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Madden NFL 16 News Post


EA Sports has released more Madden NFL 16 ratings. Below are the top 5 running backs in Madden NFL 16, more ratings on these players can be seen here.
  • Marshawn Lynch (96 OVR)
  • Adrian Peterson (95 OVR)
  • Jamaal Charles (94 OVR)
  • DeMarco Murray (94 OVR)
  • Le'Veon Bell (94 OVR)
Previously released Madden NFL 16 player ratings:

Madden NFL 16 screenshot gallery - Click to view Madden NFL 16 screenshot gallery - Click to view Madden NFL 16 screenshot gallery - Click to view Madden NFL 16 screenshot gallery - Click to view
Game: Madden NFL 16Reader Score: 7/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 24 - View All
Madden NFL 16 Videos
Member Comments
# 61 iLLWiLL @ 07/21/15 06:33 PM
Quote:
Originally Posted by braves_94
You might be in the minority of Cowboy fans that think that way. Multiple film watchers have said for the yards that DeMarco got behind that line, he still could've gotten way more. Even the remaining running backs on the Dallas roster last year have gone on the record to say the same. Plus he had well over 400 touches last year. Recent running backs like Terrell Davis, Jamal Anderson, Jamal Lewis, Shaun Alexander, Adrian Peterson, Arian Foster, Alfred Morris, Maurice Jones-Drew, Michael Turner, Chris Johnson, Thomas Jones... all of which had 350+ touches NEVER returned to form. You have to look back to Emmitt Smith to see a back that was productive the following year. Emmitt did it for two years, then was never the same. And NONE of these guys have the injury history of Murray. If their wrong, I don't want to be right.
Chip Kelly already said he's not going to run Murray into the ground. Why would you when you have Ryan Matthews and Darren Sproles?
 
# 62 braves_94 @ 07/21/15 06:57 PM
Quote:
Originally Posted by braves_94
Lets see how long Demarco stays up there now that he's not playing behind football's greatest offensive line. He carried the ball 400 times last year. Terrell Davis, Jamal Anderson, Jamal Lewis, Shaun Alexander territory, and none of them had the injury history DeMarco has. Plus playing in the uptempo offense compared to the Cowboys's ball control. But I understand being up there for his production last year... but the odds are not in his favor of staying. But thanks Philly for over-paying for what will ultimately be Dallas's trash.
My point is Dallas already has
 
# 63 iLLWiLL @ 07/21/15 07:00 PM
Quote:
Originally Posted by braves_94
My point is Dallas already has
ok...yeah whatever, lol
 
# 64 BreakingBad2013 @ 07/21/15 07:34 PM
Up tempo wears the D down, Murray will have excellent 4th quarters after Sproles, Matthews wear down defenses. It's a team sport, not going to be a 30 touch type of offense.
 
# 65 Godgers12 @ 07/21/15 07:51 PM
Have to love how Sherman, Lynch, and Jordy will be borderline useless by year 2 or 3 when everyone has drafted 95+ spd CBs, WR's, and HB's. Because does anyone actually think that they adjusted the draft classes to cync with the new speed scale? I'll be pleasantly surprised if they did, however.
 
# 66 td7 @ 07/21/15 07:56 PM
Quote:
Originally Posted by DCEBB2001
Here is how I would have them today:

McCoy, LeSean 81
Murray, DeMarco 81
Charles, Jamaal 81
Lynch, Marshawn 81
Bell, Le'Veon 80
Hey Dan, when will the ratings be updated on FBG?
 
# 67 jake_h_8 @ 07/21/15 08:33 PM
Quote:
Originally Posted by Godgers12
Have to love how Sherman, Lynch, and Jordy will be borderline useless by year 2 or 3 when everyone has drafted 95+ spd CBs, WR's, and HB's. Because does anyone actually think that they adjusted the draft classes to cync with the new speed scale? I'll be pleasantly surprised if they did, however.
Well tbf Jordy was useless after getting his speed completely nerfed after 1 seaosn last year.

You're right though, high physical rookies are going to swallow up guys immediately.
 
# 68 ATLBrayden @ 07/21/15 08:47 PM
Hopefully regression was fixed this year... don't want to see someone with speed in the 90s drop off to 45spd just because they turned 30 and apparently no players aged 30+ in the NFL can run faster than their grandma. If Jerry Rice tried to do in Madden what he did in real life he'd probably hit negative speed at some point.

Hopefully we will see more fine tuned ratings in M17, I feel like the team is starting to pay attention and listen to the community and is finally taking a step in the right direction. I'm a little confused by the rookie speeds compared to the veteran speeds however, I hope those get adjusted.
 
# 69 King Cardinal @ 07/21/15 09:16 PM
Quote:
Originally Posted by ATLBrayden
Hopefully regression was fixed this year... don't want to see someone with speed in the 90s drop off to 45spd just because they turned 30 and apparently no players aged 30+ in the NFL can run faster than their grandma. If Jerry Rice tried to do in Madden what he did in real life he'd probably hit negative speed at some point.

