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

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Old 06-13-2012, 06:43 PM   #121
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Quote:
Originally Posted by LBzrule
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.
Maybe if they can Have you pick a line ,Like the option to have linebackers run Commit, or Secondary, or Defensive line seperately, but then again they have plays that are designed that way. NA Still don't like it. Too many people use it online. And your right too many people will pick Quarters and Run Commit Like NCAA.
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Old 06-13-2012, 06:59 PM   #122
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

If anything, it should only be done pre-snap, and most definitely not too extreme to where the defenders ignore all the gap assignments. Then I could see this being a nice addition, if they plan to play one side aggressively offence can call counters/misdirections, if they pull right towards the middle offense could beat them outside, and ofcourse PA should torch them unless a LB/DL with a great awareness sees it and decided that abandoning the assignment and get to the QB is the best play in the middle of the play, they committ to pass then draws would counter it...If its done right, it'll add more chess game and would make it even more realistic imo.
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Old 06-13-2012, 09:36 PM   #123
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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.
So...why would the OL not block them on run commit?

Why should it be an instant TD if the "guess" is wrong? Sure, guys should be out of position, but one block and TD each time?

Representing communication is one thing - for it to do what it did in the video is ridiculous, imo.

Ratings should not be negated. A highly AWR player should recover faster since he realizes the mistake in the call. A bad player shouldn't shoot through because "the commit was correct".

That's not football. That's not respecting ratings or abilities. Even in a pure "competitive gaming" sense - it removes differences in personnel, team strengths/weaknesses, etc.

Why is that a good thing?
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Last edited by KBLover; 06-13-2012 at 09:41 PM.
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Old 06-13-2012, 10:23 PM   #124
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

The semantics were hurting my assessment so I began to think of it as run/pass "expect" instead of commit, which seemed to help me, for whatever reason.

Anyway, so like some other posters have said, I think its' effects should be more specific to the applicable personnel according to the playart, not the entire defense. So if I called run "expect" to the right (offensive perspective) in a 4-3 Cover 2 zone then it should only effect the potential run support defenders on the left. So the LE, LOLB and the LCB would be in an initial holding pattern post snap, looking to contain a run to their side, even if say the offense calls a counter or misdirection which initially flows the other way. However that also brings the risk of being slower to react to something different.

So I guess I think run/pass commit shouldn't have any presnap defender movement but post snap, the affected defenders should briefly hold their position unless keying on the "expected"/committed play and then attacking/selling out to stop it. That would provide risk with inherent slower reactions, without being visually unrealistic when committing to the wrong thing.
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Old 06-13-2012, 10:26 PM   #125
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Originally Posted by KBLover
So...why would the OL not block them on run commit?

Why should it be an instant TD if the "guess" is wrong? Sure, guys should be out of position, but one block and TD each time?

Representing communication is one thing - for it to do what it did in the video is ridiculous, imo.

Ratings should not be negated. A highly AWR player should recover faster since he realizes the mistake in the call. A bad player shouldn't shoot through because "the commit was correct".

That's not football. That's not respecting ratings or abilities. Even in a pure "competitive gaming" sense - it removes differences in personnel, team strengths/weaknesses, etc.

Why is that a good thing?
Where does my post say that? I just re-read it and you did a buttload of ad-libbing. I said it increases the chance of getting beat... Which is pretty much a Captain Obvious statement

Should run commit shut down the run? No but you defenders should all have an easier time of getting gap control in that direction if called correctly.

Ask any nfl D lineman or offensive lineman.

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Last edited by CRMosier_LM; 06-13-2012 at 10:34 PM.
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Old 06-14-2012, 03:23 AM   #126
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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
Should run commit shut down the run? No but you defenders should all have an easier time of getting gap control in that direction if called correctly.
They were doing more than just getting gap control in the video. And why would the defense communicating cause the offensive line to not block? That what was happening in the video. I didn't say you said anything - I'm referencing the video that was posted, not you.

It was causing the OL to not block (negating their ratings), allowing the defense to come free (not requiring much from them) and all of that negates the HB.

As far as gap control - that should just be in the game. What I saw in that video LB put up wasn't gap control - just blockers not blocking. And based on what LB said when running against the counter, that's equally bad.

Adjusting gaps to attack is what crashing should be for. What exactly is run/pass commit doing that PRC and AWR can't/isn't doing - and why have this instead of AWR and PRC doing it?
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Old 06-14-2012, 03:33 AM   #127
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Listen to me Madden players...U DO NOT WANT THIS FEATURE IN MADDEN! It is in NCAA currently & it completely ruins the online gaming experience. Run/Pass Committing is basically a cheese/cheat! It turns your defensive players into hall-of-famers. On Run Committ, D-linemen move faster than the offensive lineman can pick them up--On Pass Committ, defenders play the ball in the air as if..as if..as if they are Hall of Famers! It's crazy looking on NCAA & it allows ppl to get away with terrible play calling. I can't believe that such a gimmick is even being entertained. If U don't know what it is, download NCAA 13 demo or rent NCAA 11/12. Trust me, U might think that it's cool in the beginning, but in 1 month, U will demand that the feature be removed. There is a growing contingent, including me, that count it as an awful addition to the NCAA series.
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Old 06-14-2012, 04:03 AM   #128
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With RC & PC, U can have an absolutely terrible team & hang with an elite team, simply be utilizing this "feature"(gimmick). Yes, there are ways to beat it, but why should I have to now waste my time learning how to beat a gimmick, when I could be spending my time more constructively in learning how to actually play the game. Me & my friends call it the Swarm bcuz of how fast it makes the players move. Please don't do this EA. I love EA Sports games, but this is not good for your franchise.
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