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  • #16
    Originally posted by DenverBlood
    Lol it really shouldn't be that drastic. That's absurd to say get used to it. That's not how EA intended the game to turn out.

    2-3 penalties that can alter the outcome are fine. But 10-15? That's absurd. Especially if it's short quarters. We do 10 minute quarters so 10-15 penalties on a team wouldn't be too unrealistic. But it's still not that drastic. And would severely slow down the game.

    I'd have to check my sliders. I may have drastically lowered ours after how upset people were in season one. We like the new feature hot when its exaggerated.

    Last night in my game, I was moving the ball, I'd get to field goal range and then I'd get 2-3 holding penalties in a row, then it would be 3rd and 30 and I'd have to try and force the ball...Final score ended up like 53-13, worst I've played in forever and I was in scoring range almost every drive, but every single drive stalled out due to penalties and I ended up only scoring 13.
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    • #17
      Originally posted by Freyaka
      Last night in my game, I was moving the ball, I'd get to field goal range and then I'd get 2-3 holding penalties in a row, then it would be 3rd and 30 and I'd have to try and force the ball...Final score ended up like 53-13, worst I've played in forever and I was in scoring range almost every drive, but every single drive stalled out due to penalties and I ended up only scoring 13.
      That's ridiculous. Come to the dark side. I listen to my league members.
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      • #18
        Originally posted by DenverBlood
        That's ridiculous. Come to the dark side. I listen to my league members.
        If I had an Xbox one I would...That's not likely to happen anytime soon so...
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        • #19
          Originally posted by Freyaka
          If I had an Xbox one I would...That's not likely to happen anytime soon so...
          I've been having some odd glitches with my bone lately. Controllers keep losing connection temporarily. And last night the kinect didn't kick on for like 5 minutes after I booted it up. Which I could care less about the kinect other than it turns on my tv and surround sound. But just the glitch concerns me about the whole console. I absolutely love it. But I'm not going to lie. If it crashes I would seriously consider replacing it with a PS4.

          Only problem is my entire madden league is currently on the bone. And I'd hate to leave it.
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          • #20
            Originally posted by DenverBlood
            I've been having some odd glitches with my bone lately. Controllers keep losing connection temporarily. And last night the kinect didn't kick on for like 5 minutes after I booted it up. Which I could care less about the kinect other than it turns on my tv and surround sound. But just the glitch concerns me about the whole console. I absolutely love it. But I'm not going to lie. If it crashes I would seriously consider replacing it with a PS4.

            Only problem is my entire madden league is currently on the bone. And I'd hate to leave it.
            I honestly like mine a lot. I only use it for madden lately (though I am wanting to pick up Uncharted 4 soon) The only reason I've ever wanted to go back to xbox is partially for my friends list, but mainly because I missed Forza. Forza 6:Apex beta is out on PC now and I'm thinking if they are going to be releasing Forza games on PC, I'm ok with not ever getting an Xbox because there haven't been any XBOX exclusives that I really want that I can't also get on windows 10.
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            • #21
              Originally posted by Freyaka
              I honestly like mine a lot. I only use it for madden lately (though I am wanting to pick up Uncharted 4 soon) The only reason I've ever wanted to go back to xbox is partially for my friends list, but mainly because I missed Forza. Forza 6:Apex beta is out on PC now and I'm thinking if they are going to be releasing Forza games on PC, I'm ok with not ever getting an Xbox because there haven't been any XBOX exclusives that I really want that I can't also get on windows 10.
              The main benefit right now to me is EA Acess for the sports games. I traded in my copy of Madden for $18 to pay for EA Access for 1 year which is $30. I've played Battlefield hardline campaign and trying to find time for FIFA 16, NHL 16 and now PGA tour. Though that's not much.

              My non sports game is Far Cry Primal but you can get that with Sony. But there's really nothing on Sony I'm pining for either other than MLB the show. Because Xbox does'nt do baseball anymore.

              But honestly I wouldn't want to rebuy an x-box right now with all this talk of console 1.5's or even new consoles.

              It sounds like Spencer is getting close to chalking Xbone up to a failure and wanting to reboot the Xbox and not accepting anything less than hardware specs that match Sony. And really I think he wants to try to beat them. And if he is serious that may be in the next 3-4 years. That would put Xbone at a 6-7 year lifespan which isn't awful.

