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Madden NFL 15 News Post


EA Sports has posted a blog detailing the attributes that help make up the overall rating of each player in Madden NFL 15.

While the article is MUT related, it basically carries over to all other modes. Some of it might be old to some of you, but there are quite a few things you might learn from it as well. Below are some of them explained, but click here to view them all.

Ball Carrier Vision (BCV) – The runner’s ability to navigate in between blocks to hit holes.

Release (RLS) – Determines the receiver’s ability to beat Press coverage.

Strength (STR) – Provides a boost for blocking, shedding blocks, power moves, throwing and trucking.

Impact Blocking (IMP) – The ability to pancake (knock the defender down) when blocking in the open field.

Hit Power (POW) – How hard a defender tackles, including chance of fumbles and injuries.

Finesse Move (FNM) – Using swim and spin moves to defeat the offensive line. Determines time required to perform a successful move.

Play Recognition (PRC) – Reacting to run or pass and defending specific routes. Also reacting properly to play action or screen plays.

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Member Comments
# 1 JohnDoe8865 @ 11/13/14 12:47 PM
This is some really good stuff, as far as explanations of what the ratings are supposed to do!

May have been common knowledge to hardcore slider makers or roster editors, but I learned something reading it. Sure, some are common sense but clarification from EA is always welcome.

Quote:
First of all, every player has Height (HT). This really does make a difference during gameplay. Taller receivers can jump to grab a pass out of the air, and taller defenders are more likely to swat down passes or block kicks.
Quote:
BASIC ATTRIBUTES

Speed (SPD) – How fast a player runs after fully accelerating.

Strength (STR) – Provides a boost for blocking, shedding blocks, power moves, throwing and trucking.

Agility (AGI) – How well the player cuts when running, responding to the Left Stick more quickly.

Acceleration (ACC) – How quickly a player achieves his full speed.

Awareness (AWR) – Reacting to the other players on the field, both teammates and opponents.

Jumping (JMP) – How high a player jumps.

Stamina (STA) – How quickly a player gets tired and requires substitution.

Injury (INJ) – How often a player will be injured.
Quote:
RUSHING ATTRIBUTES

These are the primary focus for running backs, but they’re also important for receivers after the catch and scrambling quarterbacks.

Trucking (TRK) – How well a runner knocks down a defender’s tackle attempt.

Elusiveness (ELS) – How well the runner jukes, makes spin moves, and breaks tackles.

Ball Carrier Vision (BCV) – The runner’s ability to navigate in between blocks to hit holes.

Stiff Arm (SFA) – Effectiveness of the runner’s stiff arm move.

Spin Move (SPM) – Effectiveness of the runner’s spin move.

Juke Move (JKM) – Effectiveness of the runner’s juke move.

Carrying (CAR) – The runner’s ability to hold onto the ball and decrease the chance of fumbles.
Quote:
RECEIVING ATTRIBUTES

Once the ball is in the air, these are the attributes that help determine whether a catch is made. They are important for any receiver, including wide receivers, tight ends, and running backs.

Catching (CTH) – How well the receiver catches the ball while moving in the open field.

Catch in Traffic (CIT) – How well the receiver catches the ball with a defender near him.

Route Running (RTE) – Creates more separation for the receiver against Man Coverage.

Spectacular Catch (SPC) – How often the receiver makes sideline, one-handed, or jumping catches.

Release (RLS) – Determines the receiver’s ability to beat Press coverage.
Quote:
THROWING ATTRIBUTES

These are almost always used by quarterbacks, but the occasional halfback pass or fake kick play will use the attributes of that throwing player instead. They sometimes determine the chance of actually making the throw attempt in addition to the accuracy of that throw.

Throw Power (THP) – Determines maximum throwing distance and the speed of the ball in flight.

Throw Accuracy Short (TAS), Mid (TAM), Deep (TAD) – Accuracy for passes under 20 yards, between 20-40 yards, and more than 40 yards.

Pro Tip: Throw Accuracy (THA) is important only in games that are simulated. ????

Throw on the Run (TOR) – How well the passer throws the ball when moving outside of the pocket.

Play Action (PAC) – How well the thrower’s fake handoff baits the defender into playing the run.
Quote:
OFFENSIVE LINE ATTRIBUTES

Every offensive player that blocks on a play will use some of these attributes. In addition to offensive linemen, this includes tight ends, fullbacks, or even wide receivers.

Run Block (RBK) – How well the blocker engages the defender and holds his block for a run play.

Pass Block (PBK) – How well the blocker holds his block when protecting for a pass play.

Impact Blocking (IMP) – The ability to pancake (knock the defender down) when blocking in the open field.
 
# 2 JohnDoe8865 @ 11/13/14 12:52 PM
Quote:
DEFENSIVE ATTRIBUTES

While some of these attributes are more important to linemen than linebackers or defensive backs, all of these attributes are valued for defending players.

