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How to work on NFL defenses

 

However when I choose the example of Madden 24 Coins a quarterback like Sam Darnold and a young QB, whose “Read Defense” rating might have been low, then the information I get from them regarding who they think the primary receiver may be wildly wrong. The receiver is now vulnerable to poor readings by lower-rated QBs as well as the insanity of a new player who’s still figuring out how to work on NFL defenses. Do you have to trust their judgment? Should you try to invent and target an opponent? Should you modify your game plan if they often read the defense incorrectly?

The inputs at the LOS is optional which means you can play more freestyle and come up with your own readings and if you’d like to simulate the QB’s rating you can utilize this feature as often as you’d like. For those who compete the feature can be turned off.

While there could be specifics or versions of this concept that work better than the ones I’ve suggested but what I’d like to observe is the result of a game being more than just accuracy ratings. There’s more to being successful when it comes to QB than just the QB position than the accuracy you have. Madden has done not do anything to show this.

OS users IlluminatusUIUC shares his thoughts on the reason he is in favor of this idea, too I love this idea, because there are a few QBs (Goff or Ryan Fitzpatrick come to mind) who have a decent job understanding the play’s pre-snap, but are confused during the game. This would permit shady coverages to influence QBs in different ways according to their prior and post-snap predictions.

Hot routes are often those routes where the sim crowd as well as the sim-based crowd differ the most. But, I believe that the reason for this isn’t as much due to huge disagreement, but it’s because of the general control of users. The players (and sim crowds as well) are able to choose their bones by the variety of play options in the playbook. But in reality, what the user wants is specific combinations of routes that are difficult to find in basic playbook. CM Hooe would kill hot routes completely however, he could substitute hot routes (and alter audibles) by using new techniques.

Beginning with audibles. He presents a method in which there are two players to call in the huddle.

Shut down the audible system currently in use to the AWR rating, and adjust the play-call system according to. Change the current play call system to call two times in the huddle, the primary play call as well as an optional Kill / Can play call. By default the quarterback (user-controlled or not) will only have the option of switching between the play call that is default or that of the Kill / Can play call in the middle. In ideal scenarios, this system should also allow for formation shifts to be built into the main play call. A typical play would be Zebra (11 players) Gun empty Y-Trips Rt (original configuration) Shift to Gun Y-Trips Rt (shift call) or The Y-Stick (called play) can Zone to Read (Kill the play). QBs with higher AWR would have the option of hearing more audibles similar to the capabilities that exist in the present.

You can choose to hold RT while selecting the formation, and that would be the one you start out of, but it will shift once you are on the line. You could also be audible in the formation you are in, however you can select “on the move” audibles which would be specific to that particular play. For replacing hot routes instead of drawing the play out on the line as the current system, CM Hooe wants to connect the play to offensive systems



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