              With Sony I would probably lean towards that if mine xbone crashes but I would want to wait for however long it takes for them to release the NEO. So I have the most recent.
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              • #22
                New Madden Blog on Ball Carrier



                Running the ball is one of the most common things you do in Madden whether returning a kick, getting yards after a catch or simply taking the handoff. It can also be one of the most rewarding aspects of the game when you leave a defender in the dust with a perfectly timed special move. So we set out to give new creative controls for all levels of Madden players on Xbox One and PlayStation 4. Let’s start with Special moves.

                Ball Carrier Special Moves

                Each on-field player in the game will perform special moves that fits his playing style and ratings. Special moves are now spread out across all the different player-types in the NFL: Bruising backs have better trucks & stiff-arms while smaller backs have better jukes & spins and all are new animations for Madden NFL 17.


                Based on the special-move ratings (and body weight in some cases), ball carriers will use an animation that ranges all the way from ‘Elite’ to ‘Lumbering’. Elite moves are the best moves Madden has to offer and are reserved for the truly upper-class ball carriers - those with the corresponding move rating in the 90’s. These moves give the runner the highest chance of success when timed correctly.


                For those ball carriers with special-move ratings in the 70’s and 80’s, they’ll get versions of the special moves that aren’t quite as explosive as the elite moves, but can be effective nonetheless when timed correctly. These moves are a bit less efficient and highlight-worthy than the elite moves.


                The ‘lumbering’ moves are the slowest, lowest impact moves that carry very little reward. These moves are used exclusively by players who are over 300 pounds without having any ball-carrier rating above 65 - don’t expect to appear on the post-game highlight reel when scooping a fumble with the 320-lb defensive tackle!

                Also noteworthy is the impact fatigue can have on the special moves. When the ball carrier is completely out of stamina, the moves he will use will go down one level from his default – when an elite player runs out of gas, he’ll perform moves as if he’s rated in the 80’s instead of the 90’s – so make sure not to overuse that Acceleration Burst!


                Fakeout Interaction System

                To accompany the new special moves, the fakeout system has been overhauled to deliver a new experience to the ground game. When timing the special moves correctly, users can see and feel the power of new multi-player fakeout animations, with nearly a thousand possible outcomes.

                What is a multi-player fakeout? It’s a dynamic animation that includes multiple players all at once based on their location. These can be 2 player interactions up to 6- player interactions, all depending on the type of move used, the ball carries skill level and the user’s own stick skills.

                Being able to successfully fakeout defenders takes more than just timing. The user first must know his ball carrier and his best moves. In addition, recognizing where the defender or defenders are that you’re trying to evade is critical because each move has an ideal zone in which the success chance is increased:


                When attempting, say a hurdle, the ball carrier will have far more success eluding the defender when he’s directly in front of the runner rather than pursuing from side.

                Ball Carrier Mechanics

                Madden NFL 17 will feature a broad cast of new Ball Carrier mechanics to keep all Madden players engaged, from beginners to the hard core. Using modifiers, there are now four unique tactics available to customize the running game. In combination with the Fakeout Interactions, all carry their own risks and rewards. The four special-move types are: Standard, Speed (RT/R2), Precision (LT/L2) & Steerable (RT/R2 + LT/L2).

                Standard Moves – Standard moves are executed by simply pressing the button while NOT using either modifier. The ball carrier will perform a ‘standard’ move based on their special- move rating for the corresponding button-press: Spin, Stiff-Arm, Dive, Hurdle, Juke, Back Juke and Truck - all paid off with new animations for each. Standard moves carry the base risk for stamina, fumble and injury and can fakeout as many as two defenders at one time.

                Speed Modifier – Speed Moves are short, quick moves that can be pulled off at full speed while not veering off the path the ball carrier is currently on. These moves are performed while holding or pressing R2/RT (Accel Burst) + the corresponding special-move button. Again, the quality of the move is based on the player’s ratings with all new animations. Users will now have to perfect the skill of laying off the gas pedal on RT/R2 and mix in changing up speeds when running the ball. Speed moves carry the lowest risk for stamina, fumble and injury and can fakeout one defender at a time.

