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Sgt_Sparrowhawk's avatar
2 years ago

Pass Rush Issues - Mega Thread

Reposting as posted in wrong forum

Some features of the pass rush have been mentioned at length in lots of places online. But I would like to highlight some particular issues in what we see.

1. Mentioned previously, the pass rush seems to be aiming for a point too high in the pocket, frequently shedding inside and not getting any depth, meaning it can be quite easy to escape.

2. In CFM, we of course can reduce the pass block slider. However this appears to have the same issue, as if the slider is reduced enough to see a "super win" only one animation plays out. This animation will involve even a finesse rusher bowling over a power blocking tackle (it can of course be interior as well, but edge pressure is the main issue with the game). I don't think it is enjoyable seeing the same bull rush animation repeated, especially by players who wouldn't be able to do so, vs a blocker who is specifically made to protect against that.

3. I think there needs to be far more aggression in the pass rusher, particularly on the edge. If I pass commit, they should open immediately with a move. Successful or not, they should try it. If I see them try and rush around the edge and the tackle goes all the way, sending them right behind me then that would be perfect. In Madden 17/18, the aggressive pass rush would be exactly that. The pocket would form and they would be fast to use moves, wanting to get home. The pass rush seems static and contributes to the massive scorelines we are seeing in all game modes. If I pass commit, I don't really want to see the player have any pass rush moves the next snap as they exhausted them the play before.

4. Pass commit probably should be handled differently. Instead of the linebackers crawling, have the Pass rush do exactly that. Out of their rush lanes, ignoring the ball carrier (as they would be assuming a PA and attacking the QB - unless high Play Rec), very susceptible to a draw as they are out of their run fits.

5. Despite all of the above, the interior rush can split double teams with impunity. Can a double team have more effectiveness?

6. The pass blockers still don't look for work enough. If I scramble, they should be scrambling with me. Have the linemen get fatigued if I'm scrambling a lot. It's a good gameplay balancer and Sim to real life. But they should be looking to help when I scramble.

7. Finally, this is more of a personal gripe. But there is a shed timer that runs out if the play goes too long. I could have a very low rated player against a high rated player and they would eventually get the "OLE" animation where they look like a bull fighter, pull the blocker forward and run free. If they aren't good enough to get by then have them constantly stone walled, even if for a massive time frame.

 

6 Replies

  • @Sgt_Sparrowhawk Update after patch.

    Edge rushers still dont actually get any sort of pressure. They do at least get sent wider now which is better. but they don't look like a pass rush threat. the only pass rush had is from average DTs splitting double teams, forcing a roll out and then the edge rusher sometimes can mop up. Please help the edge rushers aggression. they need to want to power through the tackles or run around the edge. as long as they are actively trying to get around the tackles and the tackles are actively moving to stop them.


    Also, they still dont use their pass rush moves. please. I dont want to see Von Miller have 5 pass rush points for an entire drive whilst I'm pass committing every play in a desperate bid for some pressure. Even if the fix is to make a pass commit so much powerful and guarantee a rush animation immediately (something the modding crowd on PC did for recent maddens as a standard)
  • Sgt_Sparrowhawk's avatar
    Sgt_Sparrowhawk
    2 years ago
    @Sgt_Sparrowhawk It has been a couple of weeks since the last patch and I would like to update this thread.

    I still think that there is not enough edge pressure. In the first 2 weeks of the NFL season, we have seen so much heat come from the edge, not to mention again, literally the biggest story of the NFL season coming from and edge rush win.

    On top of this, there is an issue where the double teams still get split far too often. Watching Q Nelson and Kelly on the colts get split incessantly by a low ovr player is far too frequent.

    A personal gripe of mine is that the players don't go for a strip actively, meaning that none of the sack breaking animations trigger. break sack rating needs to matter more
  • Sgt_Sparrowhawk's avatar
    Sgt_Sparrowhawk
    2 years ago
    @Sgt_Sparrowhawk Final update with the prayers up that this is a thread that has been seen and will be implemented. This may already be a feature of things but let me post anyway.
    The pass block slider should be split for interior vs exterior pass blocking. Be easier to make the tackles play worse to get an edge rush of some kind but is putting a plaster on an issue.

    Another thing to consider. Play Rec attribute. Does this influence how early into a rep the player will perform a move? This can then be offset by pass committing, with the play rec attribute being the modifier on how early the player recognises the guess is wrong and plays the run.

    Please action at least something from this thread to give us an outside pass rush of NFL calibre
  • Sgt_Sparrowhawk's avatar
    Sgt_Sparrowhawk
    2 years ago
    @Sgt_Sparrowhawk I give up. just gonna trade my edge rushers. They're literally the most impactful position in football right now and you got them playing like children.
  • I agree.  I have Played a couple of Seasons and have George Karlaftis as a DE.  When he switches to RDT he kills interior linemen and is breaking the sack record but I have two other DEs in the 90's that can't get half the sacks.  Seems like an adjustment needs to be made.