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southpaw86's avatar
southpaw86
Seasoned Scout
3 years ago

Re: Auto assists in multiplayer

@EA_Aljo Yeah the pass assist is actually insanely useful as I’ve turned that meter to zero and learned how bad my passes can be sometimes haha. That said, cranked to 100 your ability to bank pass is pretty rough. I think an addition to these sliders even would be sweet. Getting dragged into a bad pass kills me. Good way to take an injury, we call it the suicide pass I’m not sure if there’s a community lingo on that one haha.

9 Replies

  • EA_Aljo's avatar
    EA_Aljo
    Icon for Community Manager rankCommunity Manager
    3 years ago

    @southpaw86 wrote:
    @EA_Aljo Yeah the pass assist is actually insanely useful as I’ve turned that meter to zero and learned how bad my passes can be sometimes haha. That said, cranked to 100 your ability to bank pass is pretty rough. I think an addition to these sliders even would be sweet. Getting dragged into a bad pass kills me. Good way to take an injury, we call it the suicide pass I’m not sure if there’s a community lingo on that one haha.

    It's definitely community lingo. I've always heard them as "sui-ees". I'm completely making up that spelling, but you probably get the idea. You definitely don't want to be known as that guy getting your teammates flattened with making a lot of these passes. You always have to be aware of your teammates coverage. Especially as a D man.

    I haven't had to hard a time banking passes, but normally I'm saucing them off the boards. Which, I think is easier than banking a regular pass off the boards due to assist being at 100 as you mentioned.

  • southpaw86's avatar
    southpaw86
    Seasoned Scout
    3 years ago
    @EA_Aljo Agreed, the sauce has come a long way and probably the best way to get your pass up aside from a slammer to the boards from behind the net if you got a smart winger ready to go. Honestly for anyone reading and interested in avoiding having your guy get pulled into passes to the blue line, honing your sauce skills is key. Same with slowing the hell down. I see a lot of teams chasing to get behind the defence. It works when you’re playing lesser skilled teams who don’t know how to properly utilize their strategy settings for cpu. But if you’re playing a 6, or guys just like my team who love opponents like this. Slow down, less is more. Dekes, passes, shots, manoeuvring only get better the more energy you have, and the slower you’re moving. Automated actions are part of the game but not necessarily impossible to work around.
  • EA_Aljo's avatar
    EA_Aljo
    Icon for Community Manager rankCommunity Manager
    3 years ago

    @southpaw86 

    I love doing the slapper from behind my own net to a winger on the boards. In many instances, they won't try to get behind defenders, but will make a quick or one-touch pass to a teammate in the NZ. In most cases, there's a defender looking to step up on the winger on the boards so making a quick pass gets the puck out of danger and leaves a defender out of the play.

    That's good advice about slowing down. Being in a glide also raises your accuracy with passes along with putting the puck on your forehand. As you mentioned though, conserving energy is always good. When your energy drops, it lowers your stats overall so best to use hustle when you need it the most.

  • southpaw86's avatar
    southpaw86
    Seasoned Scout
    3 years ago
    @EA_Aljo This year I find utilizing either the force deke up the boards, or even the reverse hit absolutely nasty moves for pushing yourself into the zone if a pass isn’t there. The deke, even if you take the body, you’ve pushed it in and got it right there for your C to keep pushing.

    Now the reverse hit seems to do a lot more than what it says in its name. I knew it was there but never really utilized it until a cpu dominated my Headman in hut with no abilities on the specific player, and my headman is a truculent beast. Blown away.. since then I’ve been really working on nailing the timing. Yesterday actually in a chel game I had received the puck in the offensive corner but was pretty much trapped. Tapped x for a potential reverse hit but instead reversed his tie up to the boards where then my teammate snuck in for the puck and into the wrap. Unreal I absolutely dig this move.

    You definitely want higher strength to pull it off or utilize the ram ability as I find the best way to utilize abilities this year on any build is towards puck control over shot or pass abilities. Sure you got guys with close quarters or truculence in abundance, but if you’re built like a wall of strength and puck control those guys are utterly useless.
  • EA_Aljo's avatar
    EA_Aljo
    Icon for Community Manager rankCommunity Manager
    3 years ago

    @southpaw86 

    I gotta start using the reverse hit. It's just a new-ish move that I haven't gotten used to. It's gaining popularity. My EASHL club went up another team that utilized this really well. Definitely something I need to put some time in to learning. I play D so I don't think it'll come in as handy being a forward, but it will have its moments. I play quite a bit of HUT so there are opportunities for it there of course.


