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Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

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Old 05-19-2016, 02:44 AM   #97
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

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Originally Posted by jpdavis82
So in theory perhaps there were other helmets you scanned? Maybe the Speedflex even?


All the gloves and shoes you've seen have been scanned, so there's that.....
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Old 05-19-2016, 02:47 AM   #98
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

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All the gloves and shoes you've seen have been scanned, so there's that.....


That's good to hear
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Old 05-19-2016, 02:52 AM   #99
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

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Originally Posted by Trick13
Break Tackle - and, for that matter elusiveness - why are these still ratings???
Someone correct me if I'm wrong but I haven't seen the "Break Tackle" rating in Madden NFL in years. Rather the ballcarrier rating categories for a while now have been Ball Carrier Vision, Carrying, Trucking, Elusiveness, Stiff Arm, Spin Move, and Juke Move.

As to Elusiveness, that is a technical skill that professional football scouts actually grade separate from lateral and radial agility (which are quantified in real life via the shuttle and 3-cone combine drills), so the rating's place in the game is easily justifiable.
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Old 05-19-2016, 03:01 AM   #100
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

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Originally Posted by KANE699
All the gloves and shoes you've seen have been scanned, so there's that.....


I could be wrong but that Jonathan Stewart pic looks so clean it got me wondering, were jerseys scanned too?
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Old 05-19-2016, 03:29 AM   #101
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

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Originally Posted by CM Hooe
Someone correct me if I'm wrong but I haven't seen the "Break Tackle" rating in Madden NFL in years. Rather the ballcarrier rating categories for a while now have been Ball Carrier Vision, Carrying, Trucking, Elusiveness, Stiff Arm, Spin Move, and Juke Move.

As to Elusiveness, that is a technical skill that professional football scouts actually grade separate from lateral and radial agility (which are quantified in real life via the shuttle and 3-cone combine drills), so the rating's place in the game is easily justifiable.
I do believe that you are half correct - No argument from me on the elusiveness being an actual scouted "technical skill"

But, BTK still shows up for some reason in certain menus - it is no longer (maybe never was) available to upgrade in XP deal, but it appears in roster management and I am curios as to why.

I still maintain that for the experienced Madden player, ELU should be a result of following blockers, agility, acc, and FINGERS CROSSED subtle cut moves and your own execution of these attributes via timing and so forth coupled with the ball carriers abilities or limitations ( ie ratings).

I would also absolutely throw a huge raging party if the ball carrier and the blockers were finally disconnected. Meaning, when I turn left as the HB or kick returner, the blockers who can not see me turn left should continue on their path to their assignment (be it a defender or a lane/area) without any reaction to that turn - because well frankly they just should not be able to as they don't have rear view mirrors in helmets that I am aware of...
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Old 05-19-2016, 09:40 AM   #102
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

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Originally Posted by Trick13
Couple things.

Tackle Battle - kinda lost me there, I don't like games where you get random pop up icons, not ever, not in Far Cry, Die Hard, and I sure as heck don't want that kind of weak sauce in my football game. I miss the old leg drive thing where the defender was hitting the wrap up tackle button (or strip button if they were sneaky) and the runner was tapping sprint (as in keeping his legs churning). I thought it made sense in the context of the game and controls and did not require any icon to be displayed. It did need some serious tuning as it felt as though the ratings were not impacting the outcomes as much as button mashing. So far, this is the only "whoa, slow down with the Jack, Joe" type thing out of all I read.


Break Tackle - and, for that matter elusiveness - why are these still ratings??? I don't get it. A guy with high trucking and yet low stiff arm is likely in the NFL somewhere - so his truck rating should apply excliusively when that move is used, same for stiff arm - why is BRK Tackle still a thing when they should be using a lil physics and some strength for "ties" in such situations. Same thing for elusiveness, all players are rated in spin move and juke move, so why the need for elusiveness - It has not had any effect on the field since they took out the system in which the right stick moved up would result in different attempted tackle breaking moves where power backs would truck and little shifty cats would do this weird looking duck and slide deal. It seems to me that this is an area where either the ratings should have an impact that they don't (frustrating defenses with an E. Smith like quality of never being able to really square him up for a brutal hit "elusiveness"or Ahman Green - esque "pin-balling" through side hits and arm tackles) or they impact things that are already rated, in and of themselves, making these 2 ratings superfluous.

My feeling is they should be impacting the game in the way of the 2 examples I gave, which is to say that they would be under the hood type of things, the type of things that just happen because of the ratings and angles and balance and inherent awareness, vision, shiftiness type of things.

But either they need to have some meaningful impact or they need to be removed - and by meaningful I mean not as modifiers or averages of other ratings but as their own sub set of subtle animations or interactions.



Last, but not least - I was hoping to hear about what tools a defender may have in the open field - strafe to move shadowing - like tap the strafe to "break down" then tap tackle button to wrap, something, anything to give open field defenders a fighting chance, again based heavily on ratings with a timing element within there.


I do also wonder if defensive players will now rush the QB, rather than rush the blockers in the passing game - guess maybe another of the gameplay blogs will hopefully address that...
Break Tackle? Where is that rating?

Hopefully blocking footwork and strength will be used throughout M17, to further separate players..

Elusiveness is something that I don't believe can be taught and is just what a player has, in madden and in the NFL, but in madden it seems to be the "slipperiness" of any player when they are not making a special move, so it appears to have an impact in game; I have seen some elusive moves without me doing a spin or cut..

SInce I am not sure how all attributes are tied together, I am just speculating, brainstorming ideas; I do prefer the use of many ratings, over just having something like 8 basic ratings such as back in Football Pro 98

Last edited by 4thQtrStre5S; 05-19-2016 at 10:09 AM.
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Old 05-19-2016, 09:43 AM   #103
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Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

For anyone concerned about Tackle Battle turning into button mashing this is from someone who has played the game


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Old 05-19-2016, 09:57 AM   #104
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Button mashing. Madden arcade. Keep it simple EA.
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