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Interesting patch. Glad to see defense getting some attention.
Question for you, @EA_Aljo. Does stick tie-ups using the A button count as a net battle? I ask because it's one of the main tools I use when playing defense and was trying to figure out a build that would make net battles easier to win. Would this update mean that performing stick tie-ups would be more effective with the Bouncer x-factor? Also, are shoves in front of the net affected by Bouncer?
@SummerOfDekes wrote:Does stick tie-ups using the A button count as a net battle?
This is a good question. From my understanding, a net-battle is tied to holding Y/Triangle while engaging with an opponent at the net-front. But it's a good question to see if a stick tie-up also counts as a net battle.
@Treatmentworke66 wrote:
@internetg611Like I've said total control is a joke ,players using total control hardly get charging penalties
This is inaccurate. Players using total control do get charging penalties. If using total control seems like such a massive advantage to you, then maybe you should adopt that control scheme?
@phomi99 wrote:It's the current hitting mechanics unfortunately. I think we're stuck with this. It's either zero hitting or speed boost hitting. Why they changed it in the first place is beyond me but we're stuck this year.
I'm not a fan of the heat-seaking speed boost, but the overall change to hitting is refreshing. Making a big hit is satisfying. Once you get the timing behind your opponent's hitting strategy, they can be avoided much easier.
- Treatmentworke662 years agoSeasoned Ace@KidShowtime1867 That's what you say about the total control I say different ,and no I won't use total control because there is no feel of accomplishment in just pressing a button
- KidShowtime18672 years agoHero
@Treatmentworke66 wrote:
@KidShowtime1867That's what you say about the total control I say different ,and no I won't use total control because there is no feel of accomplishment in just pressing a buttonYou push a button for passing though. You flick UP on RS for a shot (one 'button' press). You push a button for poke check. You push a button for stick lift.
Previously, you held up on RS for a body check.
EA has changed it so that hitting is actually more than "just pressing a button"
For a shove, yes - press B/Circle. It's effective at knocking players off the puck and should not be expected to knock players down. of course, it shouldn't always be expected to knock a player off the puck either. There are a lot of variables at play such as body positioning, momentum and of course the attributes at play between any two given players.
For a shoulder check, hold B/Circle and release for a big hit. You need to time the release. You cannot just hold B/Circle and hope that your player magnetically transforms their path to magically hit the puck carrier as with previous years. You need to aim properly and time the release. Same goes for those using RS; flick it for a shove, hold down and then time the UP input while aiming the trajectory of your body using LS.
The same aforementioned variables are at play in these scenarios too. There's more to be taken into consideration when trying to lay a big hit than in previous years where your player would just magnetically suction the opponent into a hit using RS. It was a crutch that many players leaned on and now EA is asking players to time their hits instead.
We should appreciate the added complexity in hitting because it opens the game up against an opponent who spams it. I was in favor of the removal of the speed burst on the shove/shoulder check animations but it was clear many users were still reliant on the auto-aim that came with players that had big hitting attributes/X-Factors.
I'd like the speed burst to be toned down and any kind of auto-aim that's linked to higher hitting attributed to be lessened.
- BabyPuncher5252 years agoRising Vanguard
I feel nerfing truculence and the speed boost hitting was all that was needed to bring hitting in line with what people were asking for. Any sort of connection desparity between you and your opponents make timing based inputs a disaster for this sort of online game, why doesn't the hip check have some sort of timing aspect to its release? Why is the form of hitting that favors small speedy forward builds the most effective hitting mechanic in the game? Hitting is far from a good place with the new controls and the addition of the OP hipcheck this year, such a poor balance imo.
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