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Old 09-20-2011, 10:25 PM   #1
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Pass trajectory

There'e two problems that cause excessive linebacker deflections.

1. The pass trajectory is too low. Throwing the ball in the middle of the field is unreliable because passes are almost linear. Rather than arcing upwards to pass over LB's and float into the receiver's hands, it goes in a straight direction. This allows linebackers to swat passes which are aimed at receivers 10 yards away from them because the ball is right at their heads, rather than a couple yards over them.

Touch passing does allow more of a lob which goes over LB's pretty well. However, touch passing is unreliable because the ball takes forever before it actually gets to the receiver. The hang time is excessive, allowing other DB's to close in on the receiver well before the ball gets there.

There is no type of pass in-between these two. Its either a bullet pass, which has too low of a trajectory, or a touch pass, which results in interceptions because it takes too long to land.

So there's 2 ways to solve this. 1. Increase the maximum height the ball travels during a pass, or 2. Create a type of pass in between a bullet and lob.


2. Perfect timing. Linebackers almost rarely miss a swat attempt. Their aim and timing is superhuman. Real life defenders attempt swats all the time but rarely hit the football. Virtual defenders hit at least 90%.

To solve this, a simple die roll in the programming background could be used to determine whether a swat is successful or not. If it hits a 1 or 2, the timing of the swat is successful. If not, well you get the idea. This may not be the exact method used to fix swatting, but some type of probability thing should be added.


A tuner should be able to easily fix these issues. These solutions don't seem too complicated, right?
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Old 09-20-2011, 10:32 PM   #2
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Re: Pass trajectory

This is the most disappointed I've ever been in a game today. I just watched the DE jump up and instead of swatting the ball....the ball stuck to his hand.

But you're spot on. You throw it down the middle its either a pick or swatted down....but if you try to put a touch pass on it the safeties will see it through the back of their head and hit you WR as he tries to catch for an incomplete pass.

I love running an Air Raid....but I'm about to give up on it for this season.
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Old 09-20-2011, 10:53 PM   #3
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Re: Pass trajectory

yes i agree. ncaa and madden both do this. and if u recall as i do pls say so, but the demo was NOT like this. which was one of the reasons i bought each. totally unrealistic and the Dbs from across the screen will still break off who they are guarding to come swat the ball away from the wr you threw to. lame! what happened to the 'head tracking' technology they told us about a few yrs ago.....i think it was madden 10?
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Old 09-20-2011, 11:00 PM   #4
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Re: Pass trajectory

Quote:
Originally Posted by theduke81
yes i agree. ncaa and madden both do this. and if u recall as i do pls say so, but the demo was NOT like this. which was one of the reasons i bought each. totally unrealistic and the Dbs from across the screen will still break off who they are guarding to come swat the ball away from the wr you threw to. lame! what happened to the 'head tracking' technology they told us about a few yrs ago.....i think it was madden 10?
My theory is that a lot of these flaws were in the demo. What happens every year is that we all get really excited for the new edition, thinking this is the year. So during the first few weeks we play, we let these issues slide a little and don't notice them as much. But after a while, it becomes kind of obvious.
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Old 09-20-2011, 11:59 PM   #5
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Re: Pass trajectory

Quote:
Originally Posted by BlastX21
My theory is that a lot of these flaws were in the demo. What happens every year is that we all get really excited for the new edition, thinking this is the year. So during the first few weeks we play, we let these issues slide a little and don't notice them as much. But after a while, it becomes kind of obvious.
nah man, new 'features'
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