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Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

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Old 09-26-2016, 03:13 PM   #249
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

I've got the option to download updates automatically turned off though.


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Old 09-26-2016, 03:13 PM   #250
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

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Originally Posted by SECElit3
I've got the option to download updates automatically turned off though.


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Oh that's it. I will disable that as well. Thanks.


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Old 09-26-2016, 03:43 PM   #251
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

After hearing Rex's explanation, I'm leaving my tuner plugged in.

By the way, I just had Lacy rip through the Vikes defense for 162 yds in 26 carries, 60 of those yards on a clear path TD.

Anyway, Rex said(Smashman, take a bow on this one) that the telemetry numbers were too high for rb avgs, 5.8 yds per carry. He said he knows some people will be upset and state he ruined their CFM by nerfing running.

He said that 5.8 yds per carry is not simulation football.

I applaud him for that.

They just need to get rid of the QB animations that whenever they sense pressure to not throw the ball away all the time. Also, LB's standing around not knowing where there coverage assignments are needs to be fixed, too.

Happy gaming folks.
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Old 09-26-2016, 03:49 PM   #252
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Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

Quote:
Originally Posted by roadman
After hearing Rex's explanation, I'm leaving my tuner plugged in.



By the way, I just had Lacy rip through the Vikes defense for 162 yds in 26 carries, 60 of those yards on a clear path TD.



Anyway, Rex said(Smashman, take a bow on this one) that the telemetry numbers were too high for rb avgs, 5.8 yds per carry. He said he knows some people will be upset and state he ruined their CFM by nerfing running.



He said that 5.8 yds per carry is not simulation football.



I applaud him for that.



They just need to get rid of the QB animations that whenever they sense pressure to not throw the ball away all the time. Also, LB's standing around not knowing where there coverage assignments are needs to be fixed, too.



Happy gaming folks.


I hear you Road, but the issues with running game, prior to the tuner, at least for me were easily resolved by lowering the run block slider. I haven't seen an issue with pursuit angles, so the adjustments Rex made were for those who played online or with default sliders. The tuner wasn't necessary for the offline crowd.

Goes to prove my point that Rex needs to look at the entire picture before making tweaks. Offline guys, particularly those who play with custom sliders aren't being considered when making these decisions.

Honestly, it would be so nice if things that can be fixed with slider adjustments were left alone.

This tuner was built for the online crowd...


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Old 09-26-2016, 04:04 PM   #253
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

Quote:
Originally Posted by roadman
After hearing Rex's explanation, I'm leaving my tuner plugged in.



By the way, I just had Lacy rip through the Vikes defense for 162 yds in 26 carries, 60 of those yards on a clear path TD.



Anyway, Rex said(Smashman, take a bow on this one) that the telemetry numbers were too high for rb avgs, 5.8 yds per carry. He said he knows some people will be upset and state he ruined their CFM by nerfing running.



He said that 5.8 yds per carry is not simulation football.



I applaud him for that.



They just need to get rid of the QB animations that whenever they sense pressure to not throw the ball away all the time. Also, LB's standing around not knowing where there coverage assignments are needs to be fixed, too.



Happy gaming folks.


Ok here is the thing.

1.- I'm wondering if that data is online matches because I doubt that they have my offline CFM.

2.-that being said lets agree that the rushing is a bit too high. The tuner "fix" it's a quick workaround they do. They don't fix it correctly they just apply a tune that make tackling stronger and make all those dynamic rag n roll good stuff away. Instead of fixing pursuit angles Defense AI to make those rushing avg go down they go to the easy fix that as history shows it end up removing some good stuff.

Hopefully my English was good enough to explain what I'm saying. I prefer to wait until next year for that 1yds avg less. Than applying a quick fix that cause other effects.

I just played another game without the tuner and the tackling is a joy to watch. It's does "no tackling will be the same" slogan they used a few years back. With tuner most tackles are scripted. I loved how with a RB I was gaining 1 or 2 yds when a CB tried to tackle. This with the tuner get lost. CB are too strong when tackling.

