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Madden NFL 16 News Post


It's finally happening! Defensive back and wide receiver interactions are going to be a big thing this year, according to a new blog on EA Sports website. Also being introduced this year are new pass catching mechanics, which will allow you to consider how you want your receiver to go after passes.

Quote:
"The most revolutionary addition this year is the new catching system. Previously, players had just one option (Y/Triangle button) to catch the ball. In Madden NFL 16, there are three different catches types to choose from.

The mechanics work by HOLDING the catch button as soon as the QB makes the pass. You no longer need to hit B, as catch control is now automatic on the intended receiver. However, it’s still possible to have more control by clicking on with B and steering the receiver with the left stick."

What This Means: The big thing is, this introduces another small layer of strategy on the field -- where you have to make an important decision during a play on whether to play aggressive or conservative. There's nothing wrong with that. Even better, playing as a WR in connected franchise just got a lot more fun. Again, a positive thing.

There are three ways to catch passes this year:
  1. RAC Catch (X/Square) - A run after catch, allows you to catch the ball and turn up field during the catch with the intent to gain yards. These catches have higher drop and knockout chances, and can be susceptible to interceptions if thrown into traffic.
  2. Aggressive (Y/Triangle) - This drives the receiver back to the ball to go up and catch the pass at the highest point possible. These catches have lower catch chances and higher knockout chances, but with guys like Calvin Johnson -- well they may work pretty ok.
  3. Possession (A/X Button) - The Possession catch is what it sounds like. It's safer to do, can help your receiver both catch the ball and stay in bounds. You lose RAC yards with this almost always, but ensures the reception. Good for those goal line plays or first-down conversion attempts.

New WR AI Traits, DB/WR Interactons

Quote:
"The Multiplayer Catch System is based on technology in development for more than two years, and allows receivers and defenders to go up for a catch simultaneously and battle for the ball in the air while using ratings, mechanics and positioning to deliver the appropriate outcome

The team added more than 400 new multiplayer catch outcomes, which includes knockouts, tip ball, simultaneous possession catches, offensive/defensive PI, interceptions and more."

What This Means: The enhancements we've been waiting on in the passing game look to finally be here. Not only will there be new animations, there will be new tools to use (as detailed above). Also, Madden is adding hundreds of new receiver/defender interaction animations -- including press interactions, zone chuck interactions, and hand fighting during route running.

Also included in the enhancements are new enhancements to the defensive pre-play alignment system. Think of this as trying to force the receiver inside or outside -- you can now strategically try to do that based on what you are expecting your opponent to do. Obviously lining up on the outside of the receiver forcing him in when he's running a slant won't work out well.

There will now also be 'shot plays' added into this year's game. There are 100 new shot plays (600 new plays overall), which will include team-specific shot plays in their playbook.

Finally, there will be new in-game feedback systems. These were developed in response to the success of Madden 15's pass rush and tackling feedback. This new system will be built around passing and catching. The feedback will tell you if the pass was under pressure, on the run, or off the back foot to provide context for why passes weren't accurate (if they aren't).

When a pass is released, there will be a catch UI that displays what kind of catch the AI is looking for. You can override that at any time by choosing the catch button you'd like.

Game: Madden NFL 16Reader Score: 7/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 24 - View All
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Member Comments
# 21 TexasFan2005 @ 06/16/15 08:09 AM
Quote:
Originally Posted by jpdavis82
This screenshot speaks volumes about the improvement of WR/DBs and awareness.



This a 4 man interaction taking place, you have the WR and CB, CB has his arm around WR, knocks ball out, the other defender is falling underneath WR and the S is coming over to try to intercept the pass.
I really like that pic, it shows a lot going on defensively and shows an incomplete animation I don't think I've seen in Madden before.

The only thing I would nitpick out of it is Kevin Johnson (#30) triggering a catch animation for the loose ball, if in fact the ball is coming down directly from the receivers right hand. If the ball is somehow juggled in mid-air prior to this and the result is the ball falling to his right while he makes a last ditch attempt in retrieving the ball with his right hand, then that would be a GREAT sequence, and would justify the defender in attempting to catch the falling ball.

We'd have to see that sequence in motion, but if the former situation is true, then I would hope that they got rid of immediately triggered animations that aren't possible in a real life sequence.
 
# 22 Aggies7 @ 06/16/15 09:35 AM
Quote:
Originally Posted by TexasFan2005
I really like that pic, it shows a lot going on defensively and shows an incomplete animation I don't think I've seen in Madden before.

