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Option king - why not better on dive key

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Old 01-07-2025, 08:16 AM   #1
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Option king - why not better on dive key

Just a thought that I wish EA had. Shouldn't Option King make your guy better at the dive key too and not just the pitch. Im decent with option - but not nearly as good as I was in ncaa 14 especially from under center since its too fast to read without getting wrong way to much. Why wouldn't option king ability make the button response time better at each level (or slow down the read by a micro second or two)? Seems to me that's the bigger ability/learning curve in real life than quicker pitches. Just saying.
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Old 01-07-2025, 09:58 AM   #2
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Re: Option king - why not better on dive key

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Originally Posted by GOIRISH65
Just a thought that I wish EA had. Shouldn't Option King make your guy better at the dive key too and not just the pitch. Im decent with option - but not nearly as good as I was in ncaa 14 especially from under center since its too fast to read without getting wrong way to much. Why wouldn't option king ability make the button response time better at each level (or slow down the read by a micro second or two)? Seems to me that's the bigger ability/learning curve in real life than quicker pitches. Just saying.

No offense, but I think it’d be silly for them to add bullet time to a football game. So outside of slowing down the read, there’s not really anything they could do with option king to affect the mesh. Not unless they wanted to add the possibility of fumbled meshes (which do happen in real life rarely) and then make option king reduce the chances of a fumbled handoff.
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Old 01-07-2025, 01:00 PM   #3
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Re: Option king - why not better on dive key

I love a lot of speed option plays and could do them flawlessly in previous versions. I have a QB or two that are Option Kings. I still don't trust any speed options in this game. I must really suck at it.
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Old 01-07-2025, 01:59 PM   #4
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Re: Option king - why not better on dive key

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Originally Posted by Collegefbfan
I love a lot of speed option plays and could do them flawlessly in previous versions. I have a QB or two that are Option Kings. I still don't trust any speed options in this game. I must really suck at it.

I run tons of speed/triple options and all of my QBs have at least bronze option king. I love those kinds of options but wouldn’t do them without an option king (but since all my QBs have it, I guess I don’t know how it is without an option king).
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Old 01-07-2025, 03:30 PM   #5
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Re: Option king - why not better on dive key

No offense taken. That’s not exactly what I meant. I just meant that if you have an option, King quarterback, the mesh should be executed successfully more often. As of right now under center even if you hit the button, you’re not always likely to get the right response. I understand basically I’m complaining that it’s too fast And that is really the main problem. I actually don’t like that there are two different option pitches available off the pitch key. in real life You read it and you pitch it right away - it’s not like a pass with lob and bullet. Overly complicated. Again my feeling is just that an option king should be less likely to turn the ball over on any pitch and should be better or rather more successful on the Mesh phase
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Old 01-07-2025, 04:08 PM   #6
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Re: Option king - why not better on dive key

I run triple option (Veer, midline, load) flexbone exclusively in my military academy dynasty. The learning curve is really high and you are still gonna make the occasional wrong read, which is realistic, but it becomes almost too easy and overpowered once you get the hang of it. My only complaint is you have to pitch the ball a little quicker than you do in real life and if you dont, chances are really good youre gonna pitch the ball 20 yds backwards. If they would adjust that a bit id be super happy. Insead of a bad pitch being a 20yd fumble, it should be off target just enough to slow the pitch back and negate a huge gain. Maybe he's stuffed for a loss or a small gain instead. Of course that is really how the option is run these days as compared to the past. They want to get the pitch man to the outstide quickly as opposed to the qb being the main ball carrier and only pitching when necessary. Helps to protect your high priced qb and gets the ball to the speed back quicker. Different times i suppose.

I should mention i play on All-American sliders adjusted to make the game a little harder as i know there is a big differnce beween AA and Heisman, so i can't speak to how it works on Heisman. Also should note i was a highschool football OC and coached the flexbone triple option at 2 different hishschools over several years.
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Old 01-07-2025, 04:59 PM   #7
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Re: Option king - why not better on dive key

Madden and CFB 25 already offer a gameplay slowdown mechanic included as part of the Placement and Accuracy passing controls, albeit this slowdown option is only usable in offline games.

I could definitely see the slowdown mechanic being expanded to cover the dive / keep interaction on zone / power read and the dive for triple options, mostly as a training and accessibility feature.

I don't see slowdown being tagged on to a player ability since I assume EA Sports will never allow any sort of gameplay slowdown mechanic in online head-to-head.
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Old 01-08-2025, 12:05 PM   #8
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Re: Option king - why not better on dive key

Quote:
Originally Posted by GOIRISH65
No offense taken. That’s not exactly what I meant. I just meant that if you have an option, King quarterback, the mesh should be executed successfully more often. As of right now under center even if you hit the button, you’re not always likely to get the right response. I understand basically I’m complaining that it’s too fast And that is really the main problem. I actually don’t like that there are two different option pitches available off the pitch key. in real life You read it and you pitch it right away - it’s not like a pass with lob and bullet. Overly complicated. Again my feeling is just that an option king should be less likely to turn the ball over on any pitch and should be better or rather more successful on the Mesh phase
I'm with you. I don't know what the right "fix" is, but your complaint is valid. I've commented on this many times before in prior threads so I won't rehash all of my arguments, but the short version is "it's not you, it's the game".

When you say that the game is "too fast", I agree with that wholeheartedly. I would add some color to the comment, however, by saying the speed isn't necessarily the entire problem, the problem is more "lag". The under-center options require you to read a tackle's first move and then hand-off/keep immediately based on that first step. The problem is that the game doesn't react to your inputs quickly enough, so even if you see it and hit the button immediately, I find there's a 50-50 shot it doesn't register and you end up doing the opposite of whatever you intend. In fact, the only way I've found to consistently hand off/keep on under-center options is to pre-determine what you're going to do, which defeats the entire purpose of the play.

I have no complaints about the shotgun option plays, other than the 'late' pitches result in unrealistic outcomes (as others have noted). Again, I believe this is related to input lag, since the time between my hitting the button and the actual pitch action is pretty noticeable. Which wouldn't be a huge issue except you want to press up the field w/ the QB to force the edge defender to commit one way or the other, except when you do that in the game, you're bringing the '20-yard fumble backward pitch' into play, making it not worth it wait until the defender commits (and again, defeating a big part of the purpose of the play design).


Quote:
Originally Posted by Hooe
Madden and CFB 25 already offer a gameplay slowdown mechanic included as part of the Placement and Accuracy passing controls, albeit this slowdown option is only usable in offline games.

I could definitely see the slowdown mechanic being expanded to cover the dive / keep interaction on zone / power read and the dive for triple options, mostly as a training and accessibility feature.

I don't see slowdown being tagged on to a player ability since I assume EA Sports will never allow any sort of gameplay slowdown mechanic in online head-to-head.
Yes, good point - there already is 'bullet time' for passing to make passing reads, so it wouldn't be that big of a deal to extend it to the run game for run reads. I never use it, but if there is some technical limitation that results in the input lag (I'm on PS5) that they can't fix, there should be some other way to make the game more reactive for the split-second read plays that require zero-delay input decisions.
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