But I understand. Some people call scripted tackles a Cleaner tackle. I prefer the physics and messy and variable tackles than the 10 different scripted tackles the game has.


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Old 09-26-2016, 04:08 PM   #254
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

Quote:
Originally Posted by roadman
After hearing Rex's explanation, I'm leaving my tuner plugged in.

By the way, I just had Lacy rip through the Vikes defense for 162 yds in 26 carries, 60 of those yards on a clear path TD.

Anyway, Rex said(Smashman, take a bow on this one) that the telemetry numbers were too high for rb avgs, 5.8 yds per carry. He said he knows some people will be upset and state he ruined their CFM by nerfing running.

He said that 5.8 yds per carry is not simulation football.

I applaud him for that.

They just need to get rid of the QB animations that whenever they sense pressure to not throw the ball away all the time. Also, LB's standing around not knowing where there coverage assignments are needs to be fixed, too.

Happy gaming folks.
I applaud him as well acknowledging an aspect like ypc. Hopefully the LB'S reacting properly, will work hand and hand cutting down over the top cpu running games. I did fix this with sliders, but the less I touch them the better.

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Last edited by cable guy; 09-26-2016 at 04:12 PM.
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Old 09-26-2016, 04:09 PM   #255
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

Quote:
Originally Posted by booker21
Ok here is the thing.

1.- I'm wondering if that data is online matches because I doubt that they have my offline CFM.

2.-that being said lets agree that the rushing is a bit too high. The tuner "fix" it's a quick workaround they do. They don't fix it correctly they just apply a tune that make tackling stronger and make all those dynamic rag n roll good stuff away. Instead of fixing pursuit angles Defense AI to make those rushing avg go down they go to the easy fix that as history shows it end up removing some good stuff.

Hopefully my English was good enough to explain what I'm saying. I prefer to wait until next year for that 1yds avg less. Than applying a quick fix that cause other effects.

I just played another game without the tuner and the tackling is a joy to watch. It's does "no tackling will be the same" slogan they used a few years back. With tuner most tackles are scripted. I loved how with a RB I was gaining 1 or 2 yds when a CB tried to tackle. This with the tuner get lost. CB are too strong when tackling.

But I understand. Some people call scripted tackles a Cleaner tackle. I prefer the physics and messy and variable tackles than the 10 different scripted tackles the game has.


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It really is upsetting that now there are no broken tackles. The "fumble" slider is the overall Running Back Ability slider and the tackle slider effects block shedding and awareness. So you can't fix looney tuners with sliders without having a domino effect of other issues.
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Old 09-26-2016, 04:11 PM   #256
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

Quote:
Originally Posted by booker21
Ok here is the thing.

1.- I'm wondering if that data is online matches because I doubt that they have my offline CFM.

2.-that being said lets agree that the rushing is a bit too high. The tuner "fix" it's a quick workaround they do. They don't fix it correctly they just apply a tune that make tackling stronger and make all those dynamic rag n roll good stuff away. Instead of fixing pursuit angles Defense AI to make those rushing avg go down they go to the easy fix that as history shows it end up removing some good stuff.

Hopefully my English was good enough to explain what I'm saying. I prefer to wait until next year for that 1yds avg less. Than applying a quick fix that cause other effects.

I just played another game without the tuner and the tackling is a joy to watch. It's does "no tackling will be the same" slogan they used a few years back. With tuner most tackles are scripted. I loved how with a RB I was gaining 1 or 2 yds when a CB tried to tackle. This with the tuner get lost. CB are too strong when tackling.

But I understand. Some people call scripted tackles a Cleaner tackle. I prefer the physics and messy and variable tackles than the 10 different scripted tackles the game has.


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I agree I'm seeing a lot of big hit tackles now
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