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Madden NFL 15 News Post



The Pre-Week 1 Roster Update is out for Madden NFL 15 featuring each team's final 53-man rosters. Also a new tuning update was released as well. We'll have details on both shortly!

UPDATE: EA Sports has stated the tuning update includes some user and CPU pass rush tuning.

Game: Madden NFL 15Reader Score: 6.5/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 42 - View All
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# 41 booker21 @ 09/05/14 03:21 PM
Quote:
Originally Posted by Bull_Market
Could be, all I know is I was avg 14.7 pts per game before this tuner. One game after the tuner, I have 502 yards of offense, 38 pts, and no punts. Unless I got significantly better over night with no practice, then yes, it is a placebo effect.
I dont think its a placebo but i doubt they changed the gameplay that much with a simple tuner. What i think you are experiencing is the randomness of madden itself.
I played the same game week1 season with same team against same team and some games it feel i`m playing all madden difficulty, other times i think i`m on Pro, sometimes cpu wont run more than 2avg others it will do 200yds per game, etc etc.

lets wait for the note from EA to be sure what they tweaked.
 
# 42 Bootzilla @ 09/05/14 03:24 PM
I've been labbing with the same two teams me (Bucs) cpu (Titans)waiting for a patch or tuner. I never do extremes on sliders, i.e. 0 or 100.

The only things I have touched were cpu pass accuracy 44, pass block 55, wr catch 45. Human pass coverage 54. Run block 54 for hum/cpu. Int 45.

I was struggling to really get my ground game going prior to the tuner. Now I will probably adjust my run block back down. Feels more like previous Maddens with the exception of last years outside run ease. But, it does open your playbook up a bit more because you feel any type of run vs the right defense at least has a chance. Maybe the "win chance" on beating the pass block has also applied to "win chance" beating the run block.

Cpu QB is only taking sacks on screens now. Less sacks. Pressure appears to be affecting accuracy. The extra time is allowing the cpu QB to throw down field more causing more breakups and lesser completion percentage.

To me it appears the major changes are run blocking and cpu QB not taking as many sacks.
 
# 43 charter04 @ 09/05/14 03:25 PM
It's only been a small sample size so far but,I'm a little concerned/possibly angry.



It's seems like they nerfed the CPU difficulty quit a bit on default AM. I drove down the field pretty easy and SF's run game is not close to what it was in AM. I have this sick feeling that EA once again have into the cry baby ****** fan that complained about AM being to hard.



Man I hope I'm wrong.



Sent from my iPhone using Tapatalk
 
# 44 Bull_Market @ 09/05/14 03:27 PM
Quote:
Originally Posted by Dirk5049ers
What level are u playing on?
All-Pro with default sliders. I beat the Eagles 38-28. I use the Giants.

Eagles QBs were a combined 18/25 for 134 yards, 0 TDs/0 INTs. I had 6 sacks as a team. 3 by DE Robert Ayers (My work). 3 others by the CPU off stock blitz plays, I don't hot route on defense, cook up plays etc.

Also Jennings had 144 on the ground. Prior to this game, I struggled to get 75 with him. Also, with David Wilson is was very easy to get the edge on runs. I showed some restraint and did not use as much as I could have.

Armor & Sword,

I hope your post wasn't directed at me. I was not "ripping apart the tuner" I was simply reporting what I found as objectively as possible.
 
# 45 Gagnon39 @ 09/05/14 03:27 PM
Quote:
Originally Posted by Millennium
From a conversation with developer Clint Oldenburg over Twitter, two things they fixed (not limited to, just items his team fixed) :

CPU QB's getting sacked too much (by tuning Pass Rush WIN Chance)

A Quarters blitz many referred to as being a nano (That was not actually a nano) has been tuned.

Sent from my Samsung Galaxy Note 3
What's Pass Rush WIN Chance?
 
# 46 sbattisti @ 09/05/14 03:30 PM
Quote:
Originally Posted by Armor & Sword

Who's with me!!!
I'm in, A & S!!!
 
# 47 Cowboy008 @ 09/05/14 03:31 PM
Quote:
Originally Posted by charter04
It's only been a small sample size so far but,I'm a little concerned/possibly angry.



It's seems like they nerfed the CPU difficulty quit a bit on default AM. I drove down the field pretty easy and SF's run game is not close to what it was in AM. I have this sick feeling that EA once again have into the cry baby ****** fan that complained about AM being to hard.



Man I hope I'm wrong.



Sent from my iPhone using Tapatalk
People probably complained it was to hard so EA dumbed it down. I haven't played it yet but from the responses in here it seems like the tuner did more harm than good.
 
# 48 Bootzilla @ 09/05/14 03:35 PM
[quote=charter04;2046553281]It's only been a small sample size so far but,I'm a little concerned/possibly angry.



