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Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Old 05-19-2015, 05:23 AM   #433
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by IndyColts2
That's why I asked. Cause he was asked what type of holding is in the game and he only said offensive holding for run and pass blocking. I want him to clarify cause people got excited afterwards but he never said defensive holding
He was asked if D holding was the holding he was referring to ...
he said "as well as O holding.. pass and run" so it "seems" with the way he answered that as well as D holding there is O holding for not only run but pass plays.
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Old 05-19-2015, 06:24 AM   #434
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Re: Some Madden NFL 16 Features Revealed - Total Control Passing and More

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Originally Posted by bcruise
At this point, with adding those WR/DB interactions in, a correctly-called Pass Interference system is an absolute must.
Yeah, I need to some help stopping Rodgers somehow in our league.
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Old 05-19-2015, 09:10 AM   #435
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Here is another thing id love to see in the game, Real Defensive Disguise ,one that works. It was in madden 25 but it didnt work at all. You could call it pre snap on defense, and your defenders all stood in the same place, never moved an inch. Many guys know how to read a defense well. It would be nice if they would put in a real defensive disguise that actually works, where you could hit it before even your guys line up or after, and actually watch them line up to show something different than what your running. I used to just laugh , they claimed that was in madden 25, yet it never , ever worked.

Sure in Madden 15, they added actual set plays that were meant to do this, however there arent that many of them , and id like to be able to throw off my opponent at any time with any play call i choose. So i really hope they add it as a pre snap adjustment that actually works this time. Would make playing a human much more exciting , if your defenses could mask what they are really going to do pre snap.
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Old 05-19-2015, 09:38 AM   #436
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by howboutdat
Here is another thing id love to see in the game, Real Defensive Disguise ,one that works. It was in madden 25 but it didnt work at all. You could call it pre snap on defense, and your defenders all stood in the same place, never moved an inch. Many guys know how to read a defense well. It would be nice if they would put in a real defensive disguise that actually works, where you could hit it before even your guys line up or after, and actually watch them line up to show something different than what your running. I used to just laugh , they claimed that was in madden 25, yet it never , ever worked.

Sure in Madden 15, they added actual set plays that were meant to do this, however there arent that many of them , and id like to be able to throw off my opponent at any time with any play call i choose. So i really hope they add it as a pre snap adjustment that actually works this time. Would make playing a human much more exciting , if your defenses could mask what they are really going to do pre snap.
I believe they added actual set plays in M15 because the original disguise system didn't work in M25 and they couldn't figure out how to fix it for M15...Really the story of EA/Tiburon and Madden; lots of features that do not work or work poorly or not as intended..Look at sliders, they are a mess and there are no official descriptions of how sliders work or affect the game.

The "Man Align" doesn't seem to work consistently...Shade covers such as, outside, inside, over and under do not seem to work either....Just so many things that appear to be broken...

Then you have the playbooks - a complete mess..Most teams call the same set of about 10 offensive and 10 defensive plays...Many teams run the screen play more in one game than they actual did in the real NFL season..

We need more control and information on how things work...Sliders, attributes, playbook logic, etc.. I still want to know why I can reduce all player attributes and player height and weight and still pass and run block effectively....Seems the attributes play no role, but the sliders actually affect how the game plays.. I question whether the only attributes that work are speed and stamina..
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Old 05-19-2015, 09:54 AM   #437
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by 4thQtrStre5S
I believe they added actual set plays in M15 because the original disguise system didn't work in M25 and they couldn't figure out how to fix it for M15...Really the story of EA/Tiburon and Madden; lots of features that do not work or work poorly or not as intended..Look at sliders, they are a mess and there are no official descriptions of how sliders work or affect the game.

The "Man Align" doesn't seem to work consistently...Shade covers such as, outside, inside, over and under do not seem to work either....Just so many things that appear to be broken...

Then you have the playbooks - a complete mess..Most teams call the same set of about 10 offensive and 10 defensive plays...Many teams run the screen play more in one game than they actual did in the real NFL season..

We need more control and information on how things work...Sliders, attributes, playbook logic, etc.. I still want to know why I can reduce all player attributes and player height and weight and still pass and run block effectively....Seems the attributes play no role, but the sliders actually affect how the game plays.. I question whether the only attributes that work are speed and stamina..
The shading thing kills me. I know a slant is coming so I'll shade inside and play man but no matter who my cb is he gets beat inside. Nothing should work 100% of the time but respect football strategies.
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Old 05-19-2015, 09:54 AM   #438
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Quote:
Originally Posted by 4thQtrStre5S
I believe they added actual set plays in M15 because the original disguise system didn't work in M25 and they couldn't figure out how to fix it for M15...Really the story of EA/Tiburon and Madden; lots of features that do not work or work poorly or not as intended..Look at sliders, they are a mess and there are no official descriptions of how sliders work or affect the game.

