jdavidbakr wrote:
setherick wrote:
Short answer: You can basically shut down any running play by blitzing at least two.
I'm almost certain that in 0.4.3, you can run a Blitz 2, Pass Key defense and shut down 90% of all offenses.
What do you believe needs to be done to fix it? What is happening in the engine that is making that behave that way, and what should change to make it not so?
1) Most outside runs are too slow to develop, which allows blitzing defenders time to track.
2) Most outside runs run too far outside the tackle before turning upfield.
3) Most inside runs run to the gap. Most blitzes attack the gap.
4) Tackles don't/can't seal an edge. Rarely, you can get that elite 100 AC, 100 ST tackle that will occasionally push his man 5 yards down field. Most of the time, the tackle and the DL stand up and the tackle lets the DL get past when the RB gets close. A 100 Run Def RDE can usually handle most of the weak side off tackle runs.
5) Guards don't get to the second level fast enough on non-blitz plays.
6) Most blocking is hit and engage, instead of edge block, release, and reengage next defender. (Or seal which was covered above.)
Those are a few notes that I have. I'm sure I can come up with more.
UPDATE - Thought of more.
7) Draws don't work because the DL and LBs key the RB before he gets the ball.
8) No misdirection.
9) No trap blocking.
UPDATE 2 - Thought of more.
10) Blitzers don't over run the play.
11) Tackles don't push blitzers out of the play to create new holes. (Or seal depending on the play.)
These are just blocking / defensive issues I've seen. There are more problems with running the ball. Like the fact that the physics is all kinds of wrong. Fast, big backs in MFN are awful because they are too slow to get moving and too easily tackled.
Last edited at 7/16/2018 8:13 pm