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More Passing Game Options Needed in EA Football

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Old 07-06-2012, 10:25 AM   #17
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Re: More Passing Game Options Needed in EA Football

Instead of giving pre-play options to tag the backside, I feel like the plays should already be designed with those "backside" routes. Plus, you can still use the hot-route mechanisms to implement some sort of backside combination, whether it be curl-flat, levels, double-slant or just a single dig. The check-releases are what really gum-up the so-called "rush" reads.

I often read suggestions that incorporate a way to spot the ball on the field, instead of at a specific receiver. I just don't know how this could be implemented properly, taking timing into consideration. Giving receivers button icons is the fastest way to get the ball to different parts of the field; if you have to manually control where the ball goes, how will that effect timing? That's why I feel the re-addition of the vision cone would be a better way to go, as you can pre-determine where the cone starts before the snap as well as scan during the drop.

There's no doubt that the passing game needs improvement (starting with pass protections, which do seem a little better in the NCAA demo with the addition of the half-slide pro's) but the 1st thing that needs to change, imo, with the plays themselves is realistic route depth and timing to get to that depth. There are not enough intermediate routes ran (15-20 yds) and the time it takes the receivers to get to their spots does not time up with the QB drops or the rest of the flow of the game. It takes WR's too long to get to the intermediate depths.
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Old 07-06-2012, 11:29 AM   #18
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They need to come up with a way for the end user to control the location of the pass (as well as the speed and trajectory) . Just hitting a button that corresponds with a given receiver and supposedly controlling the lob/bullet is way to simplistic and not very rewarding when you're successful. Not sure if the "cone" was the answer on last gen but it was better than what we have now. Passing needs to be challenging and right now it's not. In 20+ years there really has been no innovation from EA in the passing game (excluding their attempt at the cone which they gave up on and essentially went backwards like they always do). The Microsoft football had cursor passing and it was great and headed in the right direction (with some tweaking) but the franchise is history as it any real innovation. Honestly, passing in EA's footballs games isn't any more challenging or rewarding than passing in Tecmo Bowl. It really is that bad.
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Old 07-06-2012, 12:20 PM   #19
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Re: More Passing Game Options Needed in EA Football

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Originally Posted by misterkrabz
They need to come up with a way for the end user to control the location of the pass (as well as the speed and trajectory) . Just hitting a button that corresponds with a given receiver and supposedly controlling the lob/bullet is way to simplistic and not very rewarding when you're successful. Not sure if the "cone" was the answer on last gen but it was better than what we have now. Passing needs to be challenging and right now it's not. In 20+ years there really has been no innovation from EA in the passing game (excluding their attempt at the cone which they gave up on and essentially went backwards like they always do). The Microsoft football had cursor passing and it was great and headed in the right direction (with some tweaking) but the franchise is history as it any real innovation. Honestly, passing in EA's footballs games isn't any more challenging or rewarding than passing in Tecmo Bowl. It really is that bad.
I don't know what kind of "cursor" passing you are getting at, but if it's anything like the aiming systems that are used in shooters, then I don't support that idea.

Aiming a gun is nothing like throwing a ball. The only similarity that I can think of is picking out a small target when throwing, but the mechanics of how this is all done are obviously competely different. I agree that users should have more control over where the ball goes, but there has to be some way of speeding up where the ball is going generally, the stick should be used to "fine-tune" where the ball ends up.

Passing is too easy, yes, but that's because of the view users get. You don't have to turn your head, or your feet. Maybe just a way of simulating where the feet of the thrower are would be a good way of doing it. But, lets face it, completing a pass isn't the hardest thing in the world to do irl anyway; well more than half of all passes are completed.
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Old 07-06-2012, 03:08 PM   #20
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If for some reason NCAA 13 fails due to bugs and glitches, I will go back to playing NCAA 11. Can anybody tell me if the player progression in dynasty mode was ever fixed after all the patches and tuners?
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Old 07-07-2012, 12:18 AM   #21
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I think many of you gamers are expecting too much. The main problem is the fact that the game is not realistic enough over all! In order for these concepts to matter EA games have always been dominated by glitches and cheezers.
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Old 07-08-2012, 02:30 AM   #22
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Frankly, I only throw to slants, crosses, or comebacks [and ONLY against off coverage]. Until the CPU is smart enough to cover them, there is zero reason to pass to any other route, and risk a pick.

99 times out of 100, I know who the open WR is going to be, and where he will be open, before the play is even called. EA's pass defense has been broken for years, thats why I stopped playing.
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