Hopefully we will see more fine tuned ratings in M17, I feel like the team is starting to pay attention and listen to the community and is finally taking a step in the right direction. I'm a little confused by the rookie speeds compared to the veteran speeds however, I hope those get adjusted.
Rex did say regression is fixed.
 
# 70 RW Nole @ 07/21/15 09:18 PM
Quote:
Originally Posted by iloveparkmin
Jerry Jones and Stephen Jones are most dumb owners/GM and vice president as Father and Son who let Demarco Murray go and signed with Eagles
The Cowboys only had enough cap space to sign either Dez Bryant or Demarco Murray. They definitely made the better decision. I'm not a shill for Jerry Jones and I'm not a Cowboys fan. I think Jones could be criticized for plenty, not signing Murray is not one of those things.
 
# 71 DCEBB2001 @ 07/21/15 09:41 PM
Quote:
Originally Posted by td7
Hey Dan, when will the ratings be updated on FBG?
Well, it was going to be by camp, but I got my big data dump a month late this year so I am pushing for mid-August.
 
# 72 apollon42 @ 07/21/15 10:47 PM
I'm surprised they have lynch doing a pose that he was fined for. I'm surprised that wasn't a big no, no from the NFL.
 
# 73 Firestarter333 @ 07/22/15 01:50 AM
Quote:
Originally Posted by apollon42
I'm surprised they have lynch doing a pose that he was fined for. I'm surprised that wasn't a big no, no from the NFL.
EA should put "new" different celebrations you activate when scoring and if you hold the left trigger or something it would activate either a group celebration or Lynch's crotch grab, both would result in a 15 yd penalty for unsportsmanlike conduct. If "its in the game" then it should be IN THE GAME, right? HAHA
 
# 74 raidertiger @ 07/22/15 02:15 AM
That looks like the same celebration that has been in Madden for years. Maybe I'm missing something.
 
# 75 Find_the_Door @ 07/22/15 02:46 AM
Quote:
Originally Posted by BleedGreen710
I like the lowered speed ratings but one thing that sticks out to me is how jacked some of the ratings are. like juke move or spin move. seems like every one of the top halfbacks have those ratings nearly maxed. when i think of demarco murray i dont think of his juke move or spin move but on madden hes elite at both. for jukes and spins i think of a guy like lesean mccoy or jamaal charles. and charles actually has the same spin and juke as murray. it just seems so random to me. the spin/juke/stiffarm/truck/elusiveness etc ratings should seperate halfbacks and make them more unique, not just have good players with high ratings just cause they are good players.
Seriously, that's Murray's knock is that he's far from dynamic in the open field and often resorts to lazily attempting to run over the last man to beat. This often results in him getting tackled on what could be a big play.

They should have two ratings - block reading vision which Murray excels at, and next level open field vision which Murray is notoriously mediocre at.
 
# 76 khaliib @ 07/22/15 03:39 AM
Quote:
Originally Posted by DCEBB2001
This is 100% not correct for the SPD and ACC ratings, and I have proven it. A while back CM Hooe made me some cutups of players with different speed and acceleration ratings to quantify the exact amount of acceleration and speed displayed in the game. A difference of one point for the SPD or ACC attribute did result in a different time for their splits (I counted frames for every 5 yards). It may work like that for other attributes, it I can assure you that for SPD and ACC, the 1 point does make a difference in straight line speed.
***For Straight Line Running/Testing

I get the use of such testing to draw something quantifiable (esp with Madden), but biomachanically the animations in Madden are not at a level were the data won't be skewed.

When you slow down a running animation in replay, you will see that there's glitching & gliding through out the straight line run over the distance you're timing.

Test the same player, same route with the same ratings several times and you will see that glitching/gliding differs at different measurements at various points of the tested run distance.
Some are minute during the stride, while others are very noticeable.

Because there is nothing you/I as gamer's can do during such testing, within a retail version, to minimize such animation anomalies so that the data is true every time, player gameplay speeds would require a greater/wider buffer to account for this and allow animations to look somewhat smooth/fluid.

What looks like a player running faster, often times, is the glitching/gliding distance being exaggerated and this is were the problem comes when trying to use "Hard Data" for a measurable such as this (ie measured times etc...) in a video game.

Also, it's these animation anomalies that make it difficult for data from these type of test to have the accuracy we want them to have rating wise.

I get the use of such test to gather data to pinpoint an aspect of this game and make something more definitive, I do.
But the reality is that "animations" are currently not at a level to support some things to be precise in Madden at this time (maybe M16 will blow us away and change this!!!).