I just hope all broken up passes and tipped balls don't all fall to the ground like the football is a 10 pound weight.
 
# 23 TD3322 @ 06/16/15 10:13 AM
Quote:
Originally Posted by msdm27
To the pic: That's the type of situation that very commonly happens in Madden that you would rarely, if ever, see in a real football game.

How did three different defenders manage to be right around the receiver at the moment of the catch? I hope they've addressed the issue where defenders, especially deep safeties, cover way too much ground while the ball is in the air; it's unrealistic and makes some routes, like a post-seam, almost impossible.

But again, difficult to draw a conclusion from a picture, but that is the type of scenario ones constantly sees in M15 where defenders have enough time to sprint towards the receiver regardless of their position previous to the pass.

EDIT: Maybe it was Charlie Whitehurst simply throwing into triple coverage???? :P
I dont think its Deep safties covering too much ground as much as EVERY defender thats in Zone coverage reacting to the pass before the ball is even all the way out of the QBs hand, even when they arent looking... Its like they're sucked to the spot the ball is being thrown to the instant u press the recievers designated button... where as, If the defense is in man, u can throw the ball to the TE running say a 10yrd dig, and have the ball go RIGHT over the CBs head thats covering the WR coming across underneath on a drag. Unless the User playing Defense is one of those Cheezy dudes that USERs his DT & just rapidly taps X for the Suction tackle or sack until the QB goes to throw then he taps cirlce n holds Triangle button to initiate cheap INT's.... Thats another issue I have. They're making the game way to SIMPLE. Guys can User the MLB and hold trianlge basically the whole play while staying somewhat in the QB's throwing lane, and even on a Bullet pass to the TE on a Corner Route, the LB will snatch a ball that should be about 10 ft over his head which Cat like reflexes and a ridiculous Vert..... I'd rather not have ballhawk and have to time my catch like the old days.....
 
# 24 NDAlum @ 06/16/15 10:17 AM
Quote:
Originally Posted by Dj_MyTime
Well damn to all those SIM guys who don't user catch. Kinda ironic there was a mini-discussion on this earlier. I am very happy with what I'm reading so far about all the changes.
It's not about sim or not sim. If you want to go user catch go do it. It's just a preference on how to play the game.

This area was one where many many people wanted a change and we get it. I am quite surprised they were able to implement something which has the potential to be pretty great. Not only will people who user catch enjoy it...those who don't might get some input on what type of catch attempt our receivers make on the ball without having to truly user catch.

This is a really big feature for me. The ability to utilize a big possession WR with good spectacular catch ratings over a smaller DB will be a dream. I really hope it plays out like this.

Madden 15 was a game where guys could leave DB's on an island and the rate of an INT was higher than a catch for the WR by a large margin.

Maybe an elite WR will command extra attention this year!!!!!!!!!!!!!! I can dream
 
# 25 RACZILLA @ 06/16/15 10:29 AM
Quote:
Originally Posted by Dj_MyTime
Well damn to all those SIM guys who don't user catch. Kinda ironic there was a mini-discussion on this earlier. I am very happy with what I'm reading so far about all the changes.
That's a good point.

Something I like about what we've seen so far is that the additional choices for user catching could enhance realism if they are well executed.

Not everyone does it, but for those who do user catching has been kind of a big deal in Madden. The challenge is that it's always been something where you can take an average player on the field in real life and make them play well above their level if you're good enough on the sticks. There should be some parameters there, otherwise there's little benefit in having great players at WR on your roster. Madden 04 Brian Finneran knows all about that.

Also, some of the animations you see when you make a great play on the sticks haven't looked natural over the years. So you make this great play but it can take you out of the experience if it doesn't look the way you expect it to.

I'm a fan of user catching so my hope is this new stuff can help bring together what feels great and also make it look the way it's supposed to. Fingers crossed.
 
# 26 jfsolo @ 06/16/15 10:51 AM
Quote:
Originally Posted by TexasFan2005
I really like that pic, it shows a lot going on defensively and shows an incomplete animation I don't think I've seen in Madden before.

The only thing I would nitpick out of it is Kevin Johnson (#30) triggering a catch animation for the loose ball, if in fact the ball is coming down directly from the receivers right hand. If the ball is somehow juggled in mid-air prior to this and the result is the ball falling to his right while he makes a last ditch attempt in retrieving the ball with his right hand, then that would be a GREAT sequence, and would justify the defender in attempting to catch the falling ball.

