Why Corner Routes are OP and how EA can fix it.
February 23, 2020 5:34PM
edited February 2020
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.
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 Coach_JohnMadden on
2
Howdy, Stranger!
Replies
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.
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.
Thanks
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
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.