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Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much More

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Old 05-27-2016, 02:05 AM   #41
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

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Originally Posted by TheBleedingRed21
Only thing I didn't like was "dropped interceptions are rarer occurrences"

Interceptions are way too common. Hopefully this doesn't mean we'll have more interceptions.

Maybe there were too many tipped ball interceptions, but also there were way too many easy drops on simple, wide open, should be picks, were the ball would hit the defender right in the hands and they'd drop it, another legacy issue in Madden.

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Old 05-27-2016, 02:14 AM   #42
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

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Originally Posted by SportsGamer94
Maybe there were too many tipped ball interceptions, but also there were way too many drops on easy, simple, wide open, should be picks, were the ball would hit the defender right in the hands and they'd drop it, another legacy issue in Madden.
after the patches came out tipped ball picks happen a lot less
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Old 05-27-2016, 02:19 AM   #43
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

Thoughts after reading the blog:

1. Special teams
Don't really care about the kick meter. I guess it is good if it leads to more accurate results.
I like the block kick mechanic for what could be a surprising reason. I think it would cut down on the exploits. In past games guys learned things like moving the blocker further out wide or do the crazy run around presnap to throw off AI blocking in order to almost guarantee blocks. As long as this is properly tuned it should be a lot better.

2. Trick plays. This could be a love or hate type of deal. I am primarily a offline franchise guy so I really only want to know one thing -- will the AI still have the physic ability to know when I am attempting a fake? PAst games the AI would simply never be fooled.

3. Catch. Well I thought play receiver was the counter to aggressive catching? And that made sense to me. The swat mechanic sounds like it should counter possession catching. I would have been satisfied with limiting who could do highlight catches.
The user bonus is a mixed bag. I am a no switch guy, so will I basically be punished for not switching?

4. Ball physics. Sounds great, but need to see it in action. I am kind of expecting to see some goofy glitches early on though. Glad to hear that QBs avoiding sacks by seemingly dropping the ball has been addressed though.
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Old 05-27-2016, 02:58 AM   #44
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

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The lighting has a REAL problem in this game and it needs to be addressed. Look at the disparity between the following two pics in Madden 16:





Now, if you looked at that top pic and said "Man, that looks like a 4pm+ game", you'd be off by 3+ hours. BOTH pics are 1pm games under clear sunny skies, one is outdoors and one is indoors, and somehow the top pic looks like a completely different time of day, more like 4pm or a little later.

===============================

But now it's time to get crazy, and this is the part that shows how messed up the lighting is in this game:



^^^ Guess what the time of day is for that pic? 4pm. But hold on, why does this pic at 4pm look BRIGHTER than the first pic in this post at 1pm? Makes no sense, right? Of course it doesn't. This is just bad.

They need to fix that. This has been a problem for WAY too long.
Good post. I never thought much of it but that's pretty awkward. Lighting goes a long way, whenever I play the division the lighting impresses me.
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Old 05-27-2016, 08:50 AM   #45
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

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I was really hoping to hear/read something about user control over fumble recovery attempts - like catch/defend pass but for fumbles...

...one button for scoop and run and a secondary button, most appropriate would be dive I think, for just getting down on the ball.
I agree with this totally. Not a fan of the fight for the fumble button mash contest, however, this would be a nice way to at least give the use some control over recovering a fumble.

One of the most frustrating things to me has been watching the ball sit there right beside one of my guys, and im doing everything i can to move him over it to pick it up, or dive on it ( there is a dive button already, but they sure wont dive on a ball to recover it) only to watch someone else come over 3 seconds later to pick it up from the other team.

I like your idea on a better way for it to be handled but still under user control. One other thing i like less in the game is them taking more control out of users hands and placing more control of the game by dice rolls more and more.
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Old 05-27-2016, 09:34 AM   #46
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

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Originally Posted by howboutdat
I agree with this totally. Not a fan of the fight for the fumble button mash contest, however, this would be a nice way to at least give the use some control over recovering a fumble.

One of the most frustrating things to me has been watching the ball sit there right beside one of my guys, and im doing everything i can to move him over it to pick it up, or dive on it ( there is a dive button already, but they sure wont dive on a ball to recover it) only to watch someone else come over 3 seconds later to pick it up from the other team.

I like your idea on a better way for it to be handled but still under user control. One other thing i like less in the game is them taking more control out of users hands and placing more control of the game by dice rolls more and more.


I think they mentioned they've created more 'get the fumble' or 'dive for fumble' animations, and I think they mentioned having better AI to react to the fumble 'quicker', so maybe this has been addressed.


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Old 05-27-2016, 09:44 AM   #47
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

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Originally Posted by OhMrHanky
I think they mentioned they've created more 'get the fumble' or 'dive for fumble' animations, and I think they mentioned having better AI to react to the fumble 'quicker', so maybe this has been addressed.


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yeah , well id have to see it.Personally im sick of all the dice roll animations that determine outcomes in the game so much. Cant not stand the forced animations between wr and cb in 16. How once ball is passed they are basically tethered together, and almost unable to seperate them at all even if you wanted to.Then the animations just play out , forget good timings and the skill in that. Just tap a button and pray you roll 7 or 11.....Just seems animations are taking user skill out of the game more and more .So basically what that says to me is, another dice roll to determine outcome instaed of user instinct, kind of like how it plays out in real life. The defender who sees the ball and gets to it first, normally gets it.But lets just let a dice roll determine it...

Yet on the other hand , i still dont understand a statement earlier, that says Rex says no switch players will be hurt by not switching on defense.So the Defenses AI is smarter, and matches routes more than ever, yet if you try to hope your cpu defender will do something for you, your in trouble? Im confused how that works like that. Im not one who doesnt switch just find those two things kind of odd.
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Old 05-27-2016, 09:53 AM   #48
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Re: Madden NFL 17 Special Teams, Pass Defense, Catch Outcomes, Ball Physics & Much Mo

Almost nothing I hoped to see in the special teams blog. No mention of proper interaction with gunners, so I doubt the coverage/returns are any better. No mention of implementing the proper blocking for FGs, so I wonder HOW blocked kicks happen. And I've been hoping kick meters would disappear ever since free throw meters bit the dust. I'm shocked so many folks are excited for a new kick meter.

I saw some decent engaged player mobility in the juke clip so there's some hope for the vertical version necessary for proper gunner interaction.
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