We'd have to see that sequence in motion, but if the former situation is true, then I would hope that they got rid of immediately triggered animations that aren't possible in a real life sequence.
Madden and NBA 2K have been really bad at this. That psychic super human reaction time to loose balls. Sliders can ameliorate the the super reaction time to regular passes, but once the ball is tipped or loose, something in the code causes lightning fast animations to kick in automatically. As you say, hopefully that is gone now.
 
# 27 DJ @ 06/16/15 11:11 AM
Quote:
Originally Posted by NDAlum
It's not about sim or not sim. If you want to go user catch go do it. It's just a preference on how to play the game.

This area was one where many many people wanted a change and we get it. I am quite surprised they were able to implement something which has the potential to be pretty great. Not only will people who user catch enjoy it...those who don't might get some input on what type of catch attempt our receivers make on the ball without having to truly user catch.

This is a really big feature for me. The ability to utilize a big possession WR with good spectacular catch ratings over a smaller DB will be a dream. I really hope it plays out like this.

Madden 15 was a game where guys could leave DB's on an island and the rate of an INT was higher than a catch for the WR by a large margin.

Maybe an elite WR will command extra attention this year!!!!!!!!!!!!!! I can dream
Agreed and I'm hoping the same holds true for the CPU, in that they will focus more on their top-level targets and stop throwing all the time to the No. 4 WR.
 
# 28 jpdavis82 @ 06/16/15 11:29 AM
Quote:
Originally Posted by DJ
Agreed and I'm hoping the same holds true for the CPU, in that they will focus more on their top-level targets and stop throwing all the time to the No. 4 WR.
Peyton targeted D Thomas and Cutler targeted Jeffery and White a lot when I played.
 
# 29 DJ @ 06/16/15 11:57 AM
Quote:
Originally Posted by jpdavis82
Peyton targeted D Thomas and Cutler targeted Jeffery and White a lot when I played.
That's very promising to hear. Thanks, JP!
 
# 30 61woods @ 06/16/15 12:33 PM
With the new WR/CB interactions, hopefully receivers are now able to release inside/outside by making a move at the line to get by the defender.

Here are some examples of inside/outside receiver releases at the LOS by Hakeem Nicks in this video
 
# 31 SolidSquid @ 06/16/15 12:41 PM
Quote:
Originally Posted by 61woods
With the new WR/CB interactions, hopefully receivers are now able to release inside/outside by making a move at the line to get by the defender.

Here are some examples of inside/outside WR releases by Hakeem Nicks
https://www.youtube.com/watch?v=cFhmSDAlEv8
This will be good IF they fixed DB shading. Too many times I know a slants coming so I shade my guys inside and they still give up a free release.
 
# 32 booker21 @ 06/16/15 04:54 PM
hopefully the WR Team AI does use these. I don`t want to manually control the WR at all. This is a MUST for none switch users.
 
# 33 The JareBear @ 06/16/15 05:04 PM
Quote:
Originally Posted by NDAlum
It's not about sim or not sim. If you want to go user catch go do it. It's just a preference on how to play the game.

This area was one where many many people wanted a change and we get it. I am quite surprised they were able to implement something which has the potential to be pretty great. Not only will people who user catch enjoy it...those who don't might get some input on what type of catch attempt our receivers make on the ball without having to truly user catch.

This is a really big feature for me. The ability to utilize a big possession WR with good spectacular catch ratings over a smaller DB will be a dream. I really hope it plays out like this.

Madden 15 was a game where guys could leave DB's on an island and the rate of an INT was higher than a catch for the WR by a large margin.

Maybe an elite WR will command extra attention this year!!!!!!!!!!!!!! I can dream
One thing that is promising, is that if for whatever reason the CPU does a poor job utilizing these new mechanics and doesn't recognize different players strengths and weaknesses as far as catching passes/defending passes, I like that to user these new mechanics you don't really have to "switch and take control" anymore, you can just press a button without steering or altering movement or use the stick in any way, which is a step in the right direction for me. I would still prefer total non-switch, but at least having input on what my guy tries to do without manually moving him into position and over-riding AI in the process would be OK for me if we end up finding out the AI does a poor job again
 
# 34 GiantsFan2013 @ 06/16/15 07:12 PM
Saw something that says you can now select to run towards the ball, instead of running toward the spot the ball will land. That's interesting..
 
# 35 redsox4evur @ 06/16/15 07:41 PM
EA at it again...touting old features as new again. This was in NCAA Football 2005 with Fitzgerald on the cover. The only different thing is instead of X/square being dive as it was in NCAA it's now run after catch.
 
