowering the shoulder. This should not be the case.

                          I remember in the PS2 days, it was the same way on its first iterations. The spin move was key. Then as the game became more polished the quick juke and other more realistic moves became more prevalent and the spin move would only work if perfectly timed. That's the way it should be.
                          Twitter: @Palo50
                          @PFF_Steve

                          Comment

                          • Hova57
                            MVP
                            • Mar 2008
                            • 3754

                            #14
                            Re: Elusiveness, Spin, Juke....what's the relation?

                            i hope they go with the type of control system that FNC is going with

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