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Madden NFL 16: Analyzing the AI

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Old 08-29-2015, 12:55 PM   #9
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Re: Madden NFL 16: Analyzing the AI

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Originally Posted by sethisthegoat
My main complaint with the accuracy is that my throws are sometimes way off even when I'm standing still in the pocket. I would think a starting QB in the NFL could get reasonably close to a receiver within 20 yards if they're standing still in the pocket...
I'd like to introduce you to a gentleman named E.J. Manuel.
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Old 08-29-2015, 01:06 PM   #10
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Re: Madden NFL 16: Analyzing the AI

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I'd like to introduce you to a gentleman named E.J. Manuel.
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Old 08-29-2015, 01:19 PM   #11
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Re: Madden NFL 16: Analyzing the AI

I think your ai's secondary play can be pretty bad at times. I've seen big plays given up because my secondary does some bone headed, head scratching stuff. Not enough to ruin a game for me yet, but some stuff just makes me mad. Guys are out of position far too often. They also HAVE to make secondary animations/movement priority next year. Some of that stuff is an eyesore. Which bugs me because I've seen some REALLY good reaction animations but they are far too inconsistent.
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Old 08-29-2015, 01:35 PM   #12
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Re: Madden NFL 16: Analyzing the AI

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Originally Posted by SageInfinite
I think your ai's secondary play can be pretty bad at times. I've seen big plays given up because my secondary does some bone headed, head scratching stuff.
along with the QB inaccuracies mentioned earlier in this thread, this is something that happens every game even by the best players. blown coverages and missed assignments are not uncommon.
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Old 08-29-2015, 02:06 PM   #13
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Re: Madden NFL 16: Analyzing the AI

Something to consider though is that completion percentages are at all time high. Even Alex Smith went 16-18 last night! However, the QB AI has always been the root of the problem. It drives me insane when QB accuracy is talked about as the problem. Maybe they are too accurate, maybe not, but there are several factors over the years that contribute to ROBO or high pass accuracy ratings.

Maybe the most under discussed problem with the game in these forums over the years is the playcalling of the CPU. Z Spot, 4 Verts, Stick, Slants, Bench, Corners, Strong Flood, and Screens make up the majority of the calls and most NFL QBs without much pressure are going to be accurate on throws of less the 10 yards. That's the first issue and it's a big one. In M16 with the addition of shot plays it's easy to see how this has helped. A LOT of issues could be resolved if we were able to assign custom playbooks to the CPU opponent. I did this M11 and the gameplay was incredible. Why oh why can we not do this?????

Second problem is the zone coverage. While improved this year, there are still too many players standing around and not shuffling, strafing, or altering coverage based on the routes being run.

Lack of true pocket and pass rush causing hurried throws.

The biggest issue even in Madden 16 is the CPU QB's inability to read the defense, audible to the right call based on matchups, and throw the ball away under duress. I know it's improved in M16, but there's a long way to go. There are still too many cases (not as bad as M15) where every receiver is covered and the CPU QB just stands around.

I am happy with M16 but it seems that a lot of the incomplete passes are just based on a dice roll rather than a poor decision by a lower rated QB, excellent coverage, or hurried passes. Again, it's miles ahead of where it was last year, and I think the devs are on the right track, but there still a ways to go.

Last edited by therizing02; 08-29-2015 at 02:09 PM.
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Old 08-29-2015, 02:44 PM   #14
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Re: Madden NFL 16: Analyzing the AI

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Originally Posted by BleedGreen710
along with the QB inaccuracies mentioned earlier in this thread, this is something that happens every game even by the best players. blown coverages and missed assignments are not uncommon.
It's not blown coverages though. It's just jerky animations that send them in the wrong direction for no apparent reason. I actually love seeing blown coverages in the game, as it tells me the game is not psychic and the defense knows what each offense is calling. What I'm describing is not that. It's just bad movement and dumb reactions.
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Old 08-29-2015, 02:50 PM   #15
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Re: Madden NFL 16: Analyzing the AI

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Second problem is the zone coverage. While improved this year, there are still too many players standing around and not shuffling, strafing, or altering coverage based on the routes being run.

Lack of true pocket and pass rush causing hurried throws.

The biggest issue even in Madden 16 is the CPU QB's inability to read the defense, audible to the right call based on matchups, and throw the ball away under duress. I know it's improved in M16, but there's a long way to go. There are still too many cases (not as bad as M15) where every receiver is covered and the CPU QB just stands around.

I am happy with M16 but it seems that a lot of the incomplete passes are just based on a dice roll rather than a poor decision by a lower rated QB, excellent coverage, or hurried passes. Again, it's miles ahead of where it was last year, and I think the devs are on the right track, but there still a ways to go.
This is exactly what I think leads to the high accuracy mark. The fact that defenders are out of position alot of the time, or just take themselves out of position. They just have BAD movement/animations for the secondary in this game. Add the lack of pass rush this year, and the lack of the pocket collapsing to cause bad throws, or throws being dead on the money after the QB being hit, and you got guys throwing for 80%.

As mentioned it's MUCH better than last year from a default standpoint, but I feel these areas Tiburon HAS to address next year if this game is to continue moving in the GOOD direction it's moving in.
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Old 08-29-2015, 06:35 PM   #16
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Something that upset me is that they still did not improve on the CPU ball carrier's decisions. CPU RB has a wide open run outside and does a random juke move in space and runs inside turning a 20+ yard run into a 2-3 yard carry.

Same goes for CPU receivers after the catch. The CPU receiver is running a slant, post, or crossing route and when they receive the ball they immediately will turn upfield instead of running from the defender... or their is a defender in front of them and instead of turning upfield they run into the defender.

I still do not see any improvement in the CPU passing. The CPU QB doesn't move in the pocket like he should, roll out to throw a pass (still runs like their stuck in mud, taking a sack), or run when they should. There might be the opportunity for a 5-20 yard QB run but instead they just stand there and take a sack or throw a stupid pass.

I dunno, I personally don't see enough improvement from last year's title to be satisfied.
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