TheAdmiral wrote:
As everyone (including me) has said all through this process, medium and deep passing needs to be improved.
You also make things up to support inaccurate arguments, while constantly suggesting that everything works great for those who are just willing to try harder.
TheAdmiral wrote:
All I've done here is say that asking for drops to be reduced isn't necessarily going to lead to am improved catch %. A 'drop' is just a way of describing an incomplete pass.
This is not true. A "drop" is a "drop," based on outdated coding that was designed to nerf explosive passing attacks.
TheAdmiral wrote:
My point is pass completion% needs to improve. Drops are irrelevant in the grand scheme.
Completion percentage needs to improve? No ****. Some of us were making this point before 4.6 launched, when you were singing a very different tune.
Guess what: If some of the drops are caught, the completion percentage will go up. It is frankly stupid in this context to say drops are irrelevant.
TheAdmiral wrote:
The point of throwing the deep ball is the risk/reward of doing so. At the moment there's not enough reward to justify trying.
What do you think this thread is about? I will once again refer you to the first post: Reduce drops and sacks, and the risk/reward balance will improve. At the moment, there is
no reward, and severe risk.
TheAdmiral wrote:
He won't want the game to go back to the turnstile TD game you all crave, where speed is all that matters.
You know what I crave? For you to stop spewing this bullshit.
Nobody wants Madden arcade stats, nobody wants speed to be the only thing that matters, and nobody is asking for those things. It is ironic that when somebody points out how wrong you are, your instinct is to assume they must be intellectually inferior.