Tackle (TAK) – Determines success at making a tackle. Compared with Stiff Arm and Trucking.

Hit Power (POW) – How hard a defender tackles, including chance of fumbles and injuries.

Power Move (PWM) – Using strength to defeat the offensive line. Compared with Pass Block.

Finesse Move (FNM) – Using swim and spin moves to defeat the offensive line. Determines time required to perform a successful move.

Block Shedding (BKS) – Ability to get off a block, allowing pursuit of the ball carrier or success versus run block double teams.

Pursuit (PUR) – Ability to catch up to the ball carrier, when unblocked or when his block is shed.

Play Recognition (PRC) – Reacting to run or pass and defending specific routes. Also reacting properly to play action or screen plays.

Man Coverage (MCV) – Ability and tackle skill chance when man to man coverage is called. Compared with Route Running. Also knockout chance of a tackle versus Catch in Traffic.

Zone Coverage (ZCV) – Ability and tackle skill chance when zone coverage is called. Also knockout chance of a tackle versus Catch in Traffic.

Press (PRS) – Ability to harass the receiver at the line of scrimmage when press coverage is called. Compared to Release.
Quote:
SPECIAL TEAM ATTRIBUTES

These attributes are only used during field goal attempts or punts.

Kick Power (KPW) – Determines the maximum distance the player can kick or punt.

Kick Accuracy (KAC) – How easy it is to kick (affects the speed of the kick meter).

Kick Return (KR) – Enhances breaking tackles and elusiveness for kick and punt returners.
Very interesting to get the clarification, atleast for me, on specific ratings interactions..
 
# 3 charter04 @ 11/13/14 01:07 PM
The Str rating was new knowledge to me. There have been theories out there but, I didn't know it boosted blocking, defensive line moves, and even THP for QB's.

Other things were new as far as EA actually confirming it.
 
# 4 Last Gunfighter @ 11/13/14 01:09 PM
Great info, thanks Charter! Now if we can get an explanation of sliders....
 
# 5 JaymeeAwesome @ 11/13/14 01:16 PM
I'm happy that they explained THA is only for simulation. Some users on here were certain it effected user games.
 
# 6 Steve_OS @ 11/13/14 04:53 PM
Learned quite a bit on a few of those attributes. Nice find Charter, tagged it for the homepage.
 
# 7 charter04 @ 11/13/14 06:53 PM
I'm glad they confirm what I thought about Pur. Some thought it was the pursuit angles but, in my testing I noticed it made guys go faster to the ball carrier.

Good to see some things get cleared up


Sent from my iPhone using Tapatalk
 
# 8 tessl @ 11/13/14 10:49 PM
Throw Accuracy Short (TAS), Mid (TAM), Deep (TAD) – Accuracy for passes under 20 yards, between 20-40 yards, and more than 40 yards.

Question - is that 20 yards from the line of scrimmage to the receiver or 20 yards from the quarterback to the receiver?
 
# 9 jjazwick @ 11/13/14 11:24 PM
Quote:
Originally Posted by tessl
Throw Accuracy Short (TAS), Mid (TAM), Deep (TAD) – Accuracy for passes under 20 yards, between 20-40 yards, and more than 40 yards.

Question - is that 20 yards from the line of scrimmage to the receiver or 20 yards from the quarterback to the receiver?
It doesn't matter!!! The only way it affects the game is through simulation. That just goes to show that pass mechanics in Madden are broken! Maybe someday we will get a real company like 2K or Sony that will make a real Football game.

"Pro Tip: Throw Accuracy (THA) is important only in games that are simulated."
 
# 10 charter04 @ 11/13/14 11:48 PM
Quote:
Originally Posted by jjazwick
It doesn't matter!!! The only way it affects the game is through simulation. That just goes to show that pass mechanics in Madden are broken! Maybe someday we will get a real company like 2K or Sony that will make a real Football game.



"Pro Tip: Throw Accuracy (THA) is important only in games that are simulated."

not really sure why you needed 3 exclamation points. Your actually wrong.

THA is a separate rating from short, med, and deep acc. Those three are used in game.
THA is used in simmed games.
 
