1. The pass trajectory is too low. Throwing the ball in the middle of the field is unreliable because passes are almost linear. Rather than arcing upwards to pass over LB's and float into the receiver's hands, it goes in a straight direction. This allows linebackers to swat passes which are aimed at receivers 10 yards away from them because the ball is right at their heads, rather than a couple yards over them.
Touch passing does allow more of a lob which goes over LB's pretty well. However, touch passing is unreliable because the ball takes forever before it actually gets to the receiver. The hang time is excessive, allowing other DB's to close in on the receiver well before the ball gets there.
There is no type of pass in-between these two. Its either a bullet pass, which has too low of a trajectory, or a touch pass, which results in interceptions because it takes too long to land.
So there's 2 ways to solve this. 1. Increase the maximum height the ball travels during a pass, or 2. Create a type of pass in between a bullet and lob.
2. Perfect timing. Linebackers almost rarely miss a swat attempt. Their aim and timing is superhuman. Real life defenders attempt swats all the time but rarely hit the football. Virtual defenders hit at least 90%.
To solve this, a simple die roll in the programming background could be used to determine whether a swat is successful or not. If it hits a 1 or 2, the timing of the swat is successful. If not, well you get the idea. This may not be the exact method used to fix swatting, but some type of probability thing should be added.
A tuner should be able to easily fix these issues. These solutions don't seem too complicated, right?


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