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Has anyone had success toning down Human Run blocking effectiveness?

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Old 07-08-2013, 10:04 AM   #17
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Re: Has anyone had success toning down Human Run blocking effectiveness?

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Originally Posted by AuburnAlumni
So apparently we have 2 tuners and a patch dropping on release day?

I'm really hoping that squashes this issue. It will be the first thing I try.
Do we know the details yet?
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Old 07-08-2013, 10:22 AM   #18
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where did you get that info?
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Old 07-08-2013, 10:30 AM   #19
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Re: Has anyone had success toning down Human Run blocking effectiveness?

Great News!
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Old 07-08-2013, 10:43 AM   #20
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Re: Has anyone had success toning down Human Run blocking effectiveness?

I guess I'll hold off until the patch and tuners are tested. If they don't improve the balance in gameplay I might have to skip this year. The game doesn't feel right at this moment.
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Old 07-08-2013, 10:44 AM   #21
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Re: Has anyone had success toning down Human Run blocking effectiveness?

Lets hope it doesn't beef the running game completely. Hesitant to download any of EA's tuners and patches. The CPU running AI may go back to the way it's been the lat few years. Ill wait until y'all give impressions on the tuners and patches b4 I download it.
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Old 07-08-2013, 10:46 AM   #22
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Re: Has anyone had success toning down Human Run blocking effectiveness?

It is true that I had to download a patch last Wednesday when I fired the retail game up for the first time, and then a tuner set was available asap - which I downloaded also. Later that evening there was a second tuner set made available, which i grabbed.

I will tentatively say that I am not seeing this issue of overpowering run offense for the human, nor the halfback dive out of the shotgun position issue currently. I am currently using Stanford in a mock dynasty and I am averaging 4.1 ypc with Wilkerson. Other people may find it different for them, hence the reason I didn't respond in the thread, because I have been around OS long enough to know the minute someone see's something different than I do - than I am wrong and full of **** and have no idea what I am talking about.

So please come to your own conclusion, and if it differs from what I see, that doesn't make me wrong and you right, or you wrong and me right - it simply means we are seeing different things.

Thanks
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Old 07-08-2013, 10:51 AM   #23
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Re: Has anyone had success toning down Human Run blocking effectiveness?

Quote:
Originally Posted by bluengold34_OS
It is true that I had to download a patch last Wednesday when I fired the retail game up for the first time, and then a tuner set was available asap - which I downloaded also. Later that evening there was a second tuner set made available, which i grabbed.

I will tentatively say that I am not seeing this issue of overpowering run offense for the human, nor the halfback dive out of the shotgun position issue currently. I am currently using Stanford in a mock dynasty and I am averaging 4.1 ypc with Wilkerson. Other people may find it different for them, hence the reason I didn't respond in the thread, because I have been around OS long enough to know the minute someone see's something different than I do - than I am wrong and full of **** and have no idea what I am talking about.

So please come to your own conclusion, and if it differs from what I see, that doesn't make me wrong and you right, or you wrong and me right - it simply means we are seeing different things.

Thanks
Can you check on the Aggressive Zone adjustment? Switch to CPU side at some point in game, click on LB/L1 on the playcall screen and see what "Zone Coverage" says - almost everytime it is set to Aggressive at some point. This is why it is quite easy to pass on the CPU (especially on default sliders).
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Old 07-08-2013, 10:53 AM   #24
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Re: Has anyone had success toning down Human Run blocking effectiveness?

Quote:
Originally Posted by Matt10
Can you check on the Aggressive Zone adjustment? Switch to CPU side at some point in game, click on LB/L1 on the playcall screen and see what "Zone Coverage" says - almost everytime it is set to Aggressive at some point. This is why it is quite easy to pass on the CPU (especially on default sliders).
Matt I can and will check this for you - but it will have to be later this afternoon(hope you understand)
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