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Madden NFL 13 News Post


It looks like Madden NFL 13 title update #3, which was scheduled to arrive tomorrow, is 1 day early and available now for 360 users, weighing in at 19MB.

*UPDATE: PS3 title update is available now, weighing in at 52MB.

For those that missed out on what the title update contains, check it out below or read more about it here.

Feature Additions:

Custom Rosters Offline: Added the ability to start an offline career with a custom roster.

Connected Careers Edit Player: Added the ability to edit gear and information for players in a league.

Coach Mode in Connected Careers: Added the ability to use coach mode in Connected Careers.

Changing Schemes in Connected Careers: Added the ability to change offensive and defensive schemes as a coach.

Offline Play Along in Connected Careers: Added the ability for multiple people to join a CCM game. This applies to coaches only.

Draft Clock: Added a draft clock during the draft that is displayed on screen if you leave the draft interface to view rosters, depth charts, etc.

Draft Filter: Added a filter to the draft screen to display players that have been drafted.

Connected Careers Practice XP: Added the ability for user controlled players to earn extra XP in practice mode through the stats they accumulate.
Gameplay Tuning:
  • Fixed an issue where WRs were dropping too many passes when playing on All Madden difficulty setting.
  • Fixed an issue where it was too easy to time the kick meter on FGs and PATs in user vs. user games.
  • Fixed an issue where punt returners were moving away from the landing spot if you called a fair catch while letting the CPU control the player.
  • Fixed an issue where someone who attempted to bull rush with the R stick once the ball was snapped activated run commit.
Commentary:
  • Added over a dozen logic fixes to make our commentary more intelligent.
Presentation:
  • Fixed an issue where specific offensive player celebrations were not triggering.
  • Fixed an issue where the referee was backwards when calling a penalty.
  • Fixed an issue with the Giants away uniforms (missing a sleeve stripe).
Connected Careers:
  • Fixed an issue where Offline Gameplay AI/Logic did not match the logic in Play Now.
  • Fixed an issue where playing the game on All-Madden is too easy.
  • Fixed an issue where changing the camera setting in CCM game works for single player.
  • Fixed an issue where League Sliders had limited impact on difficulty.
  • Fixed an issue where the Accelerated Clock did not function in an online CCM game when the option was set to On.
  • Fixed an issue where you could not turn on/off GameFlow in CCM.
  • Fixed an issue where you were unable to sign Free Agents during the season.
  • Fixed an issue where 'Starting a League' would reset Player Schemes.
  • Fixed an issue where after declining a trade offer, you are no longer able to accept or decline another offer.
  • Fixed an issue where you could exploit supersim to run the game clock indefinitely.
  • Fixed some spelling and polish issues in the News and Twitter.
  • Fixed an issue where a coach could make a contract offer to a user controlled player.
  • Fixed an issue where you are forced to select a throwing style for a created player that is not a QB.
  • Fixed an issue where turning Auto-Start to off does not save week to week.
  • Fixed an issue where you can see rookie overall ratings by accessing the player card of the prospect through Team Needs.
  • Fixed an issue where changing Auto-Sub Frequency does not change the correct data.
  • Fixed an issue where the profanity filter was preventing offline players from typing in their names.
  • Fixed an issue where you can draft a player and then trade down while the draft is paused. The issue resulted in the user keeping both the traded picks and drafted player.
Stability:
  • Fixed numerous crashes.
  • Fixed an issue with the in-game pause menu disappearing.
Madden Ultimate Team:
  • Changed the Packs button to Store Button.
  • Condensed Leaderboards and Help menus.
  • Implemented the ability to view videos from the hub.
  • Implemented Store Panel Changes.
  • Moved Auctions/Trades to a separate menu option.
  • Fixed several Solo Challenge exploits
Playbooks:
  • Fixed an issue where theHail Mary formation in a custom playbook had a blank play that resulted in a broken formation and invisible players if selected.

Game: Madden NFL 13Reader Score: 6/10 - Vote Now
Platform: PS3 / Wii U / Xbox 360Votes for game: 77 - View All
Madden NFL 13 Videos
Member Comments
# 281 rudyjuly2 @ 10/15/12 06:05 PM
Quote:
Originally Posted by roadman
Typically, the Niners run more than they pass.
The only team in the NFL that ran more than passed in 2011 was Oakland. Even the 49ers threw more than they ran (can't forget to include sacks with pass attempts). It sounds like this aspect of the game was not touched. Will check it out tonight for myself. The Patriots were pretty bad pre-patch so I will play a game against them.
 
