a lot of passes thrown my way are deflected by the defensive player. what is the best way to counter that. do i need higher catching or more vision to get open better. or just more speed and agility.
Forum > FAQ's, Player Guides and Newbie Help > how to stop deflections
Jay Gold
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Your OC needs to probably look at opposing defenses a bit better and find routes for your WR where he'll be open. 

Higher catching, jumping, Sticky Hands SA, etc. will all help you win in those 1 on 1 scenarios more often.
Obviously getting open beats everything because you aren't competing with a defender's roll.
Obviously getting open beats everything because you aren't competing with a defender's roll.
fogie55
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as long as the defender is close enough (speed/agility) and can see the all coming (vision) they at least get a shot at deflecting or intercepting the ball regardless of the build on the offense. this happens prior to any roll that involves the offense. So the only thing the offense can do initially is get guys open... that's where having faster, more agile WRs comes in. one tip also is always have maximum routes (5) being run IMO to cut down on 2X coverage.
Hagalaz
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According to bort, vision and strength will help you win the anti-pd roll. I can't be sure.
And one more thing. If the QB is overly set to "Bullet" , then the passes will be lower in trajectory and get deflected more.
Originally posted by InRomoWeTrust
Higher catching, jumping, Sticky Hands SA, etc. will all help you win in those 1 on 1 scenarios more often.
Obviously getting open beats everything because you aren't competing with a defender's roll.
I have grown very fond of jumping on WRs. Sticky hands, catch, catch ball etc work wonders but if anyone wants to see the effects of jumping, just look at why we use Prime Time Player as a VA.
Higher catching, jumping, Sticky Hands SA, etc. will all help you win in those 1 on 1 scenarios more often.
Obviously getting open beats everything because you aren't competing with a defender's roll.
I have grown very fond of jumping on WRs. Sticky hands, catch, catch ball etc work wonders but if anyone wants to see the effects of jumping, just look at why we use Prime Time Player as a VA.
Phantom Of The Opera
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Originally posted by Theo Wizzago
And one more thing. If the QB is overly set to "Bullet" , then the passes will be lower in trajectory and get deflected more.
lol no. It is the other way around, unless you are talking about at the line of scrimmage. The closer to lofty the better chance you have at being deflected or picked off. I am not saying go with 100% bullet either, just saying that be careful that you stay away from lofty or you will kill drives much faster with that setting. I do enjoy watching the sim when a QB is set high on lofty though.

And one more thing. If the QB is overly set to "Bullet" , then the passes will be lower in trajectory and get deflected more.
lol no. It is the other way around, unless you are talking about at the line of scrimmage. The closer to lofty the better chance you have at being deflected or picked off. I am not saying go with 100% bullet either, just saying that be careful that you stay away from lofty or you will kill drives much faster with that setting. I do enjoy watching the sim when a QB is set high on lofty though.

sunder B
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Originally posted by Phantom Of The Opera
lol no. It is the other way around, unless you are talking about at the line of scrimmage. The closer to lofty the better chance you have at being deflected or picked off. I am not saying go with 100% bullet either, just saying that be careful that you stay away from lofty or you will kill drives much faster with that setting. I do enjoy watching the sim when a QB is set high on lofty though.

I actually think the gameplan and the specific route makes a huge difference which is why the QB slider is a joke and should be removed. Different routes by nature (and football definition) require different kinds of throws. Out routes and comebacks need more of a bullet throw (in real life - possibly in GLB) to get the pass to the receiver before the d player can make a break on the ball. A go or streak route by nature should be more of a lofty throw as you want it over the head of the defender that has been beat.
Cannot tell you how many times in GLB I have seen a WR beat a CB by a couple yards only to have the DB make an easy PD. In any real football game if a receiver has the DB beat that badly, the throw will be lofty enough to get over the DB's head.
lol no. It is the other way around, unless you are talking about at the line of scrimmage. The closer to lofty the better chance you have at being deflected or picked off. I am not saying go with 100% bullet either, just saying that be careful that you stay away from lofty or you will kill drives much faster with that setting. I do enjoy watching the sim when a QB is set high on lofty though.

I actually think the gameplan and the specific route makes a huge difference which is why the QB slider is a joke and should be removed. Different routes by nature (and football definition) require different kinds of throws. Out routes and comebacks need more of a bullet throw (in real life - possibly in GLB) to get the pass to the receiver before the d player can make a break on the ball. A go or streak route by nature should be more of a lofty throw as you want it over the head of the defender that has been beat.
Cannot tell you how many times in GLB I have seen a WR beat a CB by a couple yards only to have the DB make an easy PD. In any real football game if a receiver has the DB beat that badly, the throw will be lofty enough to get over the DB's head.
TJ Spikes
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Bort
January 22, 2012
Question~ What exactly goes into the interception routine? What makes a QB decide to throw a pass that could be intercepted (vision? Morale? Tactical Settings?)? What if anything does the receiver do to make an interception more or less likely (route tactics, vision, agility?)? What does a defender do to make an interception more or less likely (positioning at hike, if so where is best where is worst)? Thinking more here about the set up that brings about an interception check more than the interception check itself, assuming that there is such a set up and its not all one big routine done when a pass is called?
Answer~ It is fairly complicated as there are lots of situations, but the general gist is (if I'm the cb): - I have to see the ball is coming in the first place (vision check) - I have to get into position near enough the the ball to interact with it (speed/agility etc) - I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?) - If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll) - If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it) - If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him. - If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough. - If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit
Bort
July 29, 2011
Question~ In this CB vs WR roll (step 4), does Jumping always come into play for the WR like it does for the CB (step 2/3)? or Is WR jumping only for "special" catches like high throws or diving catches? Has the above information been changed or updated since it was posted? Can you elaborate on the WR vs CB roll at all? At the very least, is it logical given real life pass interference rules, or do players actually fight for the ball?
Answer~ The interaction is still the same. It's pretty much that whoever has the highest "get the ball" roll gets to act first. This includes your vision, jumping, catching, strength attributes, and catch/swat SA's/VAs/pcts. Jumping improves the WR catch roll for all catches, but much more so for jumping/diving catches.
January 22, 2012
Question~ What exactly goes into the interception routine? What makes a QB decide to throw a pass that could be intercepted (vision? Morale? Tactical Settings?)? What if anything does the receiver do to make an interception more or less likely (route tactics, vision, agility?)? What does a defender do to make an interception more or less likely (positioning at hike, if so where is best where is worst)? Thinking more here about the set up that brings about an interception check more than the interception check itself, assuming that there is such a set up and its not all one big routine done when a pass is called?
Answer~ It is fairly complicated as there are lots of situations, but the general gist is (if I'm the cb): - I have to see the ball is coming in the first place (vision check) - I have to get into position near enough the the ball to interact with it (speed/agility etc) - I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?) - If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll) - If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it) - If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him. - If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough. - If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit
Bort
July 29, 2011
Question~ In this CB vs WR roll (step 4), does Jumping always come into play for the WR like it does for the CB (step 2/3)? or Is WR jumping only for "special" catches like high throws or diving catches? Has the above information been changed or updated since it was posted? Can you elaborate on the WR vs CB roll at all? At the very least, is it logical given real life pass interference rules, or do players actually fight for the ball?
Answer~ The interaction is still the same. It's pretty much that whoever has the highest "get the ball" roll gets to act first. This includes your vision, jumping, catching, strength attributes, and catch/swat SA's/VAs/pcts. Jumping improves the WR catch roll for all catches, but much more so for jumping/diving catches.
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