                Precision Modifier – Similar to Madden NFL 16, Precision Moves can be performed while holding or pressing the Precision Modifier on L2/LT + the corresponding special-move button. These moves are longer and more deliberate than Standard and Speed moves, but can fakeout multiple defenders at once – the better the running back is via his move-rating, the more explosive these moves will be. Precision moves carry the highest risk for stamina, fumble and injury.

                Steerable Modifier & Utility Moves – For users with elite finger dexterity, most special moves can be steered by holding down both modifiers while performing a special move (L2 + R2 + Special-Move Button/LT + RT + Special-Move button). Steerable moves offer the most control due to the user having the ability to choose the direction of the move via LS input. However, these moves don’t use the fakeout interactions – they instead influence the defender’s pursuit angle. Steerable moves carry the base risk for stamina fumble and injury. Also, not all moves are steerable – here’s a list of applicable moves for reference:

                Spin

                Juke

                Back Juke

                Truck

                Utility Moves – For the move-buttons that aren’t steerable – Dive and Stiff-Arm - they double as specific-use utility moves – using both modifiers + the corresponding button. Here’s a list of the utility moves:

                Celebration Run – LT+RT / L2+ R2 + A/X

                Ball Carrier Give-Up – LT+RT / L2+ R2 + Square/X

                QB Slide – Tap X/Square or LT+RT / L2+ R2 + Square/X

                Hurdle is not steerable, both modifiers result in a Precision Hurdle

                There’s also a new mechanic in the run game that can be used on both offense and defense – Tackle Battles. This is a twitch mechanic that gives uers the ball the ability to influence the outcome of tackles as both the ball carrier or the defender making the tackle.

                Whenever a defender and ball carrier get locked up in a standing tackle, a random face-button will appear on screen – the first player in the tackle battle to hit that button, wins the tackle battle. For the defender, this means completing the tackle and for the ball carrier, a win is breaking the tackle. The size of the timing window and the frequency of tackle battles are determined by the ratings and styles of both players in the tackle battle. A bruiser running back is more likely to get a tackle battle with a linebacker than a cornerback.


                Ball Carrier Accessibility and Visual Feedback

                (continued at link)




                Adopted Broncos:
                (2011-2013) Eric Decker
                (2014-2018) Bradley Roby
                (2019-Current) Drew Lock
                Adopted posters:
                Everyone

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                • #23
                  Defensive Gaps and Run Fits Blog



                  Defensive AI has gotten a complete reboot in Madden 17 for both run defense and pass defense. Not only has the coverage gotten an overhaul, but for the first time in Madden history, the defense will have a Defensive Gap control system that makes defending the run more engaging and authentic.

                  When implementing the run fits system, we installed it the same way the defensive coordinators install their defenses in the NFL – Alignment, Assignment and Technique – and what this amounts to is every defender on the field having a specific job to do on each play the user calls.

                  ALIGNMENT


                  Cover 3 Defense vs. Gun Trips

                  The first step in upgrading the AI is ensuring that defenders are aligned in the correct place to give them the best chance at executing their jobs, thus the first piece of the run fits system is the new Defensive Auto-Flip feature.


                  Cover 3 Defense vs. Gun Trips Flipped

                  The AI will automatically flip your defense when the offense flips so that your defense aligns to the proper strength in relation to the offensive formation they are seeing after the huddle break. When your defense has been flipped, you will see visual feedback in the Score HUD to tell you that your defense has been flipped, as well as what part of the defense was flipped (Entire defense, Coverage, Front).


                  And if you prefer to handle all the alignment yourself, the Auto-Flip feature can be toggled OFF via the Gameplay Settings menu; the user can also re-flip the play at the Line of Scrimmage just like in previous versions.

                  The different ways the defense can be flipped vary based on the type of play you call. Each play-type carries its own ‘flip rules’ and will align to different strengths of the offense. When aligning to the ‘Run Strength’, the entire defense will align to the side of the offense with the most TE’s or Fullbacks, or the ‘heaviest’ side of the offense. When aligning to ‘Pass Strength’, the entire defense will align to the side of the offense with the most eligible receivers. And lastly, when aligning in ‘Sub’, the defensive front will align to the run strength while the coverage will align to the pass strength. Here’s a quick breakdown of the flip rules:

                  ‘Base’ defenses, such as 3-4, 4-3 & 46 align to run strength
                  Sub coverage defenses, such as Dime, Nickel & Quarter align with Sub rules
                  Sub Blitz defenses align to the pass strength

                  Assignment

                  The next step in the Run-Fits system is Defensive Gap assignments. All defenders, both in the NFL and Madden 17 have a specific responsibility on each play – this includes gap integrity for ‘run-fit’ defenders and coverage responsibility plus run-support for coverage defenders – making the play-calling experience more engaging and strategy-based than in previous iterations. The defenders now have AI and behaviors to execute the play called by the user and realize the intent of that decision, and these will be apparent to you both before and after the snap.


