When I refer to "strong side" below, I am refering to RL, in game I simulate strong side by assuming the offense's strong side is the right side. Sam and Will are OLB's in game, Mike is middle LB.
1) It's a pain to get to plays in the PDS because there are so many plays crammed in one folder. It takes forever to scroll through them because the scrolling is choppy b/c there are too many plays. I've said it before, and I'll keep saying it until it happens or I give up on this game, but we need better sorting of plays (FOLDERS) in game ASAP. I don't think I'm willing to wait for 3.0 for this.
2) The defense is completely undermatched in terms of using the PDS. I will break this into several points.
a) The defense as is a pre-snap crap-shoot at what the offense is going to do. This is giving me headaches with the LB corps, as their inability to use zone effectively is KILLING me. I've encounted problems trying to set up a basic cover 3 defense from a 43, it's the starting point for almost all defenses. The CB's have outside deep 1/3, FS middle deep 1/3, SS has strong side flat, Sam has the strong side hook, Mike has the weak side hook, and Will has the weak flat. Will becomes the problem in the game. There is no way for him to diagnose run/pass, and respond appropriately. I either have to have him sprint to his zone, which will run him out of the play most of the time, or I can have him "Key on" a RB, in which case he has no pass responsibility (more on this later). Defense is not about guessing what the offense is going to do presnap and obeying instructions blindly, its either a "read and react" mentality or an "attack" mentality, and you need to be able to do both. Right now only "attack" works. Players are HORRIBLE at reading plays, you have to give them a run stopping assignment or a pass stopping assignment. This is particularly a problem for LB's, who need to play both. It KILLS the defense. You can't have a LB check for the run, then drop into a zone. It's one or the other. I included a screen shot of the cover 3 defense just in case anybody needs a picture.
b) Zone defenders are very unrelyable, particularly in deep zones. Big plays in the passing game usually occur on blown assignments or botched M2M coverage. In my experience in this game, a CB in M2M will shut down fly, flag, and deep fade routes much more often than a CB playing cover 3, in which the CB is giving up deep pass after deep pass. I even made a CB with 99 in all attributes just to make sure that it wasn't a personel problem. Still had tons of passes completed on him when he was in zone. In real life, zone defenses are more common because they have two advantages over M2M: 1) Zone defenders play the run better than M2M defenders because its easier to diagnose plays (in Max-FB, zone defenses seem to be less effective against the run), which in turn leads to 2) neutralizes talent mismatches by playing an area while reading the routes in front of them and the drop of the QB. The second one isn't something I expect to be seen in a video game. Point being zone coverage AI and ability needs to be beefed up.
c) "Key on" vs "M2M". I know I brought this up before, but it bears repeating. Key on works great for running plays, but on passing plays, the LB's will ignore the back they were keying on if they go down field. It's almost like their mind says "its not a running play, so I'll just stand here because I have no pass responsibility". Which leads to the question, "Why not just use M2M?" The answer to that is that leads to other problems, like making it easy for blockers to get angles because the LB is lining up on the RB. If I want to use the OLB's to cover the RB's, and the offense is in an I formation, all the backers 3 backers are lined up over the center. That makes for great blocking angles for the offense, and horrible pursuit angles for the defense. That's why you don't see it in real life.
The main point of point 2 is I don't like the "guess-work", because that's not football. If I was into guessing, I'd play the lottery. I don't want to hear the "you can't defend everything" arguement either, because that's not what this is about. It's about being able to run an effective defense, which I feel I can't do as is.
I don't like feeling limited to M2M, and then having the problem of having to choose between two flawed options for the RB's, a "Key on" that ignores passing plays and a "M2M" option that presents its own set of problems mentioned above. I know I'm going to get the standard responses I always get when I bring things up - along the lines I'm doing something wrong. If I am doing something wrong, then tell me what it is. If you agree with my observations, please pipe up.
I expect to "dumb down" my football knowledge for any football game as I realize that no game could possibly match my knowlegde from a software engineering point of view, but I don't feel like I should have to dumb it down as far I feel I have to get something out of this game.
Minor complaint: Lob passes seem to still be fired pretty hard.
Summary: On offense: FB-Max PDS > FBPro 98
On defense: FB-Max PDS < FBPro 98
I need a more intelligent defense!!!!!!!!



