Home
Madden 2010 News Post

Check out the latest Madden NFL 10 blog, featuring details on the 2nd title update.

Quote:
"The first update mostly talked about some of the planned Gameplay fixes but we've also focused on some other important, non-gameplay related fixes as well including Uniforms, Franchise Stat tuning, Replays and Scriptables. The uniform updates include updating the Seattle Seahawks' home uniform to default their home pants to be blue instead of white as well as adding in their new eye popping Neon Green uniforms that they wore in Week 3 against the Bears. We've also added tribute stickers to the Titans' helmets for Steve McNair and the Eagles' helmets for former Defensive Coordinator Jim Johnson.

Some more updates that we have made based on the community feedback center around Replays. We've doubled the amount of time a replay could be recorded so longer plays, such as kick/punt returns or long interception/fumble returns would not have the beginning part of the play cut off. We have also increased the frequency of Auto Instant replays (especially after touchdowns), based on your feedback that told us they weren't appearing enough. Other updates include reducing the number of times the Chain Gang Measurement scene will trigger during the game and extending the time that we are in postplay by 2 seconds to give more time for the presentation of certain shots to finish before being cut off too early. The user will still of course be able to button through these if they want.

Finally, our resident Franchise guru Josh Looman, has been working hard at tuning stats for Franchise mode. He has increased the number of touchdowns HB's score in a season, decreased QB passing yards and touchdown passes per season, and increased sacks for 3-4 OLB's while decreasing sacks for MLB's and DT's. He has also decreased the injury chances for players with high injury ratings."

Game: Madden NFL 10Reader Score: 7.5/10 - Vote Now
Platform: PS3 / Wii / Xbox 360Votes for game: 76 - View All
Madden NFL 10 Videos
Member Comments
# 121 prime21time37 @ 12/01/09 08:07 PM
Quote:
Originally Posted by ab2c4
I just hope they improved the overall play execution (and play calling) by the cpu when they are on offense. I think that is clearly the weakest part of Madden 10 and I really hope this upcoming patch will address the cpu offense.
couldnt agree more. today, right before halftime i punted to the cpu with like 45 seconds left. deep in there own territory they call 3 straight dives up the middle and burn all 3 timeouts. yes, even called a timeout to punt it back to me. with like 10 seconds left i manage to get in fg range, but didnt kick it cause it felt cheap!!! dont know how hard it is to implement some sort of scheme, but it makes it stupid sometimes.
 
# 122 HolyCrap @ 12/01/09 08:26 PM
Quote:
Originally Posted by Millennium
Alright, I guess we are really going to do this...

First of all, how many minute quarters, and what play clock run off. Also, what are your sliders and level. Plus, how successful were they on those 10 attempts, and who were you.

And the flats has been confirmed in the patch.

From MY experience, CPU teams go to their stars players and stick to their game plan.
11 min quarters. 20 sec run off. Custom Sliders. I was the Bears.

10 carries 48 yards which isn't bad ypc but in real life if ur getting 4.8 a carry u run the ball hard as Tennessee does.
 
# 123 dave731 @ 12/01/09 08:32 PM
Soon I will be able to start my franchise...time to dust the game off.
 
# 124 Millennium @ 12/01/09 08:33 PM
Quote:
Originally Posted by HolyCrap
11 min quarters. 20 sec run off. Custom Sliders. I was the Bears.

10 carries 48 yards which isn't bad ypc but in real life if ur getting 4.8 a carry u run the ball hard as Tennessee does.

I'm sorry. I forgot to ask how the game was going in terms of score. Close game?
 
# 125 HolyCrap @ 12/01/09 08:44 PM
Quote:
Originally Posted by Millennium
I'm sorry. I forgot to ask how the game was going in terms of score. Close game?
yea I won 12-10

the key drive was when they got the ball in 4th with 2:30 left and score was 10-9 Tenn was up.

They got the ball and threw 5 passes and 1 run (which they got 8 yards on). Vince young threw a pick his 4th on the day and i was able to win the game late.

In a close game like that with the lead Titans would run and throw when they had too.
 
# 126 KBLover @ 12/01/09 09:25 PM
Quote:
Originally Posted by Millennium
From MY experience, CPU teams go to their stars players and stick to their game plan.
I think they stick to their game plan, I just wonder, like the other poster, if that game plan is close enough to their real life game plan.

Also, I think the AI give up too easily on the run. I had a 1st quarter a while back (back when LJ was still on KC) where I stuffed Larry Johnson for under 2 ypc. Second quarter, they threw it more. Okay, fine, I've thrown it to get the AI off the run so I figured they were doing it to me.

