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Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much More

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Old 05-27-2016, 10:06 AM   #49
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

Quote:
Originally Posted by howboutdat
yeah , well id have to see it.Personally im sick of all the dice roll animations that determine outcomes in the game so much. Cant not stand the forced animations between wr and cb in 16. How once ball is passed they are basically tethered together, and almost unable to seperate them at all even if you wanted to.Then the animations just play out , forget good timings and the skill in that. Just tap a button and pray you roll 7 or 11.....Just seems animations are taking user skill out of the game more and more .So basically what that says to me is, another dice roll to determine outcome instaed of user instinct, kind of like how it plays out in real life. The defender who sees the ball and gets to it first, normally gets it.But lets just let a dice roll determine it...

Yet on the other hand , i still dont understand a statement earlier, that says Rex says no switch players will be hurt by not switching on defense.So the Defenses AI is smarter, and matches routes more than ever, yet if you try to hope your cpu defender will do something for you, your in trouble? Im confused how that works like that. Im not one who doesnt switch just find those two things kind of odd.
He has always said not clicking on puts you at a disadvantage against the pass I wouldnt be suprised if its always been like that in madden. And the the new "SWAT Mechanic" was made for more control for ppl that click beacuse lots of ppl complained about being helpless when they clicked on.
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Old 05-27-2016, 10:12 AM   #50
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

Quote:
Originally Posted by dxyyz1
He has always said not clicking on puts you at a disadvantage against the pass I wouldnt be suprised if its always been like that in madden. And the the new "SWAT Mechanic" was made for more control for ppl that click beacuse lots of ppl complained about being helpless when they clicked on.
Right but now that cpu ai is supposedly much smarter, and following more true football concepts, one would think that makes cpu players harder to beat . Just kind of what i think when i hear it.
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Old 05-27-2016, 10:13 AM   #51
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

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Originally Posted by BezO
Almost nothing I hoped to see in the special teams blog. No mention of proper interaction with gunners, so I doubt the coverage/returns are any better. No mention of implementing the proper blocking for FGs, so I wonder HOW blocked kicks happen. And I've been hoping kick meters would disappear ever since free throw meters bit the dust. I'm shocked so many folks are excited for a new kick meter.

I saw some decent engaged player mobility in the juke clip so there's some hope for the vertical version necessary for proper gunner interaction.
If it means kickers won't be 100% from 50yds in with winds over 20mph, I'm all for it.
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Old 05-27-2016, 10:30 AM   #52
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

Quote:
Originally Posted by howboutdat
yeah , well id have to see it.Personally im sick of all the dice roll animations that determine outcomes in the game so much. Cant not stand the forced animations between wr and cb in 16. How once ball is passed they are basically tethered together, and almost unable to seperate them at all even if you wanted to.Then the animations just play out , forget good timings and the skill in that. Just tap a button and pray you roll 7 or 11.....Just seems animations are taking user skill out of the game more and more .So basically what that says to me is, another dice roll to determine outcome instaed of user instinct, kind of like how it plays out in real life. The defender who sees the ball and gets to it first, normally gets it.But lets just let a dice roll determine it...



Yet on the other hand , i still dont understand a statement earlier, that says Rex says no switch players will be hurt by not switching on defense.So the Defenses AI is smarter, and matches routes more than ever, yet if you try to hope your cpu defender will do something for you, your in trouble? Im confused how that works like that. Im not one who doesnt switch just find those two things kind of odd.


Lol. I feel u, man. And yes, I need to see how it plays out, too. For fumbles, because of the way the ball is often positioned, it makes it hard to 'aim' your player (unless it's a fumble downfield and then u should be able to press 'X' to dive on it, imo), so these things have to be determined by dice roll player positioning at the time of fumble. There's just too much clutter there. And, yeah, animations take some user skill out of the game. But, for me, even when 'ball hawk' was added, that actually still took 'timing' during the route. Not many people mention that or maybe they don't notice it, but u see much more success with that and the 'play ball' mechanic if u press the button at certain times in the route. It feels, for me, as if u choose when u would expect the DB to be in close enough position to the WR, but now he should look at and track the ball. So, this is what that simulates for me. And, what's tough here is that everything depends on the animations/controls, either way. So, if they went back to strictly having the user dictate everything (which, actually, I would be fine with this as well, I like to have total control of my players), they better make sure the control is TIGHT!! Lol, which, imo, in years past, it was NOT. So, their addition of the catch mechanics vs DB mechanics allows for some variation. But, yes, I agree, u lose some overall player control with that system. But, after playing madden 16 for quite some time, now (and playing with the sliders a little), I see all kinds of outcomes. Sometimes, Julio makes wicked catches for me, and other times, DBs actually poke the ball out. So, if I can see proper variation in play outcomes, I'm ok with their current implementation of play control. I'm curious to see/hear if the new swat mechanic is a 'press and hold button' mechanic like ball hawk, or if it is a quick tap swat.