# 282 Mizzou24 @ 10/15/12 06:08 PM
Anyone noticing the simulated stats seem very conservative??
 
# 283 iamgramps @ 10/15/12 06:08 PM
Quote:
Originally Posted by Danimal
Do you have a link to this because I don't see any such announcement.
Changing Schemes in Offline Connected Careers: Added the ability to change offensive and defensive schemes as a coach. (Coming to Online Connected Careers on October 19th)

I don't know how to do links, but I googled Madden 13 title update #3.
 
# 284 khaliib @ 10/15/12 06:09 PM
Haven't bought the game due to No Player Ratings editing Inside of CCM. Now that ratings editing is available, can someone verify for me that Draft Picks/New Generated Players Ratings can be edited at some point in Coach Mode?

If so, I'll buy.

Taking Re-rated rosters into CCM Coach Mode is useless if rosters will revert back to cpu generated programmed levels.

Thanks.
 
# 285 JHeyBraves @ 10/15/12 06:09 PM
Played first post-patch game in my solo online CCM (Year 2). It was Seahawks (me) vs 49ers (CPU). I'm happy to say that Alex Smith threw the ball 42 times. 42! The CPU running game was improved. Gore was consistently gaining yardage against me. I won the game 17-9.

Some CPU stats:
Smith: 21-42
Gore: 26 for 132 (5.1); long of 23

The 49ers had a 31 run/42 pass ratio.

It's encouraging to see this from a run-heavy team. This was on All-Pro level sliders.
 
# 286 tbone118 @ 10/15/12 06:11 PM
Anybody having trouble signing into the EA servers?
 
# 287 moose1619 @ 10/15/12 06:13 PM
Quote:
Originally Posted by JHeyBraves
Played first post-patch game in my solo online CCM (Year 2). It was Seahawks (me) vs 49ers (CPU). I'm happy to say that Alex Smith threw the ball 42 times. 42! The CPU running game was improved. Gore was consistently gaining yardage against me. I won the game 17-9.

Some CPU stats:
Smith: 21-42
Gore: 26 for 132 (5.1); long of 23

The 49ers had a 31 run/42 pass ratio.

It's encouraging to see this from a run-heavy team. This was on All-Pro level sliders.

to me it is not encouraging, in the last 2 years smith has not thrown the ball 42 times in a game. he threw it 30 times yesterday and 35 times against the vikings. most weeks he avg. about 25
 
# 288 jeremym480 @ 10/15/12 06:13 PM
Quote:
Originally Posted by iamgramps
Changing Schemes in Offline Connected Careers: Added the ability to change offensive and defensive schemes as a coach. (Coming to Online Connected Careers on October 19th)

I don't know how to do links, but I googled Madden 13 title update #3.
Here you go:

http://www.easports.com/madden-nfl/n...date-3-details

Guess I'll be waiting a few more days.
 
# 289 KBLover @ 10/15/12 06:14 PM
Quote:
Originally Posted by roadman
Actually, I need more than just a few games myself.

Just giving initial impressions.

Played a full game 12 minute quarters Niners vs Packers.

Niners had 15 passes to 29 rushes.

First game in real life, Niners had 32 rushes and 20 passes.

Not too bad.

That looks good - hopefully other teams will vary nicely. Brings up a similar question since it was a run-heavy scheme against an elite QB (Rodgers), wonder if that factored into going even more run-heavy than they usually do (around 50%, which is run-leaning for the NFL)

Just like vs the Jets, they ran 2/3 of the time, but of course, when you're pitching a shut out and have a 17 point lead going into the 4th quarter and the other team hasn't proved they can do a thing on offense, it makes a lot of sense.

Then against the Vikings, more passes - but they were trying to rally.

So if the CPU AI considers score (which, I would think is obvious but that "2-runs-with-13-seconds-left-and-need-a-TD scenario makes me wonder), considers match-up and opponent, and makes some adjustments as the game goes on around a realistic base for each team (for example: 49ers going from base 50/50 to sometimes 35/65 favoring run and 65/35 favoring pass when situations warrant), I'd be cool with that...in general (that Ravens/Packers stuff that was mentioned needs fixing...though - I'd hate to win a game because the other team didn't even try for the tying TD)
 
# 290 roadman @ 10/15/12 06:15 PM
Quote:
Originally Posted by rudyjuly2
The only team in the NFL that ran more than passed in 2011 was Oakland. Even the 49ers threw more than they ran (can't forget to include sacks with pass attempts). It sounds like this aspect of the game was not touched. Will check it out tonight for myself. The Patriots were pretty bad pre-patch so I will play a game against them.
Good find, I just assumed.
 