# 11 bcruise @ 11/14/14 12:16 AM
Quote:
Originally Posted by Last Gunfighter
Great info, thanks Charter! Now if we can get an explanation of sliders....
I clicked the like button about 10 times on this post. Not just a description, but how they interact with these attributes. Well...even a description would help some
 
# 12 balljonesjr @ 11/14/14 12:25 AM
They should add a discipline rating ... Here's what I mean: In the game now if playing on all madden going against a safety that has zone rating of 65 whatever the play is hes always in his zone and that's not an issue but if there was a discipline rating a bad zone coverage safety would blow the coverage and a player with a discipline rating B+ or better wouldn't make bone head mistakes that you see happen every weekend in all levels of football. this could also work for RBs he'll follow his blocks and pick up blitzes OL and DL would or wouldn't false start or jump off sides. Each player would have it another example I can think of is when a QB breaks contain and rolls out (this happens all the time in the game now) if you are in a zone the CB or safety runs at the QB and allows him to dump it over his head a disciplined player stays in his zone until the QB crosses the LOS. But yall get the point
 
# 13 Lers @ 11/14/14 02:11 AM
I have seen some people mention the attribute CIM....what is this?
 
# 14 RemyDaGr8 @ 11/14/14 04:11 AM
Quote:
Originally Posted by jjazwick
It doesn't matter!!! The only way it affects the game is through simulation. That just goes to show that pass mechanics in Madden are broken! Maybe someday we will get a real company like 2K or Sony that will make a real Football game.

"Pro Tip: Throw Accuracy (THA) is important only in games that are simulated."
No need to get so excited; especially when you're wrong.
If you've ever looked at player attributes, QBs have four (4) attributes for accuracy. They are: THA, TAS, TAM & TAD. The THA is ONLY used for simmed games while the other three are used throughout user games.
 
# 15 mlb61 @ 11/14/14 04:40 AM
Quote:
Originally Posted by jjazwick
It doesn't matter!!! The only way it affects the game is through simulation. That just goes to show that pass mechanics in Madden are broken! Maybe someday we will get a real company like 2K or Sony that will make a real Football game.

"Pro Tip: Throw Accuracy (THA) is important only in games that are simulated."
It does matter. That just goes to show....
 
# 16 Senator Palmer @ 11/14/14 03:46 PM
Quote:
Pursuit (PUR) – Ability to catch up to the ball carrier, when unblocked or when his block is shed.
Glad some of this stuff was cleared up, but I really don't like the way this one sounds. Pursuit should have to do with angles, sifting through traffic, properly fitting the run, etc. -- and maybe it does but is worded wrong -- but it sounds like there's an artificial boost having to do with speed, which is all wrong.

That would explain some of those superquick animations where the CPU will shed and instantly be in perfect position to make the tackle with being off balance or losing momentum.
 
# 17 charter04 @ 11/14/14 04:49 PM
Quote:
Originally Posted by Senator Palmer
Glad some of this stuff was cleared up, but I really don't like the way this one sounds. Pursuit should have to do with angles, sifting through traffic, properly fitting the run, etc. -- and maybe it does but is worded wrong -- but it sounds like there's an artificial boost having to do with speed, which is all wrong.

That would explain some of those superquick animations where the CPU will shed and instantly be in perfect position to make the tackle with being off balance or losing momentum.
No it's not worded wrong. This is how PUR works in Madden. I agree it shouldn't be that way. It's been this way in NCAA and Madden for a while. That is why players on defense don't always play to their speed. Players should never be able to run faster than they actually can just because they are chasing a ball carrier. lol I really don't know why they made that decision. Seems like a lazy way of doing it.
 
# 18 tommycoa @ 11/14/14 09:58 PM
The reason for Robo Qbs and overall confusion with qbs is in this article.
http://www.easports.com/madden-nfl/n...-25-qb-ratings

I've posted this a couple of times and no one seems to listen.
According to this article a 95 rating in DTA means they hill connect 95 percent of the time. It should be based on completion percentage but they jack the ratings up because Aaron Rodgers should have 97 DTA,
 
# 19 Sheba2011 @ 11/15/14 12:43 AM
Quote:
Originally Posted by jjazwick
It doesn't matter!!! The only way it affects the game is through simulation. That just goes to show that pass mechanics in Madden are broken! Maybe someday we will get a real company like 2K or Sony that will make a real Football game.

"Pro Tip: Throw Accuracy (THA) is important only in games that are simulated."
This just goes to show how some people will use anything they can find in an attempt to bash EA.
 
# 20 Gman 18 @ 11/15/14 10:35 AM
Quote:
Originally Posted by NimitsTexan
Obviously a few passes defended and WR drops will take that percentage down a couple of points, but, yeah, if, as the article claims, accuracy ratings in the 80s mean the QB is on target 80% on the time, then yeah, that does explain alot of the robo QB.

Also, how come so many of these "elite" QBs (such as Romo or Rivers) do not have the "Throws the Ball Away trait" in the game? How the heck do you get to be a starting QB and not know how to throw the ball away?
I completely agree with you about the " throw ball away " trait. It doesn't make sense that some QBs that have been starting qbs in the league for at least 5 years now don't have that trait turned on but some rookie qbs and 3rd string qbs that didn't even start a game yet have it turned on. This goes to show you how the screwed up ratings madden anually has, thanks to Donny Moore, really affect the realism of this game. The game plays a lot better and the players actually play like themselves when the ratings aren't completely overblown like they are now

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