@jimmo52 wrote:
@KidShowtime1867 Again, I understand all the tips that you gave out.
But in the end, isn't true that it's better to leave the defender between a cross crease as a cpu for the higher chances of interception.
I would say that a CPU defender on a 2-on-1 is a gamble. The A.I. is unpredictable sometimes - especially when it comes to defensive coverage.
I'd much prefer taking control of that defender. I'm very confident when I'm defending 2-on-1's because I've had a lot of success in finding passing lanes, feathering my skating and ensuring the probability that i disrupt the play is high.... but it's NEVER guaranteed.
Passes will seemingly go 'through' me from time to time, only for me to assess things afterwords and notice where I screwed up. In the moment, I'm angry and thinking 'man.. this f'ing game sometimes...' but more often than not, if a pass has gone 'through' me, it's a mistake I made.
@jimmo52 wrote:
@KidShowtime1867 Again, I understand all the tips that you gave out.
Problem with online games is that with delays, it is not easy to feather the left stick as you will see a delay in the movement of your defender.
In a peer-to-peer situation, such as Online Versus Play, the delay you are experiencing will also be experienced by your opponent. That's just kinda the nature of p2p connections.
In a client-server scenario (such as HUT/WoC) - there's definitely a chance that your movements are delayed. That's why it's important to take note of your ping. Anything above 50ms is going to result in you adjusting your gameplay to more of an anticipatory type of playstyle, which can be incredibly frustrating but is playable.
I don't deny that latency plays a role in what we perceive should've happened versus the outcomes we encounter. It would be awesome if the 'netcode' was streamlined to improve connection quality and lower latency. I'm no expert in that particular field though so I wouldn't even know where to begin to analyze potential changes/solutions there.