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Old 02-05-2004, 03:16 PM   #1
Blue_Monkey
MVP
 
OVR: 8
Join Date: Oct 2002
Running after catch game needs serious work.

Notice before hand that I DON'T want offensive domination and that this concerns both human and CPU players.
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If you've played this game you know that the catches are very slow, defenders know where the ball will be instantly when the ball is released and that defenders have inhuman tackle abilities. The catch is so slow that you don't have time to make a move before you're tackled. This means that to get longer than 5 yard completions you and the CPU have to always get those yards in the air. If you want a 12 yard completion the ball has to travel 12 yards in the air.

Inhuman tackle abilities mean that physical laws don't matter at all. A defender is able to go to a tackle animation no matter what his speed or angle is. It doesn't matter how fast the ball carrier is going or what directional moves he makes either. Defenders are like missiles.

In reality, often the defender can't even attempt a tackle in the OPEN FIELD unless he's got some help. He has to let the ball carrier come to him and then attempt to drag him down. What the ball carrier does here is the key cause the defender simply waits his move and tryes to react. The defender cannot just run full speed towards the ball carrier and then perform a text book tackle unless he's off balance. This is the way to get beat bad. Swarming around the ball carrier right after the catch is the only way to be able to stop him right there. Remember that this only concerns catches that are made in space with time to move after the catch. Now if only the catches in space would be faster.

What comes to ball carrier moves, being able to make quick sharp cut back moves would be a great start if defenders had to react to these moves by some sort of momentum laws. The right thumb stick has potential here. We could see the stop-and-go running that football players use in the middle of defenders.
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