Originally posted by Novus
Originally posted by gbororats
edit the OP with information on how to actually combat this from a defensive standpoint, champ
I'm not the OP, so I can't edit the OP, champ.
As for how to cover the HBs and FBs in the scenario, not my job to tell you how to do it. Get creative. I've been a DC before, and I already have several ideas for how to defend against this, and if this gets implemented, I'd have to try them out and experiment until I find something that works. Y'know, kinda like what DCs have to do anytime anything new is added to the offense anyway?
I also certainly wouldn't be opposed to improvements to pass-coverage progressions or even a complete overhaul. But in real life, players who are held back to block and aren't needed can release and run a route. And in real life, defenses adjust and cover those guys, or sometimes miss them and leave them uncovered.
Don't automatically reject a realistic offensive improvement just because you can't think of a way to stop it on defense.
The problem would be this: currently the Defender only has Cover the player, if player does not come out he Blitzes or Zones.
Timing so the HB/FB/TE doesn't release early & the Defender doesn't Blitz would be the 1st concern...then you have the issue of the Off player releasing, the Def player now being in a Zone & not covering the HB like he was set to...then you have to worry about coding forcing the players in a perpetual dance of 'he's coming out/he is blitzing, oh wait no he isn't/oh wait no he isn't.'
If the defense has a setting available to 'ALWAYS COVER HB/FB Strong/Weak/whatever' this would alleviate a major issue from the D side of things. Then if you have that player set to Blitz/Drop into a zone instead, it is an AI setting instead of a sim issue.
Originally posted by gbororats
edit the OP with information on how to actually combat this from a defensive standpoint, champ
I'm not the OP, so I can't edit the OP, champ.
As for how to cover the HBs and FBs in the scenario, not my job to tell you how to do it. Get creative. I've been a DC before, and I already have several ideas for how to defend against this, and if this gets implemented, I'd have to try them out and experiment until I find something that works. Y'know, kinda like what DCs have to do anytime anything new is added to the offense anyway?
I also certainly wouldn't be opposed to improvements to pass-coverage progressions or even a complete overhaul. But in real life, players who are held back to block and aren't needed can release and run a route. And in real life, defenses adjust and cover those guys, or sometimes miss them and leave them uncovered.
Don't automatically reject a realistic offensive improvement just because you can't think of a way to stop it on defense.
The problem would be this: currently the Defender only has Cover the player, if player does not come out he Blitzes or Zones.
Timing so the HB/FB/TE doesn't release early & the Defender doesn't Blitz would be the 1st concern...then you have the issue of the Off player releasing, the Def player now being in a Zone & not covering the HB like he was set to...then you have to worry about coding forcing the players in a perpetual dance of 'he's coming out/he is blitzing, oh wait no he isn't/oh wait no he isn't.'
If the defense has a setting available to 'ALWAYS COVER HB/FB Strong/Weak/whatever' this would alleviate a major issue from the D side of things. Then if you have that player set to Blitz/Drop into a zone instead, it is an AI setting instead of a sim issue.






























