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Time Trial
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Originally posted by Galithor
Or, letting him adjust to a pass that was previously uncatchable, that can now be brought into catchable, but high fall down % range.

Receivers are always going to have a high fall down rate when the pass is thrown to the fringe of their catching skills.


That's a lot of the "diving" catches. I think that there is a difference between the divey catches and the "I caught it, but fell down after" catches.

Balance won't help you if making the dive if the only way to get the ball.

Part of the problem with the sim (and this goes back to GLB1 as well), is that dots and bots were always trying to run as fast as they can. The problem with that, is that there is nothing left to give when a ball goes off target. The WR is running as fast as he can at all times, even if the route calls for a veteran quick/slow/quick movement. As a result, if the ball goes off target, the WR can't adjust to it without turning back or having some way to exceed the top speed. A great WR won't run full tilt for the spot the ball is coming down and then stop. A great WR will slow down, distract the D, get into position, and try and make a high % catch. The QB knows this, and instead of just throwing the ball to the spot that the WR could run to if he went all out, the QB puts the ball into a spot that gives his man the best % to catch the ball. He gives the WR the chance to adjust to the ball.

Given the way that WRs (even at the low levels) instantly know to break off their route and run back to the QB on an underthrow makes me think that awareness isn't really required to make these adjustments early.

It has been a problem since the beginning of GLB1... the passing game and the coverage have never felt natural.
 
Galithor
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Originally posted by Time Trial
That's a lot of the "diving" catches. I think that there is a difference between the divey catches and the "I caught it, but fell down after" catches.

Balance won't help you if making the dive if the only way to get the ball.

Part of the problem with the sim (and this goes back to GLB1 as well), is that dots and bots were always trying to run as fast as they can. The problem with that, is that there is nothing left to give when a ball goes off target. The WR is running as fast as he can at all times, even if the route calls for a veteran quick/slow/quick movement. As a result, if the ball goes off target, the WR can't adjust to it without turning back or having some way to exceed the top speed. A great WR won't run full tilt for the spot the ball is coming down and then stop. A great WR will slow down, distract the D, get into position, and try and make a high % catch. The QB knows this, and instead of just throwing the ball to the spot that the WR could run to if he went all out, the QB puts the ball into a spot that gives his man the best % to catch the ball. He gives the WR the chance to adjust to the ball.

Given the way that WRs (even at the low levels) instantly know to break off their route and run back to the QB on an underthrow makes me think that awareness isn't really required to make these adjustments early.

It has been a problem since the beginning of GLB1... the passing game and the coverage have never felt natural.


Yeah, I get the diving catches, but I feel like when you're catching a pass on the very edge of your "dive/jump not required" catching radius, those catches have very difficult balance rolls.

I'm not arguing against balance being important for YAC purposes. I definitely believe it is. I'm just saying I think a guy with 100 balance probably still wouldn't completely eliminate the falling down catches. Also wouldn't surprise me at all if balance didn't figure heavily into the "how quick do you get back up?" roll.
 
notque
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I built a guy for it, and then never used the atts there because it's worth more to rush well. You'd call it a "broken build" except the rest of the atts do quite nicely running.

I expect at some point once I fill up the running atts I'll quickly run through the receiving ones.
 
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