    That's awesome about reversing the pin. I actually didn't know you could do that. For sure gonna need to give that a try.

    It would be great to see LB added as a cancel shot button. I know the team is aware of this also. While it seems like it's something easy to add, it's one of those things that's easier said than done. For example, if you want to cancel a one timer while the puck is on the way, like holding up for a one-timer or hitting pass for a one-touch pass, you'd end up going in to a shot block animation. If you're in possession of the puck, it's also the deke modifier so these conditions have to be accounted for. Which, adds to the overall complexity of adding what seems like a simple feature. 

  • southpaw86's avatar
    southpaw86
    Seasoned Scout
    3 years ago
    @EA_Aljo Same I’m usually running the defence so throwing it into chel over hut is a bit more challenging. Best use I found so far with a defender is we like to run blue line drop pass plays. It’s only so good until they start to catch onto it. But now, we intentionally get you used to it, then abandon that play for the rest of the period let’s say. When we start running it again ( I utilize the ram 100%) and when they go to challenge I time the x. Even if you don’t hit em you catch your balance and he’s long gone.

    It was only a week or two ago I got reverse hit in hut and was like damn I need that. With the lack of stick lift this year as it’s a major penalty catcher, it’s nice to have something new to add to the table.
  • EA_Aljo's avatar
    EA_Aljo
    Icon for Community Manager rankCommunity Manager
    3 years ago

    @southpaw86 wrote:
    @EA_Aljo Same I’m usually running the defence so throwing it into chel over hut is a bit more challenging. Best use I found so far with a defender is we like to run blue line drop pass plays. It’s only so good until they start to catch onto it. But now, we intentionally get you used to it, then abandon that play for the rest of the period let’s say. When we start running it again ( I utilize the ram 100%) and when they go to challenge I time the x. Even if you don’t hit em you catch your balance and he’s long gone.

    It was only a week or two ago I got reverse hit in hut and was like damn I need that. With the lack of stick lift this year as it’s a major penalty catcher, it’s nice to have something new to add to the table.

    I'm definitely going to have to spend some time practicing it. It's one of those things I just keep forgetting to try out, but I'm sure would become habit. I'm glad you're finding it useful!

  • I wish it could be more optional, to choose if you wanna go with assist or not.

    And that the meta was build around, the less assist you go, the better you go. (the learning curve becomes more extended and more levels of skill-gap)... And variation of skill. 

    If you are new to the game, best advice would be to start off easy, with a lot of assist, which would give your game a closer feeling and look of arcade.

    Meanwhile thoose that practice hard and learn how to master the game without so much auto-pilot would be rewarded with much more dynamical set ups, more close to a real hockey simulation experience.

    The goal should be to create a game were the elite is the onces taking no help from the game meanwhile the newbies go more easy with more assist (help).

    I dont think thats the case today, that the elite players go with 0 passing assist for example.

    Cause even if you master it really good, I still dont think it gives you more advantage playing against an opponent with 100% passing assist.

    Taking assist should not outrival less-assist. If two -exactly- as skilled players was matched up. 

  • hiperay's avatar
    hiperay
    New Ace
    3 years ago

    @Sega82mega i do think I agree with this. Think of something in ranked clubs where the higher the division you are in, the lower the assist values. All of a sudden your club is div 1 and you are now playing with 0 pass assist, manual one timers and stick check aiming and it is all on you and your team to aim your passes and actually time your shots and checks more. Now if you are playing a lower div club, the assists would match whoever is lower so good clubs wouldn’t be at a disadvantage A good similarity to this would be MLB where the higher your ranked score, the tougher the hitting and pitching difficulty.

    @EA_Aljo 

    “If you're in possession of the puck, it's also the deke modifier”

     
    As a side note, that deke modifier needs better tracking assist at being able to get around defenders if we don’t go the manual everything route. It’s frustrating when you make a deke around an oncoming checker or over their stick using the flip pass deke just to have it bounce off their legs or stick because their guys stick is where it is due to his skating behaviors and it “just so happens” to be there as he is running at you full speed…the game should be able to recognize that I need to get this puck a little higher when I flip pass it or the angle needs to be wider when I one touch deke to compensate for the hit.

    This would however be null and void though with something like manual body and stick checks like mentioned above though. 

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