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right analog stick + L2 button: manual off the ball system,

Amateur

Registered User
@ Konami

Quite a few people have complained about the new off the ball system, because it is uncomfortable to simultaneously determine (1st) the direction in which the player runs without the ball and (2nd) the direction of the pass.

I just want to ask, is it not possible to use the pressure sensitive L2 button in order to determine the off the ball movement?

On paper, it sounds like a very good solution.

1st -- Direct the right analog stick in order to identify your target, once you identity the target, press the right analog stick in order to actually select the target.

2nd -- After selecting the target, direct the right analog stick in any direction in order to determine the direction of the movement, after indicating a direction of movement, quickly release the right analog stick.

3rd -- Press the pressure sensitive L2 button in order to determine the speed at which the selected target moves through space, in accordance to the preset direction; not pressing the L2 button would mean that the selected target will not move; slightly pressing the L2 button would mean that the selected target will move at slow pace; pressing the L2 button half way would mean that the selected target will move at medium pace; and pressing the L2 button to its full capacity would mean that the selected target will run at full speed.

4th -- It would also be possible to simultaneously direct the right analog stick and press the L2 button; though after releasing the right analog stick, the L2 button would determine movement towards the preset direction.

Such a control scheme would make it much more comfortable to determine off the ball movement when the ball carrier is under pressure, pressing the L2 button has nothing to do with direction and therefore would not interfere with the direction of the pass and with the direction in which the ball carrier dribbles with the ball.

In addition to being much more comfortable to use, it would also offer more control over the selected target, since it gives the user manual control over when the selected target stops running, if the selected target is running slowly, if the selected target is running at full speed, etc, etc. It adds another layer of depth and freedom to the game, yet simplifies the procedure.
 
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