If you are wondering what the debate has been, this thread gives a fairly compelling argument for the extremes of both sides: http://www.operationsports.com/forum...r-rushing.html
Running game broken or overpowered?
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Running game broken or overpowered?
There has been much debate on whether or not the run game is overpowered and to what degree. I am curious what the masses think. Have we just been hearing from the vocal minority or have the opinions expressed in the various threads represented the general feeling of the community.
If you are wondering what the debate has been, this thread gives a fairly compelling argument for the extremes of both sides: http://www.operationsports.com/forum...r-rushing.html93Broken0%22Overpowered0%44Okay with some slider magic0%20Just right0%7Tags: None -
Re: Running game broken or overpowered?
Outside runs are clearly broken. DEs and OLBs don't set the edge or even attempt to keep the RB bottled up, as a result every online game I play people are repeatedly running sideways or even backwards on stretch plays trying to get to the outside. -
Re: Running game broken or overpowered?
I like the way it is.
It helps to use the spotlight feature to stop it.Comment
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Re: Running game broken or overpowered?
Online I think it's a bit broken. WRs hold blocks like they are the best blocking receiver ever. I think it's not as bad as people make it out to be when people rush up the middle.
If you play offline though, a simple fix of the sliders makes it a lot more realisticComment
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Re: Running game broken or overpowered?
In 30+ games vs users online I give up less than 75 yds rushing per game, 8 min quarters (iirc it's actually under 70 ypg, so I rounded up just in case). Our league/community uses sliders and run blocking has been at 50/55 while tackling has been at 75 for all the games played.
My opinion is that many want to play a certain way and contain practically anything a user wants to do and thats not the case. Between a handful of plays and 'user controlling' my MLB/S I'm able to consistently contain a users running game. Like any team we give up big gains occassionally, but that happens, but we also get our fair share of stuffs at or behind the LOS.
So maybe a re-evaluation of your usering/play-calling might assist, instead of a quest to always call something over-powered/broken.Last edited by Dj_MyTime; 09-06-2013, 09:48 AM.The Impact of User vs User Sliders In CFM 5.0*
http://www.operationsports.com/forum...post2047473988Comment
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Re: Running game broken or overpowered?
First off, this is only one side of the story because you are only playing against humans. In games against the computer, you can not use any of your tactics to increase the defensive effectiveness of the computer.In 30+ games vs users online I give up less than 75 yds rushing per game, 8 min quarters (iirc it's actually under 70 ypg, so I rounded up just in case). Our league/community uses sliders and run blocking has been at 50/55 while tackling has been at 75 for all the games played.
My opinion is that many want to play a certain way and contain practically anything a user wants to do and thats not the case. Between a handful of plays and 'user controlling' my MLB/S I'm able to consistently contain a users running game. Like any team we give up big gains occassionally, but that happens, but we also get our fair share of stuffs at or behind the LOS.
So maybe a re-evaluation of your usering/play-calling might assist, instead of a quest to always call something over-powered/broken.
Second, I wasn't suggesting the game was broken as much as I was trying to get a feel for what the general consensus is on the running game this year.Comment
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Re: Running game broken or overpowered?
I love the running game. There are issues for sure, the CPU seems totally incapable of stopping the User option offense.
And playing online in "factory settings" games it is way too easy to run.
BUT, the CPU can finally run the ball!!! I have never ever had the CPU challenge me to step up defensively in terms of shutting down the run. For over a decade I could hold the CPU to under 50 yds/game regardless of their OL, RB talent. I love that I have to actually focus on stopping the CPU's run game, love that the CPU continually goes back to the run, and I truly am extraordinarily happy that to stop the CPU run game I have to take some risks that leave me vulnerable in the passing game.
I voted just right, because it was the closest option to how I feel.
There are issues that certainly need addressed -
1 every standard pitch/toss/sweep play is broken - the RB stops every time on every game speed
2 CPU does not seem capable of stopping the option game, at all on "factory" settings.
3 The RBK slider seems very unresponsive, thus forcing some extensive use of "penalty sliders" to impact game play - which by the way works wonders.
I would love to see EA patch some issues, but I hope that they don't go too far the other way with it and destroy the effectiveness of the running game. I love the challenge the CPU can provide this year and the chess match that HUM vs HUM games have become now that the dime/dollar/QTR defenses are easily shredded by the run, as in games past they were "base" defenses for some people...Comment
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Re: Running game broken or overpowered?
In 30+ games vs users online I give up less than 75 yds rushing per game, 8 min quarters (iirc it's actually under 70 ypg, so I rounded up just in case). Our league/community uses sliders and run blocking has been at 50/55 while tackling has been at 75 for all the games played.
My opinion is that many want to play a certain way and contain practically anything a user wants to do and thats not the case. Between a handful of plays and 'user controlling' my MLB/S I'm able to consistently contain a users running game. Like any team we give up big gains occassionally, but that happens, but we also get our fair share of stuffs at or behind the LOS.
So maybe a re-evaluation of your usering/play-calling might assist, instead of a quest to always call something over-powered/broken.
U must be playing some garbage people. I get 80 yards in the 1st half by accident.Comment
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Re: Running game broken or overpowered?
I guess I just suck, I play 7 min qtrs. no acc clock. and if I crack 100 yds ive had a great game. I have tckl sliders for me and the cpu lowered. it feels great to me. my disclaimers are ive only played exhibition games no franchise, and I use Issac Redman as my feature back. He isn't the steelers starter at HB but I like his running style (typical steeler smashmouth back). I guess if I were using the Vikings or seahawks my opinion may be different. I may try a few games with Bell and Dwyer (the steelers speedsters and slashers) and see how it goes with them.Comment
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The Impact of User vs User Sliders In CFM 5.0*
http://www.operationsports.com/forum...post2047473988Comment
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Re: Running game broken or overpowered?
d-line dont even fire out they just get smashed and try to pick a side after the handoffComment

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