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Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Old 06-13-2012, 04:13 PM   #105
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Tells your defense that its a pass play, so In other words they ignore any run responsibility

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Old 06-13-2012, 04:17 PM   #106
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Originally Posted by CRMosier_LM
The run pass commit is the nfl equivalent to the MLB yelling "toss right" or "run left". If you are on the d line and your teammates yells that you are naturally going to follow that direction. It's up to the user to make the correct determination and obviously if he chooses wrong you could get smoked. Risk/reward at its finest.

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But I don't think that just because that happens the d line just ignores their assignments.
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Old 06-13-2012, 04:21 PM   #107
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I never Liked it, I wish they would not put this in because it Cheapens the E xperiance. Run Pass Commit stops the stratagy instead of forcing you to pick smart defensive plays.
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Old 06-13-2012, 04:26 PM   #108
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Originally Posted by CRMosier_LM
The run pass commit is the nfl equivalent to the MLB yelling "toss right" or "run left". If you are on the d line and your teammates yells that you are naturally going to follow that direction. It's up to the user to make the correct determination and obviously if he chooses wrong you could get smoked. Risk/reward at its finest.

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Outside of a few players who have done that, when have you seen guys yell toss right/left. They will say WATCH the toss right or left/ but most of the time aint nobody committing to nothing until that football is snapped. And even then, guys don't just go out of there and do what they are told. I'm reminded of a game between the Ravens and the Colts where Ray Lewis told Bart Scott before the play toss right toss right. On the snap Bart Scott still stood there as if he didn't know what the offense was doing. There goes Joseph Addia up the side line for a 30 + yard run. Ray Lewis said "Man I just told you toss right." So it still does not justify the gimmicky feature that punishes the offense just because you called it. In real life there are just too many variables. Suggs got reached. Did he hear Lewis say toss right? We don't know. Some players do not hear the call. Some players even when they do hear the call are slow to react and get blocked which is exactly what happened to Bart Scott on that play. It is not a simulation to real life my friend.

Let me just stay within your logic for a second. Even if I'm on the defensive line and my teammate tells me watch the zone left. I can only hit the next gap over. So if I am the NT I hit the A gap and get on the outside shoulder of the Center. That's still an assignment. That's not blindly running all the way to the left side of the field like run commit in Madden/NCAA has it. Somebody still has to have a gap; somebody still has to set the edge; somebody still has to play contain or else when we get to the sideline that's where we will be for the rest of the game. And even when we do all of that sometimes the guy in front of me is just a great football player and I got blocked. End of story. I tried to set the edge, but he got the best of me. I tried to get to the Center's outside shoulder but he walled me off.

Again run commit in Madden/NCAA is not realistic and plays out unrealistically.

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Old 06-13-2012, 04:29 PM   #109
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Originally Posted by speedy9386
But I don't think that just because that happens the d line just ignores their assignments.
They don't. Nobody does. I just gave an example from a Ravens Colts game a few years back and even though Ray Lewis was right in telling Bart Scott toss right before the snap, they still gave up 30 yards as Addai went right up the side line because Bart Scott got sealed inside and Suggs got reached. Secondly, if Lewis would have said toss right and it would have been a pass play I guarantee 100% they would have dropped into their zones. He just would have been wrong that it was toss right. You still have to read and react. And sometimes even when someone is completely correct about everything, that still does not mean the play is going to get stopped like run commit does in Madden/NCAA. It is a gimmick feature that attempts to deal with abuses in EA's game. I don't think it is anything more or less than that.

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Old 06-13-2012, 04:32 PM   #110
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

If the Giants are in their base package (which the last two years has really been a nickel package), and the offense runs a reverse, their will undoubtedly be a read that it's an end around and the defense is going to follow the initial handoff to that side of the field. However, the backside DE and/or linebacker still has an assignment. His job is to maintain backside contain in case it IS a reverse. Same goes for run plays inside. You have to be wary of the cutback lane, and there is an assignment there, regardless if you are in a pass or run defense pre-snap. He doesn't just blindly run towards the ball carrier. He has an assignment on the play. Also, the other defenders are not simply blindly running towards the ball carrier either. They are making a read and then reacting based on what they see.

Now, for a "run commit" type of thing, I could maybe see a "sell out" on something like a 4th and inches QB sneak play or a dive play in short yardage situations. Maybe even a goal-line situation. It might make more sense for them to add that type of capability and have the "sell out" type of thing. We've seen it happen on the goal line where guys blow their assignments and leave the TE wide open on play action on the goal line. That, I think, would make more sense.

I would much rather see the crashes work properly, and shift the lineman to the next gap as was posted in LBz's earlier post.

How do the lineman actually react in a "pass commit"?

I mean, their job is to get to the QB on passing downs (unless you are running a zone blitz or something) where his assignment may be to drop into coverage.
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Old 06-13-2012, 04:42 PM   #111
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Originally Posted by videlsports
I never Liked it, I wish they would not put this in because it Cheapens the E xperiance. Run Pass Commit stops the stratagy instead of forcing you to pick smart defensive plays.

I think it sets a very dangerous precedent if they do not make some changes to it. I'm not going to be the least bit surprised to see Quarters, Dollar base defenses, run commit and then have superb coverage against every offensive formation.
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Old 06-13-2012, 04:48 PM   #112
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

This is what I was referring to back in post #31 on page 4 of this thread about discussing how to make an unrealistic to real football, invented for Madden feature, more realistic. You can't, without removing it or completely changing into something else, imo.

Audibles and no huddle are implemented unrealistically in Madden but they are realistic to football, unlike the run/pass commit feature. So we could discuss how to implement the audible and no huddle feature differently to function more like the NFL but run/pass commit functioning like the NFL, wouldn't exist as preplay control feature.

I so want to be a part of this discussion because I am all for anything making Madden play better but I just can't figure out exactly where the focus is on this topic.

Are we trying to make the current run/pass commit feature more balanced conceding that it's unrealistic or are we discussing how to realistically represent run/pass commit?
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