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Madden NFL 16 Community Impressions

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Old 09-22-2015, 03:25 PM   #617
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Re: Madden NFL 16 Community Impressions

I was on vacation for the last two weeks so maybe I missed this but I finally started my Jets CFM and after Week 1 my team's OVR went from a 76 to an 84. What's up with that? Is that the overpowered XP/confidence/progression stuff?

I didn't exactly light the world on fire in Week 1 either, beat the Browns 21-17.
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Old 09-22-2015, 05:04 PM   #618
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Re: Madden NFL 16 Community Impressions

Quote:
Originally Posted by JOS1181
Also why are FG kickers so pathetically weak? 55y FGs are made regularly in the NFL but in Madden unless you have wind at your back you are going to be way short.. 47y with no wind is as far as I have been able to kick and make a FG. This is with kick / leg power of 94 or 96.
Thats because EA doesn't care about special teams. It's so easy to kick in this game the only way they make you miss is by hitting it short despite that fact most kicks are missed wide. With the CPU never returning kicks past the 30, no separate special teams sliders in franchise and never missing kicks, the special teams can't be done much worse. I do think if you lower the arrow you can kick further and there is no penalty for blocked kicks either due to low trajectory.

The NFL is only making 94% of their extra points now. You see missed kicks quite often but you don't see a user miss in Madden.
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Old 09-22-2015, 11:20 PM   #619
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Re: Madden NFL 16 Community Impressions

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Originally Posted by Smallville102001
I have not really liked a madden game since 07 during gamecube, ps2, xbox gen and ever year there is at least 1 game play problem that is a game killer and at least 1 problem that kills franchise mode. Last year it was the sack issue and I remember 1 year it was that you would see like a million fumbles a game. This years game is so improved and while not perfect the game plays a good game of football and has no gameplay killer like ever madden had for the last like 8 years and if you use the work around to get ride of drive goals then franchise mode is good and has no game mode killer like the last 8 years had. I have not been able to play a madden game for more then like 3 months since 07 and have not went threw a full season in franchise mode since 07.


This years game I am going to be able to go threw sever season in franchise for the first time since 07. To have not liked the last 8 maddens before this year but yet like this years game I think says something and I know there are a few other people on here that had not liked madden for a long time yet like this years game. It fells like for the first time in a long time madden is not a 1 step forward 3 step back kind of game. From madden 08-15 the highest I could give a Madden's gameplay was like a 6/10. This years gameplay is like a 8/10 and if they can improve the blocking and passes rushing next year like they did the WR/DB interactions this year then next years game play could be like a 9/10 has the blocking is by far the worst gameplay problem madden now has left.
If you plan on going more than one season, are you doing 32 team control? How will you address the LT regression issue? I simmed a couple years before I started my CFM tonight and confirmed that every single starting LT in the league lost their awareness and got replaced. So all the starting LT's were rated 60-75 with a couple 80's.
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Old 09-22-2015, 11:53 PM   #620
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Re: Madden NFL 16 Community Impressions

I agree that Special Teams really needs some attention, first and foremost (imho) in the Punting Game.
Anyone can basically eliminate Punt Returns by the opposition by simply kicking the ball out of bounds on every punt without sacrificing much, if any distance. You could have a Yds per Punt of 49.3, and a Net Yds per Punt of 49.3 every game with little to no skill.
Coffin corner punts are basically automatic as well, and since the gunners/punt coverage guys so hard to control and down a bouncing punt near the goal-line with, why would anyone do anything but punt it out of bounds?
I think the solution to the first part of the problem would be to overhaul the kicking and punting meter/interface. Aiming a punt is just way too easy.
I'd say they've kept it easy to encourage cheesers to punt on 4th down, but why not allow an option for the easy interface as-is and also a more challenging interface that will produce more realistic outcomes? MLB the Show offers a bunch of interfaces for virtually every action in baseball.
To solve the 2nd issue, controlling punt coverage guys when downing a punt, they need to add specific moves and animations for that situation.
But if I had to prioritize areas that need improvement, I'd put getting Auto-Subs and Fatigue to work properly as well as giving us Formation Subs/Custom Sub Packages back so we can decide who plays on Special Teams ahead of improving the Kicking/Punting game.
I guess the entire fatigue/auto-sub/formation sub thing has been screwed up (or non-existent in the case of formation subs) for so many years that it must be a problem NASA couldn't solve, or surely they would've fixed it by now.
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Old 09-23-2015, 12:55 AM   #621
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Re: Madden NFL 16 Community Impressions

Turn the kicking line off and it's not automatic at all imo.

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Old 09-23-2015, 05:07 AM   #622
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Re: Madden NFL 16 Community Impressions

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Originally Posted by Pappy Knuckles
Turn the kicking line off and it's not automatic at all imo.

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True for punts but not field goals. Field goals are still automatic.
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Old 09-23-2015, 07:24 AM   #623
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Re: Madden NFL 16 Community Impressions

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Originally Posted by rudyjuly2
True for punts but not field goals. Field goals are still automatic.
He didn't mention field goals in his comment, but I hear you. I've managed to hit the post a couple of times and have had my kick come up short on several occasions. It could still be more difficult though, I suppose.
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Old 09-23-2015, 08:55 AM   #624
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Re: Madden NFL 16 Community Impressions

Quote:
Originally Posted by Pappy Knuckles
He didn't mention field goals in his comment, but I hear you. I've managed to hit the post a couple of times and have had my kick come up short on several occasions. It could still be more difficult though, I suppose.
The problem is they don't even allow us too. With no separate sliders for user/cpu in franchise mode you can't go too low or the cpu starts missing too much. I really don't want to go under 40 FG Acc as a result.

And when you actually do test user FG accuracy slider out it is really messed up. At a certain point it goes from being a bit difficult (only on longer attempts as the shorter attempts still have a wide green section) to shank city no matter where your meter is. For a lower rated kicked like Caleb Sturgis that threshold was 26/27. At 27 I could make them although it was challenging on long ones. At 26 I shanked EVERYTHING. For better kickers it might be 24/25.

Here is a video that shows how at FG Acc 0 it is virtually impossible to make a FG. I would like that if the slider eased into things but it's a very black/white issue.

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