# 36 Hooe @ 06/16/15 09:10 PM
There is FAR more activity between WRs and DBs. I'm not the right person to ask about authenticity of technique, but they are fighting each other for position, fighting for the ball, and generally being a lot more active. This was the very first thing that jumped out to me when I was playing the game.

If there are any concerns about the Aggressive Catch control being overpowered, turn those down a bit. On All-Pro difficulty, it is VERY difficult to pull down an Aggressive Catch when being attacked by a defender or defenders in close coverage, even with reasonably good receivers such as Brandin Cooks and Nuk Hopkins. It's probably easier with Dez Bryant, but I didn't get to draft him :-( The Aggressive Catch also makes deep routes in single coverage a reasonable challenge, now, rather than a complete non-starter as they've been in previous Madden games.

I didn't really try out the defensive play ball / play man controls because I forgot about them, lol.

I was specifically by several EA reps told that the AI has access to every new move that the user has wrt playing an airborne football, both on offense and defense. This statement matched what I was seeing in the game; the DBs in particular will make decisions on playing the man or the ball.

I had more success with the RAC Catch; I run a fair amount of crossing routes in my offenses today. I didn't really try the Possession Catch much; I probably should have on things like curls and what not.
 
# 37 The JareBear @ 06/16/15 09:15 PM
Quote:
Originally Posted by CM Hooe
There is FAR more activity between WRs and DBs. I'm not the right person to ask about authenticity of technique, but they are fighting each other for position, fighting for the ball, and generally being a lot more active. This was the very first thing that jumped out to me when I was playing the game.

If there are any concerns about the Aggressive Catch control being overpowered, turn those down a bit. On All-Pro difficulty, it is VERY difficult to pull down an Aggressive Catch when being attacked by a defender or defenders in close coverage, even with reasonably good receivers such as Brandin Cooks and Nuk Hopkins. It's probably easier with Dez Bryant, but I didn't get to draft him :-( The Aggressive Catch also makes deep routes in single coverage a reasonable challenge, now, rather than a complete non-starter as they've been in previous Madden games.

I didn't really try out the defensive play ball / play man controls because I forgot about them, lol.

I was specifically by several EA reps told that the AI has access to every new move that the user has wrt playing an airborne football, both on offense and defense. This statement matched what I was seeing in the game; the DBs in particular will make decisions on playing the man or the ball.

I had more success with the RAC Catch; I run a fair amount of crossing routes in my offenses today. I didn't really try the Possession Catch much; I probably should have on things like curls and what not.
Nice, thank you

Did you happen to see the AI go up and make a high point aggressive catch on offense?
 
# 38 Jrocc23 @ 06/16/15 09:16 PM
Sounds very good. But I'll definitely have to see it in action. If it turns out like it's supposed to be, I will definitely start up a CCM for a CB. Would be fun trying to shutdown some of the best WRs.
 
# 39 Skyboxer @ 06/16/15 09:27 PM
Quote:
Originally Posted by CM Hooe
There is FAR more activity between WRs and DBs. I'm not the right person to ask about authenticity of technique, but they are fighting each other for position, fighting for the ball, and generally being a lot more active. This was the very first thing that jumped out to me when I was playing the game.

If there are any concerns about the Aggressive Catch control being overpowered, turn those down a bit. On All-Pro difficulty, it is VERY difficult to pull down an Aggressive Catch when being attacked by a defender or defenders in close coverage, even with reasonably good receivers such as Brandin Cooks and Nuk Hopkins. It's probably easier with Dez Bryant, but I didn't get to draft him :-( The Aggressive Catch also makes deep routes in single coverage a reasonable challenge, now, rather than a complete non-starter as they've been in previous Madden games.

I didn't really try out the defensive play ball / play man controls because I forgot about them, lol.

I was specifically by several EA reps told that the AI has access to every new move that the user has wrt playing an airborne football, both on offense and defense. This statement matched what I was seeing in the game; the DBs in particular will make decisions on playing the man or the ball.

I had more success with the RAC Catch; I run a fair amount of crossing routes in my offenses today. I didn't really try the Possession Catch much; I probably should have on things like curls and what not.
Thanks for the info man!
If we are at the point now where we generally have to worry about playmakers (and it's not way overdone) I'll be a happy gamer.
 
# 40 KOTC Wayne @ 06/16/15 10:22 PM
One thing that needs to be added back to Madden is defensive lock. I should be able to have my best defender following the oppositions best WR. I think it was a error with being able to do this only b/c they allowed you to put multiple players on defensive lock so if they were to limit it to only 1 or 2 players being allowed to do this you would think that should eliminate the problem.
 


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