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Old 04-11-2009, 08:15 AM   #40
Valdarez
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Re: Will Madden 10 Support Route Based Passing / Timed Passing Patterns

Quote:
Originally Posted by TombSong
Valdarez. You are throwing the ball a second before the WR makes his cut in those routes. Thats exceptable and well known about AP2K8. You are merely throwing to the spot a tad early where the play called in the huddle is suppose to go.
Right, and that's what I'm referring to as the 'Route Based Passing', the ability to throw the ball before the player makes their cut / slant and still hit them in their route. Madden does not support this capability, and I'm really hoping to see it in Madden 10.

Quote:
Originally Posted by TombSong
You cannot discount the vids that LB posted as "bad" when they clearly demonstrate the point we were trying to make in that thread.
They are bad if the goal is to display the ability to throw the ball prior to a cut / slant and still make a catch. LBRulez fires the pass in there, basically throwing a bad pass based on the timing of the route, giving the illusion that it doesn't work. I didn't read the entire thread as it was very long, but maybe we shouldn't confuse the point of that thread with this one, because by the sound of it, they seem to have different purposes.

I stated earlier that you could throw to a receiver before they make their cut / slant, and you pointed to the LBRulez vids as evidence that it couldn't be done in APF2K8. I then showed a video where I was throwing prior to the cut / slant and completing a pass (The NSL SuperBowl) and you said I wasn't throwing before the receiver made the cut / slant, once again implying that it's not possible. We now have another video that clearly shows beyond a doubt that it can be done.

After reading the rest of your reply now, I don't think you disagree with me. Maybe our terminology was just off? Semantic differences? Perhaps we are saying the same thing, just a different way?

Quote:
Originally Posted by TombSong
In Madden you can throw the ball at ANY point and a WR wll respond to the throw and try to catch it which is not realistic and not "route based". In AP2K8 the WR's are not aware the ball was being thrown and why should they be ? Thats not the play that was called in the huddle. So in Madden if a post route is what the WR is suppose to run, as soon as you hike the ball you can throw it to him and the WR will turn and look for the ball. The post just became a hitch magicly.

The ONLY way a WR would know the QB is gonna throw the ball early and the ONLY way a QB would know a WR is gonna be looking for that throw is if they both are aware of a predetermined route you run if the D gives you a look that makes THAT route a better option to run. Its why we have a hot call at the LOS by the QB and option routes that have no audible to alert the D but the QB and the WR have to be on the same page about what they are seeing else bad pass or int.
Agreed, this is what I hate about Madden's Passing mechanics (one of the things). I can't throw the ball as the receiver makes their cut slant. If I do, then the ball will be thrown based on the direction of the receiver, so if he hasn't made his cut / slant into the pattern, it will more than likely just be a straight pass. This makes it very difficult to hit the tight windows in the zone coverage, and, at least for me, greatly reduces the enjoyment of the passing game. There's a great feel to throwing a ball before the receiver makes their cut/slant, switching to the receiver as they are coming out of the cut/slant, and making the catch.

Quote:
Originally Posted by TombSong
You negate a big part of the defenses game plan of mounting a pass rush if you simply let the offense chuck the ball to WR's who are suppose to be running deep routes.
Agreed, and this is a very good point, and a side effect of Madden's current implementation that I had not considered from a defensive perspective. I can't imagine trying to run a zone coverage defense if you could just hit a receiver anywhere at any time and not based on the route they were supposed to be running. This has more than likely been one of the primary reasons they had to 'beef up' their players to support zone coverage properly in past versions of the game.
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