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Old 11-27-2010, 08:50 AM
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the french guy the french guy is offline
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Location: south west of France, Europe
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IN passing simulation, you have to keep an eye on defense. You can't count on your own skills to complete passes. On ttqb, you can pass the ball no matter (it's not completly true, but you see what I mean) the pressure defense is putting on the receiver. With passing simulation, as Dre stated, you have to see and analyze what can happen, because a pass attempt is not just a result of incompletion or completion. It can be intercepted, not only because of the QB mistake (like with TTQB) but also because of the defense live reaction to the offense strategy.

Having you WR between defense and the ball marker is the key. On defense, that brings a very exciting game. You need to cover the receivers BUT also think about 1) interception 2) the flags you can create on intereception attempts.

Passing simulation really devellops that aspect of the real game. Coverage, interception, receiving situations flags.

I love that system for that. On defense, it brings a more active way of playing. On offense, you think about twice before you make a pass attempt.

Quote:
thats why i like the 2 second rule to throw.It causes ow to make a good or bad decision.
Yes, it's definitly one feature you NEED to use with passing simulation systems. Personaly, board is OFF = offense has to decide directly. 0-1second maximum.

Passing simulation is also a way to play very fast.


Quote:
) Using 3 stops which has been excellent to help teach the game of football. Basically for passing we have to declare the receiver and then they can place the stick wherever.

Do you think you'll keep these 3 stops in the future, finally ? Does it not making the game too "heavy" and choppy ?

Last edited by the french guy : 11-27-2010 at 08:59 AM.
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