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

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Old 06-13-2012, 04:49 PM   #113
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Re: Run/Pass Commit IN Madden 13 Make it More Realistic

Haven't read through the whole thread (tried searching keywords-- didn't work), but if you choose "Pass Commit" and they run a playaction, it'll make your players less likely to fall for it, right?
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Old 06-13-2012, 05:01 PM   #114
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Originally Posted by Big FN Deal
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?
Big I'm glad you asked these two questions. My initial effort was to do both; namely talk about the unrealistic nature of the way Run Commit is in Madden/NCAA and then propose some solutions on how if they really want to represent run/pass defense in the NFL, NCAA or HS at the snap, I think those four solutions would be adequate tweaks to using the R Stick pre-play. They might need to change the language from commit to something else just to eliminate confusion.

Then I made a move to just saying maybe they can accomplish it by just changing the nature of the crashes (left/right).

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Old 06-13-2012, 05:03 PM   #115
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Re: Run/Pass Commit IN Madden 13 Make it More Realistic

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Originally Posted by RyanFitzmagic
Haven't read through the whole thread (tried searching keywords-- didn't work), but if you choose "Pass Commit" and they run a playaction, it'll make your players less likely to fall for it, right?
Yes. This has a plus and minus side too. Yeah on 3rd and 2 I might call it. But why should I need to call it on 3rd and 20. Given Madden's history, you need it for the latter situation as much as you do for the former
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Old 06-13-2012, 05:04 PM   #116
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

I'd love to see this implemented.
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Old 06-13-2012, 05:27 PM   #117
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Originally Posted by tazdevil20
How do the lineman actually react in a "pass commit"?
In the past, as it was in NCAA, which this seemed to have been lifted verbatim from, the linemen were more likely to jump the snap. As you know, everything about the interactions along the lines in both games is wins/losses. So, the pass commit didn't activate any more animations like a spin, or an inside move, it just made your linemen more likely to quick-win their match-up by jumping the snap.

But I'm wondering if this is going to be the case in Madden 13, because "jump the snap" was taken out a few years ago. So, did "jump the snap" make a return, or is something else at work?

I'm also wondering what this means for 3-4 outside linebackers, because "jump the snap" ONLY ever applied to down linemen when I played NCAA. As it was when Madden introduced the "edge rush" defensive line adjustment, it had no effect on the rush of the linebackers.

I'm really hoping that's not an oversight that's been repeated here.
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Old 06-13-2012, 05:41 PM   #118
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But I don't think that just because that happens the d line just ignores their assignments.
For the most part they will in the nfl unless they are playing an outside technique with strict contain responsibility.

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Old 06-13-2012, 05:42 PM   #119
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Originally Posted by RyanFitzmagic
Haven't read through the whole thread (tried searching keywords-- didn't work), but if you choose "Pass Commit" and they run a playaction, it'll make your players less likely to fall for it, right?
I'm referring to the NFL not Madden FWIW. Theoretically it should work like that for playaction plays.

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Old 06-13-2012, 05:52 PM   #120
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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
For the most part they will in the nfl unless they are playing an outside technique with strict contain responsibility.

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CRM, my question is what is the basis for the claim? Where is the evidence? What coaches, players ect call or do anything like run commit in Madden/NCAA and have it work like it does in these games? Lastly, is there a youtube video or something of said evidence? Is there a reference book on football that advocates any of this? I'm only asking these questions because I see the claim that it is realistic and that it is NFL based. If that's the case there should be some evidence out there for it. I'm curious to see, what it is that you've seen watching an NFL game that you think this feature represents.

Last edited by LBzrule; 06-13-2012 at 05:55 PM.
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