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Forum > Suggestions > Nerf the "fall down after INT" for defensive players
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AXZ21
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Originally posted by .spider.
+1 on the ones that are Int'd in space, but the ones in traffic or off of deflections should stay as in actually like that change. But yeah, the ones in space should have a chance for a clean return.


 
Skoll Wolfrun
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Originally posted by sicarius
Originally posted by .spider.

+1 on the ones that are Int'd in space, but the ones in traffic or off of deflections should stay as in actually like that change. But yeah, the ones in space should have a chance for a clean return.


My point exactly. There is certainly a legit reason to have a dot sit down in traffic, on tips, or jump/low balls. But if Pee Wee WRs with 20 Catching can manage to catch a pass and not fall over, so should defenders who catch a "normal" pass.


+9,000
 
.spider.
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Originally posted by sicarius
But if Pee Wee WRs with 20 Catching can manage to catch a pass and not fall over,.


would be so funny
 
DTRAIN
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how do they even come to that conclusion to make a dot fall down after an INT or a failed catch? who comes up with this chit anyway? then who approves it?


+1 to this suggestion.


but why cant it be if they get tackled after the INT. isnt that football?
 
MileHighShoes
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it seems as if the roll to fall down is impossible to pass.

I wish it was based on three things, balance, pass velocity, and defenders catching skill.
Then it could be nice if it was made with a sort of system to where if you had two of the three, passing the fall down roll should be difficult, but if you have all three the defender should easily stay on his feet.

So if the ball is tipped and is floating slowly, and the defender is well balanced, then high catching shouldn't be required to stay on your feet. Or, if the ball comes straight to the defender and he doesn't have to lose balance to make the catch then, high catching shouldn't be necessary to stay upright. High catching would buff intercept chance when the ball is harder to reach, so it would help with off balance interceptions, jumping interceptions, and diving interceptions, and the high catching would help the defender stay on his feet better.

It's the same bogus conclusion they came to when nerfing fumble recoveries, but nobody whined about how un-realistic their "fix" to the problem was. No one even questions how ludicrous it is for a defender to be required to fall down when picking up a ball laying on the turf. We all know, this game has always been an offensive sim, and defense will always continue to be nerfed unless somethign changes.

This is silly, almost one of the stupidest changes I've seen on GLB. Nerf int returns, nerf fumble returns, nerf special teams returns, what's left?

+1 We need sensible interceptions, notthe garbage GLB peddles as NFL realism. Attempting to match numbers without making a realistic sim is not a way to improve the sim. And I feel stupid paying for a game where I can't return a turnover for a Touchdown.
 
Demboyz
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deja vu just another stupid tweak made by bort to try to quiet down the whiners who said pick 6s were out of hand just like he did with fumble recoveries

+1 to the op
 
doobas

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I'd prefer it to work exactly the same as WRs catching. No need to make it any different.

doobas™
 
Robbnva
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Originally posted by CNinja
People were crying about int returns for tds


Who are these people?
 
Robbnva
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I move to remove it cause I have never seen a CB fall down after an interception. Even in my kids pee wee league , his team had 3 pick 6s in one game and nobody fell over.

Stupid addition IMO
 
ChicagoTRS
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As usual FAR too big a hammer. Understandable there were too many INT returns for TDs last season...but changing that to nearly 0 does not get closer to realism.
 
sicarius
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Just grabbed a couple quick ones, but I've certainly seen plenty of others. The first one especially basically has the ball knocking the CB down. If we're going for "realism" it's a pass that an NFL player would have caught and immediately started running upfield towards the left sideline.

Pass travels 10 yards in the air and clearly not a jump ball due to WR/DB positioning:
http://goallineblitz.com/game/replay.pl?game_id=1985232&pbp_id=1586563
Maybe the CB has to jump/reach for this one, but not a ball that should have him stuck in mud:
http://goallineblitz.com/game/replay.pl?game_id=1947905&pbp_id=1530249
Edited by sicarius on Feb 24, 2012 10:49:56
 
slashxtreme
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Originally posted by sicarius
My point exactly. There is certainly a legit reason to have a dot sit down in traffic, on tips, or jump/low balls. But if Pee Wee WRs with 20 Catching can manage to catch a pass and not fall over, so should defenders who catch a "normal" pass.


Long passes in PW get bobbled and the defender usually comes over to stop the WR at the point of the catch. the Falling down = the same effect.
 
Robbnva
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Originally posted by slashxtreme
Long passes in PW get bobbled and the defender usually comes over to stop the WR at the point of the catch. the Falling down = the same effect.


Make the int get bobbled, not fall down.

Or make a 2 tick delay when he lands.

Falling down is dumb
 
sicarius
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Originally posted by slashxtreme
Long passes in PW get bobbled and the defender usually comes over to stop the WR at the point of the catch. the Falling down = the same effect.


I only used the PW analogy to make a point, but I agree that low catching in PW results in bobbles. Disagree it's the same effect. If a DB is able to catch a pass because he successfully completes the roll, it shouldn't result in falling down. If the DB has lower catching, then it should be the same as pass catching - a bobble giving an offensive player a chance to knock it away.
Making a defensive player sit down, then spin his wheels trying to get up again makes absolutely NO sense and is a terrible way to try and fix a perceived "pick 6" problem.
 
Dr. E
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Originally posted by sicarius
I get that we're trying to make Catching mean more for D dots, but 60+ Catching DBs shouldn't be falling down every time they intercept a pass. It's not like the ball is knocking them over, and it looks idiotic when dots making a clean catch in space just sit on ground almost every time.

Not saying get rid of it all together, but cut back on the frequency.


60 catching is hardly a lot of catching. I'd say it's good enough to make an extraordinary catch attempt that sells out the body and ends up with the dot on the ground.
 
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