Since this was about RB's, I noted this from how SPD/ACC is actually noticeable during gameplay as the "Ball Carrier" incorporating all the weights:
- Stamina
- Difficulty level
- Sliders (gameplay/player speed threshold)
- Tackle and Avoidance Move ratings that increase their radius and slows runners down to enter into these animations (that's why tacklers don't break down, it's the ball carrier that's slowed down to enter into the animation)
- Defenders Pursuit rating (catch up speed)
etc...

that may be applied that regress SPD/ACC during a run, that a "10 pt" SPD/ACC difference between the "Ball Carrier" and the defender is needed after the application of the weights to see a noticeable difference as a "Ball Carrier".
 
# 77 DCEBB2001 @ 07/22/15 09:29 AM
Quote:
Originally Posted by khaliib
***For Straight Line Running/Testing

I get the use of such testing to draw something quantifiable (esp with Madden), but biomachanically the animations in Madden are not at a level were the data won't be skewed.

When you slow down a running animation in replay, you will see that there's glitching & gliding through out the straight line run over the distance you're timing.

Test the same player, same route with the same ratings several times and you will see that glitching/gliding differs at different measurements at various points of the tested run distance.
Some are minute during the stride, while others are very noticeable.

Because there is nothing you/I as gamer's can do during such testing, within a retail version, to minimize such animation anomalies so that the data is true every time, player gameplay speeds would require a greater/wider buffer to account for this and allow animations to look somewhat smooth/fluid.

What looks like a player running faster, often times, is the glitching/gliding distance being exaggerated and this is were the problem comes when trying to use "Hard Data" for a measurable such as this (ie measured times etc...) in a video game.

Also, it's these animation anomalies that make it difficult for data from these type of test to have the accuracy we want them to have rating wise.

I get the use of such test to gather data to pinpoint an aspect of this game and make something more definitive, I do.
But the reality is that "animations" are currently not at a level to support some things to be precise in Madden at this time (maybe M16 will blow us away and change this!!!).



Since this was about RB's, I noted this from how SPD/ACC is actually noticeable during gameplay as the "Ball Carrier" incorporating all the weights:
- Stamina
- Difficulty level
- Sliders (gameplay/player speed threshold)
- Tackle and Avoidance Move ratings that increase their radius and slows runners down to enter into these animations (that's why tacklers don't break down, it's the ball carrier that's slowed down to enter into the animation)
- Defenders Pursuit rating (catch up speed)
etc...

that may be applied that regress SPD/ACC during a run, that a "10 pt" SPD/ACC difference between the "Ball Carrier" and the defender is needed after the application of the weights to see a noticeable difference as a "Ball Carrier".
I think there is a difference between a "noticeable" difference and a "measurable" one. The difference is measurable, even when the difference in ratings is only 1 point for straight line ACC/SPD. One thing that CM Hooe did was have different players of different heights and weights run straight line sprints and I came to find that players hit the same 5 yard marks in the exact same number of frames no matter their height. In this case, the amount of gliding/glitching that you cite (and we noticed) was the same. It was this testing that allowed me to reach the conclusion that the SPD rating only affected the maximum velocity and the ACC attribute only affected how quickly that maximum velocity is attained, long before EA defined it in writing.

That darn gliding/glitching is a problem though, but I think I know a way around it that I would ask to have implemented should I be brought into the fold at EA/Tiburon. Since we are able to map out how every player accelerates and decelerates using the cubic function of the split times, we can successfully map every player to their own unique path. This isn't without consequence, however. I posit that it would likely require that the SPD/ACC attributes be replaced with the 3 split times. The SPD and ACC attributes would no longer be necessary, and would only add to the confusion if you tried to map them to the 3 split times.

With using the splits, you gain more realism, but lose what Madden gamers are used to with their habit of analyzing the SPD and ACC ratings to see who is fast. One thing we could do is map the SPD and ACC ratings to the maximum velocity and time to maximum velocity and rank it, but in all honesty, that wouldn't even be necessary.
 
# 78 khaliib @ 07/22/15 12:15 PM
@DC....
"BE CAREFUL"!!!!!

Man, making a suggestion to remove "SPD" rating from Madden is blaspheme and will get you stoned for sure.
Even thinking about such a thing is worthy of a nice fat brick being tossed your way.

You are a brave man!!!
 
# 79 DCEBB2001 @ 07/22/15 12:22 PM
Quote:
Originally Posted by khaliib
@DC....
"BE CAREFUL"!!!!!

Man, making a suggestion to remove "SPD" rating from Madden is blaspheme and will get you stoned for sure.
Even thinking about such a thing is worthy of a nice fat brick being tossed your way.

You are a brave man!!!
Well, do you want an accurate game or not?

LOL! This post just made my day!!!

If you are ever in the DFW, the first round is on me khaliib!

 
# 80 BreakingBad2013 @ 07/22/15 01:04 PM
I like the speed/acceleration idea a ton.

How can you re-rate or re-image actual position based attributes?
 


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