Re: Breaking Down Backbreaker
for argument's sake, facing up has nothing to do with it. It can be done just like 2k8 only flipped. All you have to do is keep the ball and the receiver in frame. ie. if all that was being done is flipping the camera so you face up (i've asked for this for years), not much changes using 2k's passing method. On a bomb for example the way it is now, the ball is in frame and so is the receiver (most of the time)...during it's peak air, the field is extremely zoomed out. The idea is that you orientate the receiver and the ball and where they might meet. So with the camera flipped (only on D) you'd initially backpedal...then you see the ball being launched....the camera zooms out as you're chasing or covering the intended receiver, and as it descends the zoom becomes more normal.
if you were playing safety for example ...you'd really only have to run holding down on the stick for passes of 20 yards and more.
In backbreaker there are a few things you could do to mitigate your concern. 1) you have left trigger flip your vision focus between your man you're assigned to cover and facing the line of scrimmage so you can see the qb.
2) during passes it zooms out to always include your defender and the ball in the frame.
3) (worst) use the right stick as a fps head-swivel view controller and play smart.
Now if you're a defensive lineman, I don't really know that you have to do most of that since if the pass goes beyond the line of scrimmage most of the time you're out of the play anyway since you're getting after the qb.
The only real issue imo comes with changing players. In single player you could have a battlefield 2012 (i think) style where the game goes to a kind of bullet cam where time freezes and you warp to another player (presumably closest to the ball or closest to the ball where it is going to land/catch) that could work and save disorientation.
I don't have an answer for multiplayer besides forcing you to stick with one player from pre snap. I could probably come up with something, but then again, I'm not developing the game and I'm not being paid. lol
for argument's sake, facing up has nothing to do with it. It can be done just like 2k8 only flipped. All you have to do is keep the ball and the receiver in frame. ie. if all that was being done is flipping the camera so you face up (i've asked for this for years), not much changes using 2k's passing method. On a bomb for example the way it is now, the ball is in frame and so is the receiver (most of the time)...during it's peak air, the field is extremely zoomed out. The idea is that you orientate the receiver and the ball and where they might meet. So with the camera flipped (only on D) you'd initially backpedal...then you see the ball being launched....the camera zooms out as you're chasing or covering the intended receiver, and as it descends the zoom becomes more normal.
if you were playing safety for example ...you'd really only have to run holding down on the stick for passes of 20 yards and more.
In backbreaker there are a few things you could do to mitigate your concern. 1) you have left trigger flip your vision focus between your man you're assigned to cover and facing the line of scrimmage so you can see the qb.
2) during passes it zooms out to always include your defender and the ball in the frame.
3) (worst) use the right stick as a fps head-swivel view controller and play smart.
Now if you're a defensive lineman, I don't really know that you have to do most of that since if the pass goes beyond the line of scrimmage most of the time you're out of the play anyway since you're getting after the qb.
The only real issue imo comes with changing players. In single player you could have a battlefield 2012 (i think) style where the game goes to a kind of bullet cam where time freezes and you warp to another player (presumably closest to the ball or closest to the ball where it is going to land/catch) that could work and save disorientation.
I don't have an answer for multiplayer besides forcing you to stick with one player from pre snap. I could probably come up with something, but then again, I'm not developing the game and I'm not being paid. lol
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