The "Man Align" doesn't seem to work consistently...Shade covers such as, outside, inside, over and under do not seem to work either....Just so many things that appear to be broken...

Then you have the playbooks - a complete mess..Most teams call the same set of about 10 offensive and 10 defensive plays...Many teams run the screen play more in one game than they actual did in the real NFL season..

We need more control and information on how things work...Sliders, attributes, playbook logic, etc.. I still want to know why I can reduce all player attributes and player height and weight and still pass and run block effectively....Seems the attributes play no role, but the sliders actually affect how the game plays.. I question whether the only attributes that work are speed and stamina..

Yeah they did add a FEW set plays that disguise your d in madden 15, but only a few . Its just not even close to enough.I should be able to call any d play i want , and be able to disguise it . Otherwise, its like saying im getting a meat lovers pizza with only 1 half a piece of bacon on it and 1 tiny square of ham.

As for the man align , haha, yeah i agree , another thing that dont really seem to work well. As well as the coverage things you mentioned. I love how i can pick cover over top for my dbs, and they still get burnt deep . Alot , not just once in a while. Those things just dont work well .

Playbooks, i make my own, cause i like to feel like a real coach and have plays i like. However, No matter what ive tried, all my shotgun plays end up under Hailmary .As well it wont let me have a kickoff with only 1 returner back, only choices i get is with 2 back , cant even edit it. SMH.

As for the info, this really blows my mind. Ea cant really give good info on what changing a slider does ,in game it gives a short detail and it still dont tell you well what it does. As for attributes, same thing, no real linfo. I mean yeah we can guess at some of them, but why is it so dang hard for them to just give us a list. Its as SIMPLE as someone typing the info on their online only manuals page. If you program it into a game, you should know exactly what it does. If you dont, it dont need to be in the game. If you do know, take one person , give him a list of all of that and what it does, and have him sit down, and type it out. Its not that hard. Heck ill do it for em , if they give me a list. Dang.
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Old 05-19-2015, 09:58 AM   #439
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Quote:
Originally Posted by howboutdat
Yeah they did add a FEW set plays that disguise your d in madden 15, but only a few . Its just not even close to enough.I should be able to call any d play i want , and be able to disguise it . Otherwise, its like saying im getting a meat lovers pizza with only 1 half a piece of bacon on it and 1 tiny square of ham.

As for the man align , haha, yeah i agree , another thing that dont really seem to work well. As well as the coverage things you mentioned. I love how i can pick cover over top for my dbs, and they still get burnt deep . Alot , not just once in a while. Those things just dont work well .

Playbooks, i make my own, cause i like to feel like a real coach and have plays i like. However, No matter what ive tried, all my shotgun plays end up under Hailmary .As well it wont let me have a kickoff with only 1 returner back, only choices i get is with 2 back , cant even edit it. SMH.

As for the info, this really blows my mind. Ea cant really give good info on what changing a slider does ,in game it gives a short detail and it still dont tell you well what it does. As for attributes, same thing, no real linfo. I mean yeah we can guess at some of them, but why is it so dang hard for them to just give us a list. Its as SIMPLE as someone typing the info on their online only manuals page. If you program it into a game, you should know exactly what it does. If you dont, it dont need to be in the game. If you do know, take one person , give him a list of all of that and what it does, and have him sit down, and type it out. Its not that hard. Heck ill do it for em , if they give me a list. Dang.
You mean you didn't know changing the offensive and defensive PI sliders affects coverage and WR agressivness? Spot on man tell us what the sliders to please so we can tailor the game to play how we want while taking out all the guess work.
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Old 05-19-2015, 10:19 AM   #440
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Amazingly there is a list of what each attribute is "SUPPOSED" to do, but my experience has been that the sliders actually alter game play and attributes seem to be window dressing, thus little to no effect on how the player acts in game; speed being the possible attribute that works....I'll add the Attribute descriptions here:

BASIC ATTRIBUTES
Let’s start with the basics. First of all, every player has Height (HT). This really does make a difference during gameplay. Taller receivers can jump to grab a pass out of the air, and taller defenders are more likely to swat down passes or block kicks.
Pro Tip: Attributes highlighted in color are receiving a Style Boost from the current Team Style selections.
Speed (SPD) – How fast a player runs after fully accelerating.
Strength (STR) – Provides a boost for blocking, shedding blocks, power moves, throwing and trucking.
Agility (AGI) – How well the player cuts when running, responding to the Left Stick more quickly.
Acceleration (ACC) – How quickly a player achieves his full speed.
Awareness (AWR) – Reacting to the other players on the field, both teammates and opponents.
Jumping (JMP) – How high a player jumps.
Stamina (STA) – How quickly a player gets tired and requires substitution.
Injury (INJ) – How often a player will be injured.