                  PRE-SNAP

                  The individual gap assignments come from the intent of each play and is completely dynamic, both before and after the snap, and even includes gap responsibilities for each defender for plays going in either direction. You can see the desired gaps before the play via Coach Cam Art by using the RS right/left to see the Run-Fit art for either direction.


                  Run Right


                  Run Left

                  The number of ‘run-fit’ defenders is completely dependent upon the specific play you call on defense. Defenders who are considered to be ‘run-fit’ defenders are the players that are ‘Run First’ players and the art will show where their fit is, which will dynamically update to match the formation of the offense. These are the players generally inside the tackle box and/or players who are critical to each specific play type (for example, in Cover 4 plays, all the defenders in the box will show as run-fit defenders, plus the two deep safeties are run-first players within this scheme). Some defenders will not have a run-fit or gap because they are ‘pass-first’ players, but will still react to the run and fill-in as support players when they confirm it’s not a pass play.

                  The decisions you make as the play-caller will have a big impact on your team’s ability to stop the run. Not all defenses fill every gap vs. every offensive formation – if the offense come out in Goal line Normal and your defense is in Quarter 3-Deep, there will be gaps that are not accounted for because the Quarter defense has more ‘pass-first’ players than it does ‘run-fit’ defenders.


                  Quarters 3 Deep vs. Goaline

                  POST-SNAP

                  After the snap is where the new gap logic really separates itself from previous Madden iterations. Just because a defender is assigned to a gap pre-snap doesn’t mean he’s locked to that gap for the remainder of the play. Each defender has AI that allows him to update his gap and react to the war in the trenches to fill the open lanes created by the blockers as the play develops. This AI relies heavily on the Play Recognition Rating.

                  Based on the PRC rating, defenders will be faster or slower in reading the play and finding the right gap to fill. Each player that is not blitzing will start the play in an assignment we call ‘Read and React’. You can see this in action with our new Read and React movement animations, which has players strafing laterally in a controlled state as they read the play, while also leveraging their assigned gaps. Even defenders who are on the line of scrimmage, but not blitzing, will use this assignment to read the play before attempting to make a play. The higher the player’s PRC rating is, the faster he will be able to break out of his read and react assignment and fill the gap he’s targeting. In combination with the ratings of the DL as they engage the OL, a defense with higher cumulative ratings will be more successful at defending the run than lower rated defenses.

                  Because of the new Run-Fits system and Gap logic, users on the defensive side of the ball will have the ability to use strategy and realistic football concepts to counter running plays that their opponent uses regularly.

                  TECHNIQUE

                  The improved AI doesn’t just stop with gaps. Not only do defenders now have a gap to play, but they also have a technique in which to play that gap. As any football fan knows, the defense can’t just get in a gap and shut down the offense. The defenders also have to take that gap with an intent, and in Madden ’17 we now reflect that with new run-fit techniques they will use to play their gaps authentically: Force, Cutback, Fill, Jet, Crack-Replace and 2-Gap

                  Force

                  (continued in Link)




                  Adopted Broncos:
                  (2011-2013) Eric Decker
                  (2014-2018) Bradley Roby
                  (2019-Current) Drew Lock
                  Adopted posters:
                  Everyone

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                  • #24
                    A new article from game informer that touches on some of the new features but adds a couple more. Ball physics will be a nice addition.

                    New kicking meter going back to the old 3 click with new punting options. And sounds like it will be done on the console when you are online so the lag won't effect you.





                    Adopted Broncos:
                    (2011-2013) Eric Decker
                    (2014-2018) Bradley Roby
                    (2019-Current) Drew Lock
                    Adopted posters:
                    Everyone

                    Comment


                    • #25
                      Sounds like running will be OP as well as zone coverage, especially in connected franchises. Maybe I can break more than 30 tackles a season with my power backs now. I wonder if it'll stop people from throwing 50 times a game

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