Originally posted by Aeir
Pump Fake only affects defenders in zone coverage.
Head Fake only affects defenders in man coverage.
What I'm saying doesn't really hold water, it's just me spewing forth illogical assumptions about man awareness effecting the effectiveness of the pass defense, while in zone coverage.
The issue about Man Base is that however many WRs there are, there are 1 defender to cover them each...and the rest fall into a zone. (this is where pump fake can look like it's affecting man defenders)
So when you have a 4WR pass play, and a 6DB coverage scheme, the 4WRs each get covered in man to man coverage by 1 player and the rest of the defenders drop off into a zone. Which since it's a man-based coverage shouldn't be the case...they should all be in man to man, even if a WR has 2 defenders on him.
They also suck because they aren't typically made for a zone...if the DC calls a man base DHere's a ROLB in zone coverage eating a pump fake, and then a headfake for his troubles, after the initial stun wears off.
http://glb2.warriorgeneral.com/game/replay/127493/2335451Based off the tool tip, it can be assumed zone aware also defends the head fake and other elusive checks while in cover tech mode (tracking). So essentially zone coverage defenses have 2 ways to get F-'ed instead of 1. A huge disadvantage to a scheme that people already feel like is behind to start.
I think WG should nerf the stun on coverage fakes to a speed reduction, or a snare, rather than a flat out disable/stun. At higher tiers with as little as 40-50 pass power there's no way for a defender to re-accelerate or recover from such a drastic lost check. Passing is already so strong and there's too few plays where QB's are looking further into checkdowns and throwing to hot routes. If they don't want to nerf passing, this would be a good start.