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Old 05-27-2016, 10:37 AM   #53
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

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Originally Posted by BezO
Almost nothing I hoped to see in the special teams blog. No mention of proper interaction with gunners, so I doubt the coverage/returns are any better. No mention of implementing the proper blocking for FGs, so I wonder HOW blocked kicks happen. And I've been hoping kick meters would disappear ever since free throw meters bit the dust. I'm shocked so many folks are excited for a new kick meter.



I saw some decent engaged player mobility in the juke clip so there's some hope for the vertical version necessary for proper gunner interaction.


Yeah, I'm actually not a fan of kick meters, either. I'll deal with it and am cool with adding some 'skill' to kicking. But, I've always loved the golf swing of the thumbstick. I would've preferred them to find a way to simply make that more challenging, as pressing buttons for a click meter doesn't 'feel' like in kicking, but again, it's all good if adds some difficulty to it. But, I agree, too, about the additions they made. I don't think the additions made were what the sim community was expecting. We want better blocking for returns, better gunner play, etc. so, yeah, seeing a new kick meter and more trick plays is like, 'well, yeah, that's cool and all, but not exactly what I was looking for.'


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Old 05-27-2016, 10:40 AM   #54
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

Awesome changes! Love it! Ball physics is going to be a real game changer IMO.


As well as tuning aggressive catch like they have, catch outcomes, and pass defense mechanics.


On paper, this is sounding really, really promising.
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Old 05-27-2016, 11:07 AM   #55
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

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Originally Posted by roadman
If it means kickers won't be 100% from 50yds in with winds over 20mph, I'm all for it.
Sure, but that could be done without a meter.

Quote:
Originally Posted by OhMrHanky
Yeah, I'm actually not a fan of kick meters, either. I'll deal with it and am cool with adding some 'skill' to kicking. But, I've always loved the golf swing of the thumbstick. I would've preferred them to find a way to simply make that more challenging, as pressing buttons for a click meter doesn't 'feel' like in kicking, but again, it's all good if adds some difficulty to it. But, I agree, too, about the additions they made. I don't think the additions made were what the sim community was expecting. We want better blocking for returns, better gunner play, etc. so, yeah, seeing a new kick meter and more trick plays is like, 'well, yeah, that's cool and all, but not exactly what I was looking for.
A meterless thumbstick swirl, timing the approach and leg swing of the kicker would be ideal.
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Old 05-27-2016, 11:15 AM   #56
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

Quote:
Originally Posted by BezO
Almost nothing I hoped to see in the special teams blog. No mention of proper interaction with gunners, so I doubt the coverage/returns are any better. No mention of implementing the proper blocking for FGs, so I wonder HOW blocked kicks happen. And I've been hoping kick meters would disappear ever since free throw meters bit the dust. I'm shocked so many folks are excited for a new kick meter.

I saw some decent engaged player mobility in the juke clip so there's some hope for the vertical version necessary for proper gunner interaction.
I don't know why you're shocked, people are just glad to at least see something to potentially make kicker/punter ratings matter and fg/xp not be so automatic. Even before free throw meters bit the dust, they actually accounted for ratings and weren't automatic, so that's an understandable progression to get that visual meter removed, Madden is still trying to get the meter to matter more. Also I don't recall an outcry to remove free throw meters either, again it was more a natural progression with the way the bball genre has advanced.

This likely stems from your POV about setting expectations and requests with the most ideal possible vs just better than what was there before but that's not the way I've seen things work with Madden these last 12 or so years. For whatever reason(s), you almost need a consensus of vocal Madden gamers to even get something on the radar or list of changes/fixes, even more so to get it prioritized and imo, I don't see that happening with removing the kick meter at this point.

To be clear, I'm not suggesting you or anyone else lower your expectations or stop being vocal about pushing for the best possible, regardless of whether it happens or not. I'm just saying it shouldn't come as a surprise why others will accept improvement over nothing at this point, it's a reasonable stance all things considered.

Last edited by Big FN Deal; 05-27-2016 at 11:21 AM.
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