Originally posted by Mysterio
I doubt diving affects deflection rolls, that seems too logical for the sim. how often do you see a defender dive to deflect a pass
I've seen diving deflections graphically. I've seen both the WR and defender dive simultaneously and the play ended up with a deflected pass by the diving defender.
Diving supposedly affects tackling radius. Why wouldn't it work the same for pass defense? Vertical obviously has no impact on tackling since all ball carriers are on the same plane as a tackler. The ball in flight would need to be impactable from a vertical and horizontal perspective though. It wouldn't surprise me at all if diving and vertical could simply be boiled down to your players defensive "radius" on the horizontal and vertical axis.
An actual graphical dive or jump in the sim replay may very well just be "IF vertical/diving roll >= x% vertical/diving scale, THEN do graphical dive/jump ELSE do not do graphical dive/jump"
In which case, you wouldn't see more jumps or dives graphically as you increased the skill, but you would see your player impact more plays regardless by having that bigger radius.
All things that would be useful to know when trying to decide where to invest skill points. But hey, we've decided it's more fun to not really know what the hell we're doing when we spend a skill point
I doubt diving affects deflection rolls, that seems too logical for the sim. how often do you see a defender dive to deflect a pass
I've seen diving deflections graphically. I've seen both the WR and defender dive simultaneously and the play ended up with a deflected pass by the diving defender.
Diving supposedly affects tackling radius. Why wouldn't it work the same for pass defense? Vertical obviously has no impact on tackling since all ball carriers are on the same plane as a tackler. The ball in flight would need to be impactable from a vertical and horizontal perspective though. It wouldn't surprise me at all if diving and vertical could simply be boiled down to your players defensive "radius" on the horizontal and vertical axis.
An actual graphical dive or jump in the sim replay may very well just be "IF vertical/diving roll >= x% vertical/diving scale, THEN do graphical dive/jump ELSE do not do graphical dive/jump"
In which case, you wouldn't see more jumps or dives graphically as you increased the skill, but you would see your player impact more plays regardless by having that bigger radius.
All things that would be useful to know when trying to decide where to invest skill points. But hey, we've decided it's more fun to not really know what the hell we're doing when we spend a skill point

Edited by Galithor on Mar 2, 2015 11:42:17





























