Marauders -> RE: My condensed suggestions for future updates (8/24/2006 9:25:58 PM)
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quote:
dreamtheatervt stated: Flipping the play presnap doesn't do much good because I won't know which side is the strong side until they line up. I was hoping a "quick flip" would be available so I can have my front aligned properly, along with any stunts being run to the side I want them run. Before release, there was a thread about this on the board. I stated that the ability to have the defense see the offensive play was needed for similar reasons as you state. It was too late to do much about it though, and some community members didn't understand what the fuss was about. There has always been a debate about what the defense would know prior to the snap, and both sides have valid points. When I joined the beta team, I asked David if he could show the offensive personnel to the defense, and he thought it was a good idea. He added it to the game for Release 3. It isn't quite as nice as seeing the actual formation, but a defensive coordinator wouldn't know that anyway. There is a problem that plays are not set to weak and strong side but to left and right instead. This can create some mismatch problems if a defense shades one way or has to go against a side flooded by the offense. The ability to have four defensive audibles set will help combat that more than having a quick flip, as a flip would likely have more players out of position on the snap. The improved defensive logic commands will allow much better man coverage that before. DB's and linebacks can line up on receivers and cover them. They can either cover the closest receiver or be assigned to specific receiver positions (WR1, TE, HB, ...) when creating the play. It isn't perfect, but coaching never is. It does make the selection of audibles important, as those will be the fall back plays in case the coordinator guesses wrong.
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