# 291 iamgramps @ 10/15/12 06:15 PM
Quote:
Originally Posted by jeremym480
Here you go:

http://www.easports.com/madden-nfl/n...date-3-details

Guess I'll be waiting a few more days.
Thank you sir!
 
# 292 KBLover @ 10/15/12 06:19 PM
Quote:
Originally Posted by JHeyBraves
Played first post-patch game in my solo online CCM (Year 2). It was Seahawks (me) vs 49ers (CPU). I'm happy to say that Alex Smith threw the ball 42 times. 42! The CPU running game was improved. Gore was consistently gaining yardage against me. I won the game 17-9.

Some CPU stats:
Smith: 21-42
Gore: 26 for 132 (5.1); long of 23

The 49ers had a 31 run/42 pass ratio.

It's encouraging to see this from a run-heavy team. This was on All-Pro level sliders.
I like Gore's stats and the AI running like that on All-Pro? Nice!

Edit: saw your run/pass split. That's 58% pass - high for the 49ers, but maybe they were behind at one point, etc, especially late when down 17-9 and needing the tying TD.
 
# 293 Steve_OS @ 10/15/12 06:24 PM
 
# 294 chilidogbeefcake @ 10/15/12 06:25 PM
So you still can't take custom rosters into offline ccm? Wow
 
# 295 JHeyBraves @ 10/15/12 06:25 PM
Quote:
Originally Posted by KBLover
I like Gore's stats and the AI running like that on All-Pro? Nice! Did Hunter have any carries? You might have had a lot of plays which makes Smith look like he threw too much, but if they ran 36 times - there were just a lot of plays in that game.
They had Jacobs as their #2, but he only got 4 carries. The total play count for the game was in the 130's. Kind of high for my liking. I was using 15 min quarters. I had a 17-3 lead at one point which had to have something to do with the high number of passing plays for the CPU.
 
# 296 azdawgpound @ 10/15/12 06:33 PM
is it me or now when players get tackled its like they got shot???????? i played a game between me browns and cmp redskins and every tackle it seemed when getting tackled the rb and wrs drop to there knees and fall flat on there face?. and i thought the tackles of hitting them and them flying half way across field was bad i'd rather have that then this now. also the patch didnt fix the catch and freeze issue where u throw ball and wr just stops.
 
# 297 Pliv911 @ 10/15/12 06:39 PM
I'm sorry if this has already asked, but is there a way now to change your playbook at any point during or after the season? I'm currently running with the Giants defensive playbook and want to switch to a more hybrid playbook. I know I can change it before games, but I would like it to be permanently changed for the sim games. Is this possible?
 
# 298 BigVin95 @ 10/15/12 06:46 PM
Quote:
Originally Posted by Steve_OS
Player editing (this is what you CAN edit)

Position
Jersey #
Handedness
College

Weight
Chest Size
Arm Size
Arm Definition
Belly Size
Rear Size
Thigh Size
Calf Size
Shoe Size

Helmet Type
Face Mask
Visor
Face Marks
Neck Pad
Pad Height
Pad Width
Sleeves
Back Plate
Flak Jacket
Arm Sleeves
Left Elbow
Right Elbow
Left Wrist
Right Wrist
Left Hand
Right Hand
Hand Warmer
Towel
Thigh Pads
Knee Pads
Left Ankle
Right Ankle
Sock Height
Shoes
Yo cant edit Position or wieght...
 
# 299 kzdwfy @ 10/15/12 06:48 PM
Quote:
Originally Posted by californ14
I noticed in some previous posts the issue on whether play calling by the CPU has been adjusted....And the play calling of the patriots was brought up and that they are throwing more....Some countered and said there is still not a good representation of team specific tendencies.....

I just wanted to point out that MAYBE some may have a clouded idea of team tendencies? Do the Patriots and Tom Brady pass ALOT more than run?

According to this years stats: http://www.patriots.com/games-and-stats/statistics.html

PASS ATT : 243
Run ATT: 217

I would not call the Patriots a Pass happy team.... Maybe the AI/CPU is not as bad as some may believe, just their impressions of what teams are doing might be a little off? Just offering a possibility....

Good point. I've only been using the Packers as a CPU team and their playcalling is as follows:

http://www.nfl.com/teams/statistics?team=GB

RUN ATT : 143
PASS ATT : 226

We're not even close to seeing that right now. Hopefully, custom playbooks during CCM online edit with the 2nd controller should help but not seeing it right now...
 
# 300 Cutler2Marshall2012 @ 10/15/12 06:54 PM
Has anyone played on default All-Madden? If you are using sliders can you tell me which ones? Thanks!
 


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