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I don't necessarily want a different outcome on the play. Just better animation. If the die roll says the juke move was successful and my defender is coming in from a 45 degree angle, fire a "whiff" animation instead of a "stops dead in his tracks" animation.
And realistically here, we're talking about two separate "moves" completely, based on the angle the defender is coming in on:
Juke Move (head on, <30 degree angle) :
- Ball Carrier - Juke Move Animation
- Defender - Pull up Animation
Side-Step Move (coming from > 30 degree angle):
- Ball carrier - Side Step Animation
- Defender - Whiff Animation
Ultimately, a Juke is a fake, and you're simply not going to fake a defender out by pretending you're going to dodge to the side they are coming in from (any ball carrier trying that is going to get creamed), hence the side-step move for when the defender is coming in from the outside.
Perfectly fine if they are both controlled by the same Juke Move stat, but just because it's called "Juke Move" it doesn't mean we have to see that weird stops in his tracks animations when a defender is coming in from one side.
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