Home

Madden NFL 16 Player Ratings - Top 5 Running Backs

This is a discussion on Madden NFL 16 Player Ratings - Top 5 Running Backs within the Madden NFL Football forums.

Go Back   Operation Sports Forums > Football > Madden NFL Football
New OS Forums Are Coming on May 1
The Best Sports Gaming Year of All-Time
Arcade Sports Games Need a Revival
Reply
 
Thread Tools
Old 07-21-2015, 04:21 PM   #49
Rookie
 
OVR: 0
Join Date: Aug 2014
Re: Madden NFL 16 Top 5 Running Backs

Quote:
Originally Posted by DCEBB2001
Order by top speed:
Fowler: 11.34 in 2.64 sec
Peterson: 11.22 in 3.99 sec
Charles: 11.14 in 4.30 sec
Murray: 11.07 in 3.32 sec
Lynch: 10.98 in 4.05 seconds
Gordon: 10.85 in 2.99 sec
Beasley: 10.72 in 3.13 sec
Gurley: 10.69 in 3.36 sec

Order by acceleration:
Fowler: 11.34 in 2.64 sec
Gordon: 10.85 in 2.99 sec
Beasley: 10.72 in 3.13 sec
Murray: 11.07 in 3.32 sec
Gurley: 10.69 in 3.36 sec
Peterson: 11.22 in 3.99 sec
Lynch: 10.98 in 4.05 seconds
Charles: 11.14 in 4.30 sec
Thank you very much for the detailed response. These charts and numbers are fantastic. So according to your numbers, if ea was to follow the true numbers, Lynch is really getting the hose by receiving 85 speed. He should be faster than Gurley, Beasley, Gordon but is actually quite a few spd points lower. Gordon/Gurley shouldn't be as fast as anyone listed above but are faster than all except Jamaal.

Im hoping that EA just didnt put the rookies on the same scale as the vets and fix this soon to incorporate a fair ratings system throughout.
kastajav is offline  
Reply With Quote
Old 07-21-2015, 04:21 PM   #50
MVP
 
DCEBB2001's Arena
 
OVR: 7
Join Date: Nov 2008
Re: Madden NFL 16 Top 5 Running Backs

Quote:
Originally Posted by msdm27
Dan, do you have a tool or formula to convert your ratings to Madden-style ratings? As in rating every player closer to 100
What do you mean by every player closer to 100? 100% accurate?

I have a methodology that allows me to derive these ratings accurately for every player on the FBG Ratings page. I can't get into details on how I do this (for proprietary reasons) but I can assure you that every rating I post has valid data behind it. Nothing is pulled out of thin air.
__________________
Dan B.
Player Ratings Administrator
www.fbgratings.com/members
NFL Scout
www.nfldraftscout.com/members

Petition to EA for FBG Ratings:
https://www.change.org/p/ea-sports-t...bers-index-php
DCEBB2001 is offline  
Reply With Quote
Old 07-21-2015, 04:27 PM   #51
MVP
 
scottyp180's Arena
 
OVR: 5
Join Date: Jun 2007
Am I seeing things or is lynch performing the same controversial "celebration" that he was fined for last season? I can't imagine the NFL would be cool with this as they are always so adamant about keeping a clean image.
scottyp180 is offline  
Reply With Quote
Advertisements - Register to remove
Old 07-21-2015, 04:48 PM   #52
MVP
 
OVR: 19
Join Date: Jan 2005
Blog Entries: 1
Re: Madden NFL 16 Top 5 Running Backs

Quote:
Originally Posted by DCEBB2001
Sure:

Charles reached a top velocity of 11.14 yds/second but did it at the 4.30 second mark, shortly before his 40 was completed. So Charles would have slower ACC, but higher SPD than Gordon.

Also, Charles dropoff in speed is very, very rare. His sprint endurance is elite, which speaks to why he was also a sprinter in college. The guy just doesn't slow down. I would be willing to bet that Charles breaks his big runs not because he is a ton faster than everyone else, but because he doesn't fall off as much as everyone else after 40 yards. It's pretty cool to see this.
And this is were most people exagerate the drop off (speed specifically) in Madden by "raising" the STAMINA Slider.

Understanding that every move has been weighted to regress stamina during a given play, the stamina rating has been weighted to negatively impact ratings during that same play, which impacts animations to be performed.

Now that 90'ish speed has been reduced to in the 80's after 1-2 moves by the ball carrier because of the regressive weight of stamina.

Because the defensive side doesn't suffer from the same negative weight, the "Pursuit" rating is maintained over a longer distance, giving the perception/animation of catching up to the ball carrier.

Guys like J. Charles must have 99 Stamina Rating because of how EA exagerates the Stamina rating (80-90) for Draft Classes, if we don't want them to fall off so fast (speed wise).

