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Forum > Suggestions > TE's on some pitch, sweep, and counter plays are tarded - fix it! (sometimes G's too)
TheGreatAus
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I mostly only see it on Singleback trips left and Big I, but this is exemplary of what Im talking about: http://goallineblitz.com/game/replay.pl?game_id=2113108&pbp_id=711564 , please fix this. The TE should never just be wandering around. I think that TE on that play has about 80 vision, he should 'know better' than to be an idiot and fly around in no mans land.

And here is another play: http://goallineblitz.com/game/replay.pl?game_id=2113108&pbp_id=709768 , the G does the same thing. If they turn around and block someone, this play goes for a hell of a lot more.
 
TheGreatAus
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Maybe this is a bug?? I will post over there as well
 
greengoose
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1st play - if it's supposed to go wide and the HB cuts it back, yeah, the TE is gonna be left looking stupid because he's there to set the edge and escort the HB downfield. His only option once the HB cuts it inside is to actually slow down his own runner by crossing in front of him to make a block once the HB cuts it inside - which is only going to help the pursuit.

Added: The TE should have blocked the SS, the G would have then blocked the NT and the same backside pursuit (MLB) would have made the tackle - wouldn't have changed the play any. In any rate that was a good gain.

2nd play - even if they did turn around it wouldn't change that specific play, that HB is slow compared to that LOLB - he looked like a deep closer in a horse race coming down the stretch, you never see him till it's too late.

Added: It might look stupid, but if I was a HB and the SS dived inside I'd want my TE running straight upfield ahead of me to pick off any remaining deep secondary between me and the goal line. I as the HB should be able to outrun whatever is behind me.
Edited by greengoose on Aug 13, 2012 07:55:38
Edited by greengoose on Aug 13, 2012 07:46:52
 
sehorn31
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Aug 8, 2012
- Increased buff to lower level passing a bit
- Adjusted timeout logic for first half to call timeouts later in general, and for a couple missing situations
- Fixed/adjusted occasional intercept point overshooting or extra cushion for defenders reacting to thrown pass
- Added cooldown to all route running fakes (juke, head fake, catch fake)
- Changed Nerves of Steel veteran ability to have a chance to direcly nullify a knocked loose situation
- Fixed bug where other players would always instantly react to QB rollout/rush
- Increased power of confidence in avoiding bad passes
- Changed math so avoid fake % equipment will do more vs fakes during route running
- Updated deep zone coverage code to stay back better, keep a bigger cushion on underneath route receivers, and generally make better decisions in line with how deep zone coverage should be played
- Fixed bad blocking decisions vs a few blitzes
- Improved lead blocking target selection code for outside runs

They fixed that on Aug. 8th. It just looks like that on your Replays.
 
fogie55
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behavior on counter plays (by everyone--the ball carrier, blockers and defenders--especially at lower levels) has always been hit-and-miss and in need of a fix
 


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