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MP33
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So whats the general though on creative route running? How much total Agility should a back have before switching to this and is it even worth it?
 
MileHighShoes
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worth it if you have at least 85 agility, but more importantly you need at least 60 vision, 8 quick cut, and you need at least 7 juke to make creative more effective.

The benefits from creative mainly come from if you can fake out man coverage, which requires thigns like juke, catch fake, head fake, and quick cut to help you lose coverage. Without these things it doesn't matter how much agility you have because you'll be a lot less likely to fake out coverage.
 
MP33
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Thanks MHS
 
Drizzy
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Originally posted by MileHighShoes
worth it if you have at least 85 agility, but more importantly you need at least 60 vision, 8 quick cut, and you need at least 7 juke to make creative more effective.

The benefits from creative mainly come from if you can fake out man coverage, which requires thigns like juke, catch fake, head fake, and quick cut to help you lose coverage. Without these things it doesn't matter how much agility you have because you'll be a lot less likely to fake out coverage.


I didn't know that... Was always told to run on exact. Good to know.
 
crave681
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Originally posted by MileHighShoes
worth it if you have at least 85 agility, but more importantly you need at least 60 vision, 8 quick cut, and you need at least 7 juke to make creative more effective.

The benefits from creative mainly come from if you can fake out man coverage, which requires thigns like juke, catch fake, head fake, and quick cut to help you lose coverage. Without these things it doesn't matter how much agility you have because you'll be a lot less likely to fake out coverage.


i love ya MHS, but this is disinfo! Whats your agenda? laffs

Catch fake and QC, agreed, absolutely essential for creative rr.

Juke and head fake are for when the ball is already in hand, and have nothing to do with rr. imnsho.
 
MileHighShoes
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Originally posted by crave681
i love ya MHS, but this is disinfo! Whats your agenda? laffs

Catch fake and QC, agreed, absolutely essential for creative rr.

Juke and head fake are for when the ball is already in hand, and have nothing to do with rr. imnsho.


Watch WR 2 head fake during the route
http://goallineblitz.com/game/replay.pl?game_id=1953825&pbp_id=4362996

Watch WR 2 juke during the route, Watch the HB head fake during the route
http://goallineblitz.com/game/replay.pl?game_id=1953825&pbp_id=4364097

Originally posted by questions
So the question is, could you please explain the details of the routine for determining when a receiver makes a cut thats steep enough to lose a man coverage and whether or not the man covering DB is fooled and what determines how long he is fooled meaning how long he runs before turning and how quickly he is to get back on the receiver. IE What triggers the steep turn, what checks/comparisons/rolls are made to see how tight it is, what checks are made to see if the DB can follow it and how soon and well he follows it and finally does double teaming help at all?
Originally posted by bort
Every time a receiver reaches a cut point in his route, he will impart a reaction delay to any defender following him. How good of a cut the receiver makes makes depends on his agility and route running abilities. This effect can be mitigated some (delay time reduced) by passing vision checks at the cut point. However, it is not possible to ever have a delay of 0 without passing an exceedingly difficult roll. There will nearly always be at least 1 tick of delay. In addition, the vision checks are harder to pass and the delay effect is increased when the defender is following very closely and aggressively in man coverage. Head fakes and jukes (which can be mitigated by vision checks and superior vision skill) increase the delay time imparted.


Originally posted by Changelog
December 19th, 2011
Added head fake/juke icons on route running


It's not dis-info, juke and head fake can also fire when you are running a route before you have the ball. At any point during the route when you change direction juke, head fake, and catchfake all have a chance to fire. When running exact the receiver will only change direction at designed cuts in the route. On Creative the receiver will change direction numerous times and can do it as often as every 5 ticks per Bort.

I can keep posting replays of Receivers juking or head faking during the route, but I only looked at the first couple minutes of one game so far.
 
crave681
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nope you schooled me enuf, thankee kindly!


Now i ll just slink off and fix my builds if thats ok.
Edited by crave681 on Mar 24, 2012 12:48:39
Edited by crave681 on Mar 24, 2012 12:46:05
 


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