Last edited by khaliib; 07-21-2015 at 04:52 PM.
khaliib is offline  
Reply With Quote
Old 07-21-2015, 04:53 PM   #53
MVP
 
DCEBB2001's Arena
 
OVR: 7
Join Date: Nov 2008
Re: Madden NFL 16 Top 5 Running Backs

Quote:
Originally Posted by khaliib
And this is were most people exagerate the drop off (speed specifically) in Madden by "raising" the STAMINA Slider.

Understanding that every move has been weighted to regress stamina during a given play, the stamina rating has been weighted to negatively impact ratings during that same play.

Now that 90'ish speed has been reduced to in the 80's after 1-2 moves by the ball carrier because of the regressive weight of stamina.

Because the defensive side doesn't suffer from the same negative weight, the "Pursuit" rating is maintained over a longer distance, giving the perception/animation of catching up to the ball carrier.

Guys like J. Charles must have 99 Stamina Rating because of how EA exagerates the Stamina rating (80-90) for Draft Classes, if we don't want them to fall of so fast (speed wise).
Agree 100%.

Using those split times, you can effectively make every player run the path they are supposed to run, accurately. All the players will accelerate and decelerate according to what the data suggests. In this way, you really only need three numbers (the three splits) to more accurately depict the ACC, SPD, and STA ratings. In fact, you can actually use the splits to REPLACE all three of these ratings and force the users to look at the splits to determine the type of player they want. Do you want the Jammal Charles with elite STA and elite SPD but who accelerates slowly, or do you want the quick twitch with elite ACC but lower SPD and STA.

That is what I would love to see in this game.
__________________
Dan B.
Player Ratings Administrator
www.fbgratings.com/members
NFL Scout
www.nfldraftscout.com/members

Petition to EA for FBG Ratings:
https://www.change.org/p/ea-sports-t...bers-index-php
DCEBB2001 is offline  
Reply With Quote
Old 07-21-2015, 05:29 PM   #54
Banned
 
iloveparkmin's Arena
 
OVR: 0
Join Date: May 2012
Quote:
Originally Posted by Number999
With that offensive line, you don't need to overpay for a 1-year hit wonder like Murray. I'm sure they'll be fine.

Anyways, in terms of the list it's solid. I'm really glad they didn't knock AP due to his little scandal and all... of course the ratings are outrageous but you shouldn't expect anything less from Madden. The speed rating decreases are nice but I have a bad feeling it's not going to apply to QBs and only make scramblers even more OP.
i mean in real life when you watch game on tv. not in Madden. i don't think Cowboys gonna play good this year because of very lacking running because defense will give Romo more pressure and more sacks. Darren Mcfadden is injury prone, Joseph Randle won't make it to 1,000 rushing yard
iloveparkmin is offline  
Reply With Quote
Old 07-21-2015, 05:31 PM   #55
MVP
 
OVR: 19
Join Date: Jan 2005
Blog Entries: 1
Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

Another thing to keep in mind dealing with how ratings are utilized in the game dealing with animations.

It's all based on levels of "10", meaning 60, 70, 80 etc...
Everything in between is used to mesh with "XP Points" in CFM.
It simply lets you know how far you are from the next level.

Gameplay wise, you will not see a difference between Lynch's 85 SPD and Murry's 89 SPD.
They're both in the 80's, with Murry 1pt away from 90.
When he hits 90, then you'll see a difference gameplay wise (dependent on Stamina rating) during runs.

Another is the "Catch In Traffic" rating, anything in the 60's and below, the AI WR will not adjust/track the ball as quickly.
As soon as it hits 70, they track the ball the second it leaves the QB hand.

Same with the "Carry" rating, you're safe with 85+ (depending on Stamina Rating also), but as soon as this rating falls below 80, the ball carrier has a hard time not fumbling during big hits as well as being stripped during tackle animations.

So the in-between numbers just gives an idea of how many "XP Points" will be needed for that player to reach the next level of that specific rating.
khaliib is offline  
Reply With Quote
Advertisements - Register to remove
Old 07-21-2015, 05:44 PM   #56
MVP
 
4thQtrStre5S's Arena
 
OVR: 0
Join Date: Nov 2013
Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

Quote:
Originally Posted by Godgers12
So since Lynch is 85 spd Lacy will be like 83 spd. But I have a feeling they changed the scaling so 92 os just as fast as 98. Wouldn't surprise me.


4.46 seconds
Marshawn Lynch, 40 yard dash time

4.44 seconds
Eddie Lacy, 40 yard dash time

Last edited by 4thQtrStre5S; 07-21-2015 at 05:46 PM.
4thQtrStre5S is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Football > Madden NFL Football »



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 01:33 PM.
Top -