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Why Corner Routes are OP and how EA can fix it.

616rexfortis
118 posts Member
edited February 23
I've pinpointed why Corner Routes are OP and how EA can fix it.

I've been doing extensive testing and the Corner Route is invincible versus all Zone defenses (and all Zone adjustments) if the QB has more than four seconds to throw the ball. This explains why the top players do a lot of heavy blitzing because they fear the corner route, and it also explains why a lot of top players love to roll out their QBs to ensure they get that 4+ seconds. There are a few zone coverages that will cover it to the sideline but after the receiver reaches the sideline it glitches and the defender will suck down to the flat leaving the corner receiver wide open standing there next to the sideline which makes it OP especially versus QBs who roll out. I've tested this versus Soft Squat, Cloud Flat, Curl Flat, Hard flat, with an overload of LB and Safety assistance with the zones just mentioned and the defender ALWAYS drops down to the flat no matter what even if there's already a defender in the flat.

EA can fix this by simply making the defender remain with the stationary corner route receiver ESPECIALLY when there's already a defender in the flat, no reason to have 2 defenders in the flat.

...unless there's something I don't know to ensure the zone defender stays with the corner receiver. One could change a defender to M2M but that would only work if the offensive opponent uses the same receiver every time, good opponents mix up different receivers for their corner routes, and sometimes corner routes may burn a M2M defender so that's not a real solution either. Zone Defenses need a solution.
Post edited by 616rexfortis on

Replies

  • Is this on all-pro or all-madden? IMO it isn't as overpowered on all-madden.
  • 616rexfortis
    118 posts Member
    edited February 23
    Is this on all-pro or all-madden? IMO it isn't as overpowered on all-madden.

    MUT, where the real men play....as well as cheesers. If you're playing single player you won't have any problems because the AI doesn't know how to exploit it.
  • 616rexfortis
    118 posts Member
    edited February 24
    Interesting, during my initial tests, it was all done out of 3-3-5 Nickel, Dollar, and all the 4-3 formations, and no coverage would work, HOWEVER the exact same coverages out of 4-2-5 Nickel and 5-1-5 Dime Cover 4 defend it very well. Very strange, especially when the 4-2-5 Nickel formation is flipped to mimic a 4-3 on the half of the field being tested it still works just fine. In other words, the AI logic for the normal Nickel and Dime COVER-4 defend the corner routes just fine.

    edit: Neither on the 3-3-5 Wide. Cover-4 does not cover corner routes.
    edit: Neither on the Big Nickel Over-G. Cover-4 does not cover corner routes.
    edit: Neither on the Quarter formation. Cover-4 does not cover corner routes.
    edit: The 3-4 ODD Cover 4 Show 2 Defends the Corner route decently BUT the middle LB doesn't cover the flat like the Cover-4 Nickel and Dime which is a big plus with rolling QBs. The coverages are also a bit different with the OLBs using curl flat with the 3-4 as opposed to Quarter Flats for the nickel/Dime DB equivalents.
    edit: All the other 3-4 formations Cover-4 do NOT cover corner routes.
    edit: 3-4 SKY does cover it.
    Post edited by 616rexfortis on
  • 616rexfortis
    118 posts Member
    edited February 24
    Okay, now I'm REALLY baffled. The normal Dime and Nickel Cover 4 did indeed cover the corner route well, but then I restarted the game, went back and tried it again and now it does NOT work all AND I tested it with the same teams. holy smokes. It looks like the only thing is the 3-4 ODD Cover 4 Show 2 and the all 3-4 formations 3-4 SKY.
  • The Dollar 3-2-6 - Cover 3 Lock shuts down the corner routes on the M2M side.
  • Quick question, so if I'm playing an online game H2H if I change the settings from All-Madden to All Pro that'll change the game play? How does this effect the overall game play?

    Thanks
  • Is this on all-pro or all-madden? IMO it isn't as overpowered on all-madden.

    MUT, where the real men play....as well as cheesers. If you're playing single player you won't have any problems because the AI doesn't know how to exploit it.

    OK, but there are other online game modes -- even within MUT there are some things that play on all-pro and some on all-madden (draft champions if I'm not mistaken). The way the AI reacts is night and day in all-pro vs. all-madden
  • Actually, the way EA fixes this-- and 80 % of everything else-- is by making the players play as their ratings say they should play. EA has a "play recognition" rating (which I am certain does absolutely nothing other than artificially inflates ratings). If this rating actually meant something, then the AI will recognize the play after seeing it over and over again.

    If the game played to its rating and the WR has a low route running rating, then he won't sell the route to the DB.

    Until the game game can implement this, there will always be things like this.
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