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Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

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Old 09-09-2015, 12:39 PM   #153
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

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Originally Posted by Dwaresacksqb
Sorry if this has been addressed already but didn't Rex just say a few days ago that they submitted the patch to get approval from xbox and playstation? So how did this get approved so quickly? If anyone has an answer It would be greatly appreciated.

They never told us when it was submitted just that it had been and I'm fairly certain they wouldn't have made that announcement until they were fairly confident it would be approved.

Patch could have been submitted three weeks ago for all we know.
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Old 09-09-2015, 12:40 PM   #154
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

I was looking forward to starting my CFM for the year this weekend, but based on impression from other OSers it sounds like I should hold off until the second patch. It was nice they were able to move this one out the door so quickly, but it sounds like there are still plenty of CFM crippling issues that have been unresolved. It's not a big deal for me because I enjoy MUT, but I feel bad for those who are strictly CFM players. By the time CFM is stable enough to start, 2k16 will be out.
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Old 09-09-2015, 12:40 PM   #155
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

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Originally Posted by jwelsh1
So, I have read the whole thread and I still can't tell whether the player speed boost in Friday's roster update is just a theory or if it is a known thing that will happen.

Also, I am guessing there were no player likeness updates in the patch?


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I think its just assumed. I have not seen a confirmation. EA really needs to communicate on this. People who take CFM seriously are waiting on concrete info.
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Old 09-09-2015, 12:41 PM   #156
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Re: Madden NFL 16 Patch Available Now, Roster Update Scheduled For Friday

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Originally Posted by Allball76
Looks like they got deep acc but no speed ! well i think there is a higher % chance fast people come in as rookies as long as there other abilities are not op ! the deep acc was big ! because having a fast QB that was also super accurate was bad !

Speed kills in madden i can take a wr with not that great of catching and burn people all day with them. Same for a cb, just user him get his stats, to get his xp, youll get him to a great place in two years time.
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Old 09-09-2015, 12:41 PM   #157
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

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Originally Posted by howboutdat
Thats my question too. They took the time to lower rookie QB deep acc, why not do the same with speed for rookies? I dont get it
I agree they should of touch this ALittle
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Old 09-09-2015, 12:42 PM   #158
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

THis is sad..The imbalance in speed is a huge issue and doesnt seem like they addressed it. I wonder what is their thinking behind this, but whatever. It is EA, they can't help it.

Nice they have linebackers faster than WR/CBs.

GG logic.
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Old 09-09-2015, 12:43 PM   #159
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

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Originally Posted by charter04
why would a guy lose 23 points to his pass blocking in one season?
The issue is that left tackles (and right tackles to a lesser extent, but it's mostly left tackles) are allowing a disproportionately high number of sacks relative to other starting offensive linemen.

The total number of sacks allowed is actually pretty solid at a glance, but teams' left tackles are allowing too many sacks. For example, in one given sim, the Cowboys allowed 32 total sacks, but Tyron Smith allowed 12 of them. Washington Post credits Tyron Smith with six sacks allowed in 2014 and he's never allowed double-digit sacks in his career per that source. Another example: Browns LT Joe Thomas - probably the premier left tackle in the league - allowed 13 sacks in the same simulated season (with PBK of 96 following the season); he's never allowed more than six sacks in his career, per Washington Post.

The extreme example: for the Rams, they allowed 60 sacks as a team in one sim I did, and Greg Robinson allowed 41 sacks by himself. No other player on the team allowed more than 9.

Combine this with a component of Game Prep where an offensive tackle will automatically regress if he allows too many sacks in a game. For example, Greg Robinson will automatically lose four points in Pass Blocking permanently if he allows four sacks in a game. The amount of regression may be tied to Consistency; the Rams' right tackle, Rob Havenstein, also allowed four sacks in a single game once this sim, and he lost five points on Pass Blocking instead of four. It appears that three sacks allowed is the threshold for any ratings penalty, so an OL can allow 0, 1, or 2 sacks in a game and be fine.

Going back to Greg Robinson allowing 41 sacks in a season - that's a little over 2.5 sacks a game. In a second sim I did, he allowed at least 3 sacks in 8 games, and in two games allowed more than 6 sacks individually. So he's getting hit with PBK ratings penalties at least eight times in the season.

That's the reason we're seeing the tackles regress so much - they are allowing a ton of sacks individually, and the game is penalizing them for that.

For frame of reference - Washington Post credits Vikings LT Matt Kalil, one of the worst current starting tackles in the NFL by consensus, with 13.75 (.75?) sacks allowed in 2014. Unfortunately sortable real-world individual OL stats are proving really hard for me to find.

If I were to take a stab at what the long-term effects of this would be - CPU teams are going to be at the mercy of the sim engine with respect to developing young offensive tackles, and any who don't perform in the game sims are going to probably discarded quickly on account of the extreme PBK regression. The LTs who already have high ratings, though allowing too many sacks, will probably maintain their ratings more often than not because they mostly won't ever hit the single-game sacks allowed thresholds to incur ratings penalties.
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Old 09-09-2015, 12:43 PM   #160
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

From a logical stand point, it is miles quicker to change the stock roster speed of all the players than 30 draft classes.

QBA accuracy is maybe 10 players per draft so that's easier
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