RUSHING ATTRIBUTES
This group describes how players perform when carrying the ball. These are the primary focus for running backs, but they’re also important for receivers after the catch and scrambling quarterbacks.
Trucking (TRK) – How well a runner knocks down a defender’s tackle attempt.
Pro Tip: Boosted in MUT by Ground and Pound Team Style.
Elusiveness (ELS) – How well the runner jukes, makes spin moves, and breaks tackles.
Pro Tip: Boosted in MUT by Speed Run Team Style.
Ball Carrier Vision (BCV) – The runner’s ability to navigate in between blocks to hit holes.
Stiff Arm (SFA) – Effectiveness of the runner’s stiff arm move.
Spin Move (SPM) – Effectiveness of the runner’s spin move.
Juke Move (JKM) – Effectiveness of the runner’s juke move.
Carrying (CAR) – The runner’s ability to hold onto the ball and decrease the chance of fumbles.
RECEIVING ATTRIBUTES
Once the ball is in the air, these are the attributes that help determine whether a catch is made. They are important for any receiver, including wide receivers, tight ends, and running backs.
Catching (CTH) – How well the receiver catches the ball while moving in the open field.
Catch in Traffic (CIT) – How well the receiver catches the ball with a defender near him.
Pro Tip: Boosted in MUT by Short Pass Team Style.
Route Running (RTE) – Creates more separation for the receiver against Man Coverage.
Pro Tip: Boosted in MUT by Long Pass Team Style.
Spectacular Catch (SPC) – How often the receiver makes sideline, one-handed, or jumping catches.
Release (RLS) – Determines the receiver’s ability to beat Press coverage.


THROWING ATTRIBUTES
These are almost always used by quarterbacks, but the occasional halfback pass or fake kick play will use the attributes of that throwing player instead. They sometimes determine the chance of actually making the throw attempt in addition to the accuracy of that throw.
Throw Power (THP) – Determines maximum throwing distance and the speed of the ball in flight.
Throw Accuracy Short (TAS), Mid (TAM), Deep (TAD)*– Accuracy for passes under 20 yards, between 20-40 yards, and more than 40 yards.
Pro Tip: Throw Accuracy (THA) is important only in games that are simulated.
Throw on the Run (TOR) – How well the passer throws the ball when moving outside of the pocket.
Play Action (PAC) – How well the thrower’s fake handoff baits the defender into playing the run.


OFFENSIVE LINE ATTRIBUTES
Every offensive player that blocks on a play will use some of these attributes. In addition to offensive linemen, this includes tight ends, fullbacks, or even wide receivers.
Run Block (RBK) – How well the blocker engages the defender and holds his block for a run play. Pro Tip: Boosted in MUT by Ground and Pound and Speed Run Team Styles.
Pass Block (PBK) – How well the blocker holds his block when protecting for a pass play. Pro Tip: Boosted in MUT by Short Pass and Long Pass Team Styles.
Impact Blocking (IMP) – The ability to pancake (knock the defender down) when blocking in the open field.
Pro Tip: Run Block Strength (RBS), Run Block Footwork (RBF), Pass Block Strength (PBS), and Pass Block Footwork (PBF) are no longer used.


DEFENSIVE ATTRIBUTES
While some of these attributes are more important to linemen than linebackers or defensive backs, all of these attributes are valued for defending players.
Tackle (TAK) – Determines success at making a tackle. Compared with Stiff Arm and Trucking.
Hit Power (POW) – How hard a defender tackles, including chance of fumbles and injuries.
Power Move (PWM) – Using strength to defeat the offensive line. Compared with Pass Block.
Finesse Move (FNM) – Using swim and spin moves to defeat the offensive line. Determines time required to perform a successful move.
Block Shedding (BKS) – Ability to get off a block, allowing pursuit of the ball carrier or success versus run block double teams.
Pro Tip: Boosted in MUT by Run Stuff Team Style.
Pursuit (PUR) – Ability to catch up to the ball carrier, when unblocked or when his block is shed.
Pro Tip: Boosted in MUT by Pass Rush Team Style.
Play Recognition (PRC) – Reacting to run or pass and defending specific routes. Also reacting properly to play action or screen plays.
Man Coverage (MCV) – Ability and tackle skill chance when man to man coverage is called. Compared with Route Running. Also knockout chance of a tackle versus Catch in Traffic.
Pro Tip: Boosted in MUT by Man Defense Team Style.
Zone Coverage (ZCV) – Ability and tackle skill chance when zone coverage is called. Also knockout chance of a tackle versus Catch in Traffic.
Pro Tip: Boosted in MUT by Zone Defense Team Style.
Press (PRS) – Ability to harass the receiver at the line of scrimmage when press coverage is called. Compared to Release.


SPECIAL TEAM ATTRIBUTES
These attributes are only used during field goal attempts or punts.
Kick Power (KPW) – Determines the maximum distance the player can kick or punt.
Kick Accuracy (KAC) – How easy it is to kick (affects the speed of the kick meter).
Kick Return (KR) – Enhances breaking tackles and elusiveness for kick and punt returners.
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