Originally posted by Galithor
The way to "fix" those turns is to have the CB face the WR instead of in towards the QB while backpedaling. I wonder what it will do to other routes though and how will the CB not watching the QB impact the awareness read on thrown balls? May end up trading better corner coverage for weaker In/Post route coverage.This takes us way back to my original suggestion to move the CB outside the WR so they can face both while backpedaling. They'd still be in the right facing to jump hook and other short routes, but wouldn't be at such a huge disadvantage when they have to turn as long as they identify which way to turn before doing so, ie. they'd never have to turn more than 180 degrees.
Originally posted by TxSteve
Example: http://glb2.warriorgeneral.com/game/replay/74620/3217374
If there was more room to run and the QB led the WR - easy TD
If the QB throws it sooner - easy TD
But instead - they run out of room - looks like the QB throws it late and low - and boom: possibly game saving INTIf you watch enough of Corner Threat and 4 WR Unders, it starts to get really obvious that it's the QB not throwing to the open WR or not throwing soon enough that stops the play, not anything the defense does. Blitzing actually becomes detrimental in some cases specifically because it forces the QB to throw fast and more likely at the same time the CB is turning.
Originally posted by Parab00n
Because it's easier to deflect a pass when you are trailing the WR than it is if you are on top of them. It doesn't make much sense, but b00n is right. Having about a yard of seperation between WR and CB seems to have higher PD rates. That's not to say you never get PD's when right on top of a guy, but it's much less likely. Maybe the sim doesn't roll PD chances since right on top of might be one pixel past or off to the side either of which the sim considers not in the path of the ball?