[Q] wrote:... because the CPU feels a few steps quicker.
I noticed this on inbound plays. I would attempt to start moving my player only to see the cpu defender react before any animation kicked in. It didn't happen every time, but when you experience something like that, you know there is something under the hood that needs to be addressed.
I want to clarify that it isn't truly about control, but more responsiveness. They tried to give us control one time and we all know how that turned out. The quicker the game responds to button presses, the better, imo. Providing that the animation is within context of the situation physically. I don't mind having response a bit hindered during collision animations as long as there is a way to adapt or adjust during it. I don't want to see players going 0 to 100 just because the animation plays out like that, but I do want to have players react quicker when using the sprint modifier.
The problem with double tapping is the developers have to program in a wait period for the second button tap to register the command, which results in a delay or less responsiveness. I'd rather see combo button presses or another modifier button.
For the contextual ball handler animations, I would just like to be able to cancel it quicker with the turbo button or even initiate it with another type of control. Since it's a long animation, maybe holding the right stick in one direction could give you different animations as you bring the ball up.