Who is everybody running at oline. When trying to run the ball the dline just insta sheds them. Anybody standout to you in the run game for blocking?
Mixing it up seems to work best for me...run commit if very powerful...when my opponent locks in on my running (I run a lot) and starts to run commit things go sideways quick. I do think O line matters, but for me trying to be slightly unpredictable has helped more.
OL does/means nothing. Don't waste the coin.
Ok lisen closely, the defence gets quicker blocksheds when you hold the boost. Try not boosting until you get past the linebackers. It makes a huge difference..
Caine57 said:Ok lisen closely, the defence gets quicker blocksheds when you hold the boost. Try not boosting until you get past the linebackers. It makes a huge difference..
Is there a football reason for this? This sounds like some arcane MUT knowledge right here.
Caine57 said:Ok lisen closely, the defence gets quicker blocksheds when you hold the boost. Try not boosting until you get past the linebackers. It makes a huge difference..
That’s works the best for me. Gotta be a little patient for the block to develop then hit the boost.
Caine57 said:Ok lisen closely, the defence gets quicker blocksheds when you hold the boost. Try not boosting until you get past the linebackers. It makes a huge difference..
this 100%
phatalerror said:Is there a football reason for this? This sounds like some arcane MUT knowledge right here.
Basically when you sprint it is assumed you're in space so the game disengages and starts looking for it's next block higher up the field. Sprinting is coded to basically command okay we're off, look for your next block
Deeeco said:Basically when you sprint it is assumed you're in space so the game disengages and starts looking for it's next block higher up the field. Sprinting is coded to basically command okay we're off, look for your next block
That's funny, because I have unengaged lead blockers on a sprint toward the endzone that ignore defenders in space entirely. I guess this would make sense if in fact it were possible for my ball carrier to get to the line of scrimmage a second after the snap.
Thanks for your response, by the way. I’ll adjust my timing on sprinting, but some of the AI coding really is so counter-intuitive.
Reason: Gratitude
Mindham86 said:Who is everybody running at oline. When trying to run the ball the dline just insta sheds them. Anybody standout to you in the run game for blocking?
LT: Trent Williams (90)
LG: Landon Dickerson (90)
C: Creed Humphrey (89)
RG: Will Shields (90)
RT: Abraham Lucas (90)
For the run game, I prefer blocking/possession TEs. I'm currently using Kittle (90) and maxed out Martellus Bennett (91).
rimbaud76 said:LT: Trent Williams (90)
LG: Landon Dickerson (90)
C: Creed Humphrey (89)
RG: Will Shields (90)
RT: Abraham Lucas (90)
For the run game, I prefer blocking/possession TEs. I'm currently using Kittle (90) and maxed out Martellus Bennett (91).
I've been looking at that Trent Williams. I've got S2 Tyron smith and he is getting beat like a saloon door. I will probably pull the trigger on williams and hope will the new content this week his price drops
Mindham86 said:Who is everybody running at oline. When trying to run the ball the dline just insta sheds them. Anybody standout to you in the run game for blocking?
MF Trent Williams
MF Landon Dickerson (Supers)
Legends Kevin Mawae
GG Kevin Zeitler
TB Jordan Mailata
I’m running a Commanders/Eagles/Lions theme team with Pave the Way (Rare) and 9/9 Supers chem on top of the Supers Motivator from Randy Moss. My LT and LG get 90 STR, and they’re pretty stout in the passing game. This line does not get into position well on screen plays or pull block plays. My run blocking is otherwise hit or miss: I can gash a defense that doesn’t run commit, but at this point the career MUT gamers have squads they know how to position so that the offensive blocking AI will block the wrong drfenders, and so they don’t need to run commit when four defenders can effectively do the job of six.