Except they never went back to the run, even after I started harassing the QB and slowing their passing game. Larry Johnson had 6...SIX carries all game and was not injured.

Maybe I just tend to defend the deep pass, but the AI throws to the flats a LOT, even with guys like Moss or Fitzgerald as their WR. I don't control DBs or switch players so it's all AI vs AI in those interactions.
 
# 127 prime21time37 @ 12/02/09 07:51 AM
Quote:
Originally Posted by GatorBait06NC
Who isnt aware that nonsense like this happens. Ive seen the Saints thrown an interception on me when they should have been taking a knee. I swear to it.

thats funny same thing happened to me against the saints. i was down 8 and they had the ball with a minute left. i had 1 timeout. here they come out in shotgun throwing it around. i picked it on third down but couldnt score(damn skins). but some of the team management is ridiculous. ive had several crazy drives by the cpu.
 
# 128 RGiles36 @ 12/02/09 08:23 AM
Quote:
Originally Posted by prime21time37
thats funny same thing happened to me against the saints. i was down 8 and they had the ball with a minute left. i had 1 timeout. here they come out in shotgun throwing it around. i picked it on third down but couldnt score(damn skins). but some of the team management is ridiculous. ive had several crazy drives by the cpu.
Yea, there are some issues with clock management with the AI. I've seen some passing plays ran when they should be running or kneeling the ball.

The same thing happens when you supersim. When there's less than two minutes and the losing team has no timeouts, I like to supersim to the end. But next thing you know, the ball has changed hands and while I haven't lost, there are obviously some programming flaws in supersim.

I'd rather the accelerated clock run within two minutes so the time wouldn't drag with a lead...
 
# 129 brza37 @ 12/02/09 08:40 AM
Quote:
Originally Posted by rgiles36
Yea, there are some issues with clock management with the AI. I've seen some passing plays ran when they should be running or kneeling the ball.

The same thing happens when you supersim. When there's less than two minutes and the losing team has no timeouts, I like to supersim to the end. But next thing you know, the ball has changed hands and while I haven't lost, there are obviously some programming flaws in supersim.

I'd rather the accelerated clock run within two minutes so the time wouldn't drag with a lead...
Yeah, a chew clock option like in NCAA would be nice inside of 2 minutes.
 
# 130 BigBlue @ 12/02/09 09:06 AM
How about this one . . . Not sure if this was ever mentioned. I had my Giants against the Cowboys. Game goes into overtime. The CPU Cowboys win the toss . . . and ELECT TO KICK! I did a double-take not sure of what I was seeing. Sure enough, they kickoff. I win via FG.

Great AI.

BigBlue
 
# 131 jinc1019 @ 12/02/09 09:12 AM
Quote:
Originally Posted by prime21time37
couldnt agree more. today, right before halftime i punted to the cpu with like 45 seconds left. deep in there own territory they call 3 straight dives up the middle and burn all 3 timeouts. yes, even called a timeout to punt it back to me. with like 10 seconds left i manage to get in fg range, but didnt kick it cause it felt cheap!!! dont know how hard it is to implement some sort of scheme, but it makes it stupid sometimes.
I have had this very same thing happen to me....there are definitely situational problems that EA needs to address. Oh, by the way, I did kick the field goal and win....just couldn't help myself lol
 
# 132 BroMontana82 @ 12/02/09 09:48 AM
Quote:
Originally Posted by KBLover
Also, I think the AI give up too easily on the run.
100% in agreement...basically, i really have to adjust the coach profiles to counter this...but i don't like controlling all the teams b/c it results in no CPU trades. this is incredibly annoying.
 
# 133 huskerwr38 @ 12/02/09 11:56 AM
Quote:
Originally Posted by kpkpkp
Super sim doesnt work in this game anyways.

It does not take the accelerated clock into consideration.

So if you super sim a 15min quarter game, like 250-300 plays occur. Should about 125.

Watch how much time comes off the clock next time you super sim a play... Its only like 15 seconds on average. Should super-sim off 25 seconds and then some!
Yep, that is total garbage.
 
# 134 Jesus-alwz @ 12/02/09 12:02 PM
Speaking of CPU playcalling, do you all think there is an effect on their playcalling based on the slider settings? I have changed sliders to increase and decrease things like pass and run blocking, and pass rush and shed blocking (run defense), WR catching, QB accuracy and seemed to get different percentages when I went to different extremes. For example, it seemed like they ran the ball much more when my QB accuracy and/or WR catching went below 25, or when run blocking was significantly higher than pass blocking, etc. Maybe I haven't played enough games to legitimize this, though. I also have deeper passes, again seemingly, whenever pass blocking and WR catching and QB accuracy are decent and not too low.

