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Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Old 05-28-2017, 06:08 AM   #201
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by Armor and Sword
Yep....I had to house rule myself to only hot routing to a fly pattern once a game when I saw one on one press coverage vs the CPU.

Easy 6 almost every time.

I hope and pray Madden AI get’s a nice tuning for 18.
It would be nice if the AI took note of how fast your receivers are in Simulation mode. No one played press coverage on the 1998 Vikings after Randy Moss showed what he could do unless there was a safety dedicated to following Moss deep.

I have in my franchise a 6'6 93 speed WR. He has good release and agility/acc too. Yet the CPU will play press man on him several times a game. This is on All Madden, so I can't say it is the same on other difficulties, but with a WR that big and fast, press man on him is a touchdown 70% of the time. There is no reason any team should ever be playing press man on that guy. If someone like that were in the NFL, you would rarely ever see it.

So it would be nice if the AI didn't make decisions that made them outgunned before the ball is even snapped. Better AI strategy might even lower the need for artificial ratings boosts for the CPU as well.

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Old 05-28-2017, 08:31 AM   #202
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by ForUntoOblivionSoar∞
It would be nice if the AI took note of how fast your receivers are in Simulation mode. No one played press coverage on the 1998 Vikings after Randy Moss showed what he could do unless there was a safety dedicated to following Moss deep.

I have in my franchise a 6'6 93 speed WR. He has good release and agility/acc too. Yet the CPU will play press man on him several times a game. This is on All Madden, so I can't say it is the same on other difficulties, but with a WR that big and fast, press man on him is a touchdown 70% of the time. There is no reason any team should ever be playing press man on that guy. If someone like that were in the NFL, you would rarely ever see it.

So it would be nice if the AI didn't make decisions that made them outgunned before the ball is even snapped. Better AI strategy might even lower the need for artificial ratings boosts for the CPU as well.
The underlying issue is that madden only has 2 press animations, one win and one lose. There needs to be a lot more and the coverage shading needs to work better. If I play press and align my corner inside he should be taking away those inside routes or at least throwing off timing.
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Old 05-28-2017, 08:43 AM   #203
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by SolidSquid
The underlying issue is that madden only has 2 press animations, one win and one lose. There needs to be a lot more and the coverage shading needs to work better. If I play press and align my corner inside he should be taking away those inside routes or at least throwing off timing.


Out of curiosity.

In the scenario you suggested, would the animation cause the outside route be open? Would your press be less effective or completely ineffective (For hypothetical example, since you altered a 50/50 dice roll (basic press/ no press) with a 1/4 roll?*



*numbers are for illustrative purposes only.
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Old 05-28-2017, 08:53 AM   #204
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Huh?

Because he doesnt think that something that occurs on less than 1% of snaps is necessary to be added that means he doesnt want to play on simulation.

The truth is the number of people who want a true 100% simulation is small. Most people would fall into the category that CM Hooe described.

I love simulation football. Having botched snaps in the game would be fine but there are SO MANY more important elements that have to be implemented in the game before that. I'd rather the team use their limited amount of time to do that instead of trying to figure out a way to implement something that rarely happens in real life.
High and low bad snaps happen quite often in the nfl. It disrupts timing on plays and should be part of simulation mode.

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Old 05-28-2017, 08:57 AM   #205
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by SolidSquid
All we need is a sim game slider. NBA 2k has one that adjust simulated game lengths. So whether you play on 6 9 or 12 minute quarters you can make the sim games length match and balance the stats
I'd be all for this. I don't understand how you would get off just as many plays off, with less time. But that would be great if possible
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Originally Posted by bcruise
Where is this idea that the selected quarter length matters in sims coming from? If you set the length on one minute for example, you're still going to see full game stats coming out of the sims...

If anything I feel like there are too many plays in sims more often than not. What with a lot of scores up in the 40-50 range and all.
Are we all talking about the games we are playing or for simmed games in our CFM? Or both?

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Old 05-28-2017, 10:51 AM   #206
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by Slim4824
High and low bad snaps happen quite often in the nfl. It disrupts timing on plays and should be part of simulation mode.

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100% agree! I can understand users not wanting it in competitive.
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Old 05-28-2017, 11:05 AM   #207
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by Slim4824
High and low bad snaps happen quite often in the nfl. It disrupts timing on plays and should be part of simulation mode.

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I have seen high snaps in my franchise mode throughout the season that disrupts the the timing of handoffs and pass plays. I've seen a low snap a time or too as well. Same thing happens with punters from time to time. I'm assuming from your statement you didn't play 17 or didn't get very far in franchise mode, perhaps?

I just don't see any fumbled snaps from center to QB or high/fumbled snaps to the place holder or snaps over the punters head, which should happen here and there(once in a while) in the game.

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Old 05-28-2017, 11:08 AM   #208
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by SolidSquid
The underlying issue is that madden only has 2 press animations, one win and one lose. There needs to be a lot more and the coverage shading needs to work better. If I play press and align my corner inside he should be taking away those inside routes or at least throwing off timing.
I agree...I find that it will be "almost" useless to have coverage assignments like best CB on best WR if M2M still cannot provide better coverage than in M17. Like Press only has a win or lose animation, we need more animations for win and lose for man coverage.

I understand that certain routes have a higher degree of success in the NFL, but then defenses have more flexibility in adjusting for such routes when they are expected, such as inside positioning with safeties leaning more to the outside initially, and that is where Madden falls short.

We really need to be able to assign coverages separately, by groups like CB's, LB's, Safeties. Just like we should be able to set fronts.

Seems playbooks would be more efficient and flexible if we could set our fronts, then set LB's whether over/under etc...and so on, as we call the play, and pre-snap.. Of course all this would have to work, and we would need true 2 gap for 3-4 fronts available. Essentially the OL/DL interactions need t be improved more...

Essentially, under the rock, paper, scissor, method that Madden appears to employ, the user should have the tools/adjustments available to counter anything the offense can throw at the defense and vice-versa; with ratings determining outcomes.

Last edited by 4thQtrStre5S; 05-28-2017 at 11:23 AM.
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