It's seems like they nerfed the CPU difficulty quit a bit on default AM. I drove down the field pretty easy and SF's run game is not close to what it was in AM. I have this sick feeling that EA once again have into the cry baby ****** fan that complained about AM being to hard.

It's funny. Other than my run game being easier, everything else on offense for me at least has been maybe a tad bit more difficult or lower scoring at least. I'm not on default though. I have some slider adjustments. No cpu team could run on me at all on default pre tuner so that had to be adjusted for me just to get the cpu to average over 1.8 yards a carry.

Time will tell. It does not seem dumbed down though. The cpu offense (small sample size, 1 game plus one half 15 minute qtrs.) seems more dynamic. Less predictable.
 
# 49 Gagnon39 @ 09/05/14 03:45 PM
I haven't downloaded the tuner yet but I'm going to say that most people are jumping to conclusions. As another poster said, placebo effect. When you have tuner everyone starts over-analyzing every little detail of every game. I'm just glad they apparently addressed the sack issue. That was honestly the only problem I had with the game.

My only question is does the CPU throw the ball away more now?
 
# 50 charter04 @ 09/05/14 03:46 PM
Ok. I've played more now and I got to say. The sky might not be falling after all. Lol. I actually think AM plays more realistic.

They tuned difficulty for sure. I was giving up a ton of rushing yards to SF every game before on default AM. Now it's seems toned down to a more realistic level.

Obviously I'll have to play more but, default AM doesn't seem to have the super human boost anymore. That is a good thing IMO


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# 51 Mechcaniq @ 09/05/14 03:46 PM
Update for all consoles?
 
# 52 miknhoj1983 @ 09/05/14 03:50 PM
Does the tuner just apply to actual games played or does it impact sim stats as well?
 
# 53 charter04 @ 09/05/14 03:50 PM
Quote:
Originally Posted by PMO
Tuner fixed Human and CPU defensive pass rush........ That is all

How do you know that when to tuner notes have been released yet


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# 54 asu666 @ 09/05/14 04:03 PM
Quote:
Originally Posted by Arrowhead21
Booted up Madden today and was thrown into the Panthers-Seahawks sequence cinematic sequence for some reason. Then it made me choose my favorite team once I hit the menus, and gave me the whole Cam Newton intro all over again. Yep, then I was thrown into skills trainer, where it says that I have none of the drills completed even though I earned at least 5 PS trophies via the skills trainer multiple days ago. Just a whooooooole bunch of BS going on here.
I've had that happen to me a couple of times too. It's super annoying not being able to skip to the Main Menu. I believe it's because my Suspend Game data didn't finish saving before I shut the game off.
 
# 55 Scott @ 09/05/14 04:04 PM
Quote:
Originally Posted by charter04
Not all of them. I'm not sure how many players can be on a roster on the game but, there should be 63 at least. Also PUP and IR players. I know the Cowboys are missing some practice squad players. Of course Sam made it. Go figure


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He was in the game before. Calm down


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# 56 asu666 @ 09/05/14 04:05 PM
Quote:
Originally Posted by MDgolf
Will this screw up sliders?


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My guess is yes. I've turned my Pass Blocking slider setting up to 85 and it looks like I might have to lower it now.
 
# 57 countryboy @ 09/05/14 04:07 PM
Quote:
Originally Posted by charter04
How do you know that when to tuner notes have been released yet


Sent from my iPhone using Tapatalk
There was an update to the original post that human and cpu pass rush were tuned.
 
# 58 Armor and Sword @ 09/05/14 04:10 PM
Quote:
Originally Posted by Bull_Market
All-Pro with default sliders. I beat the Eagles 38-28. I use the Giants.

Eagles QBs were a combined 18/25 for 134 yards, 0 TDs/0 INTs. I had 6 sacks as a team. 3 by DE Robert Ayers (My work). 3 others by the CPU off stock blitz plays, I don't hot route on defense, cook up plays etc.

Also Jennings had 144 on the ground. Prior to this game, I struggled to get 75 with him. Also, with David Wilson is was very easy to get the edge on runs. I showed some restraint and did not use as much as I could have.

Armor & Sword,

I hope your post wasn't directed at me. I was not "ripping apart the tuner" I was simply reporting what I found as objectively as possible.

No not at you at all...not at any individual....just fired a salvo off at the ensuing chaos and madness that is going to no doubt ensue here shortly!!
 
# 59 zizoux @ 09/05/14 04:20 PM
Cardinals vs Giants(me) default all-pro

Going into the 4th quarter, Palmer took only 2 sacks. He threw the ball away when the pressure came.I've seen a couple of inaccurate passes. He was at %64.
CPU passing and rushing game feels really good BUT I think they did nerf the running game.
Jennings ran for 175 yrds , Hillis 105 yrds.
I really hope it was fluke but don't think so.
 
# 60 Bull_Market @ 09/05/14 04:32 PM
Quote:
Originally Posted by PMO
Thank you, the rest is placebo
 


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