What are your observations?
 
# 135 KBLover @ 12/02/09 12:49 PM
Quote:
Originally Posted by Jesus-alwz
Speaking of CPU playcalling, do you all think there is an effect on their playcalling based on the slider settings? I have changed sliders to increase and decrease things like pass and run blocking, and pass rush and shed blocking (run defense), WR catching, QB accuracy and seemed to get different percentages when I went to different extremes. For example, it seemed like they ran the ball much more when my QB accuracy and/or WR catching went below 25, or when run blocking was significantly higher than pass blocking, etc. Maybe I haven't played enough games to legitimize this, though. I also have deeper passes, again seemingly, whenever pass blocking and WR catching and QB accuracy are decent and not too low.

What are your observations?

It might. In my efforts to actually get a running game, I put my run D sliders at 0/0/5 and suddenly the AI was trying to pound the ball and stay with it. It might have an impact because it's trying to "make it harder" on you by doing what your sliders are hardest at, but the result in game seems like it could be more running. Plus the lower sliders give successes which probably help the AI stay with it.

Also, had a game last night where I stuffed Jamal Lewis, but they stayed with him all game. He had 21 carries and some of the 4th quarter ones were significant.

So it could be a possibility.
 
# 136 KBLover @ 12/02/09 12:53 PM
Quote:
Originally Posted by rgiles36
The same thing happens when you supersim. When there's less than two minutes and the losing team has no timeouts, I like to supersim to the end. But next thing you know, the ball has changed hands and while I haven't lost, there are obviously some programming flaws in supersim.
Yeah, super sim is awful. Yet another thing it should do like Head Coach 09 - super sim runs the accel. clock like during a played out game.

And, like everyone else, some stupid clock management decisions like running up the middle on their own 25 yd line, then calling time out. Running the ball when down by 14+ with less than 2 minutes left (of all the times to go to the run...), the "automatic" time out with 1:01 or so on the clock (just about every time the AI has the ball, it will call timeout around 1 min left in the game, even if my D is clearly off balance - the AI will kill it's own flow with the "auto" timeout).
 
# 137 roadman @ 12/02/09 01:10 PM
Quote:
Originally Posted by KBLover
It might. In my efforts to actually get a running game, I put my run D sliders at 0/0/5 and suddenly the AI was trying to pound the ball and stay with it. It might have an impact because it's trying to "make it harder" on you by doing what your sliders are hardest at, but the result in game seems like it could be more running. Plus the lower sliders give successes which probably help the AI stay with it.

Also, had a game last night where I stuffed Jamal Lewis, but they stayed with him all game. He had 21 carries and some of the 4th quarter ones were significant.

So it could be a possibility.
In coach mode, I also went up against Lewis last night. I'm using sliders from here(Bill Harris) and Lewis was gaining 7yds/attempt and over 100 yds @half. I started using more pinch plays in the second half and more engage 8's. They stuck with the run and I started to shut it down. Finally, I pulled ahead and they had to pass the rest of the game.

They were down by two with less than a minute left and all their timeouts. They started running the ball and calling timeouts. I stopped them on 4th down and they turned the ball over with 18 seconds left. Weird. Game over.
 
# 138 BroMontana82 @ 12/02/09 01:18 PM
Quote:
Originally Posted by Jesus-alwz
Speaking of CPU playcalling, do you all think there is an effect on their playcalling based on the slider settings? I have changed sliders to increase and decrease things like pass and run blocking, and pass rush and shed blocking (run defense), WR catching, QB accuracy and seemed to get different percentages when I went to different extremes. For example, it seemed like they ran the ball much more when my QB accuracy and/or WR catching went below 25, or when run blocking was significantly higher than pass blocking, etc. Maybe I haven't played enough games to legitimize this, though. I also have deeper passes, again seemingly, whenever pass blocking and WR catching and QB accuracy are decent and not too low.

What are your observations?
i don't think so in terms of the number of run vs. pass plays called. the sliders should just change effectiveness of attributes. to tune the play calling, you should adjust the coaching sliders / settings. this makes a big difference in pass vs. rush and the blitzing. the only problem is you need to control all the teams and this turns off CPU trades in a franchise.
 
# 139 kjb23 @ 12/02/09 03:28 PM
Will this update allow me to use updated rosters in online franchise?
 
# 140 jacory12 @ 12/02/09 04:15 PM
Quote:
Originally Posted by kjb23
Will this update allow me to use updated rosters in online franchise?
Good question, I hope so.
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.