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Madden NFL 16 News Post


Madden NFL 16 has officially arrived today. Make sure you play a few games and share your impressions with the community!

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
# 441 sandp @ 09/04/15 02:56 AM
That's a user problem though which sucks, but so far i have found myself playing sim players so far. I played someone who wouldn't go for deep shots till it was there as i was playing zone most of the game.

Plus i've stopped multiple aggressive catch attempts by letting my cpu handle it, i think its one of the best versions so far even on head to head.
 
# 442 TeamHawkins @ 09/04/15 05:12 AM
Fast Break Football

The computer does not always make the best decision defending passes and 90% of the time gets destroyed. So that isn't true. Also EVERYONE online is calling zone defenses and these zones are defending the run with dominance. It makes this game look pathetic from a realism perspective. Actual run defenses you can gain 4 to 6 yards easily everytime.

And the computer is still Godly. I'll be breaking down this game with videos this year. I'm not letting it slide.
 
# 443 Smoke6 @ 09/04/15 06:01 AM
Quote:
Originally Posted by TeamHawkins
Fast Break Football

The computer does not always make the best decision defending passes and 90% of the time gets destroyed. So that isn't true. Also EVERYONE online is calling zone defenses and these zones are defending the run with dominance. It makes this game look pathetic from a realism perspective. Actual run defenses you can gain 4 to 6 yards easily everytime.

And the computer is still Godly. I'll be breaking down this game with videos this year. I'm not letting it slide.
Glad someone else sees the holes represented by zone defenses dominating the run game, thats all everyone does is run zone the entire gm and benefit from in unusual ways.
 
# 444 Aszrayel @ 09/04/15 07:47 AM
This about sums up my impression of Madden year after year: https://www.youtube.com/watch?v=s2C0ZZ_UwAo
 
# 445 rudyjuly2 @ 09/04/15 08:40 AM
I really wish special teams sliders were accessable in the in-game menu and split in franchise. I tested out FG accuracy in practice mode on all-pro and having to back out and change settings sucked. Good thing I'm still anal enough to do it. There is a massive difference between 26 and 27 FG accuracy. At 27 you will still be money if you keep your arrow within the green arrow. Outside and it starts to miss. But at 26 you will shank a ton of balls, even when staying in the green. It's a bit crazy. And FG accuracy has a big impact on FG length. Those two sliders have to be adjusted together.

Small annoyance, the game says it auto loads my roster but it doesn't. You always have to manually load them for some reason.

I was too hasty in my complaints about the run game. You can run outside although you usually have to stay inside the outside block on the DE or OLB unless it's a toss/pitch play. The inside running game isn't over powered like in past years. If the CPU plays tight and blitzes those third and short plays are much more challenging. The overall game is pretty balanced and much better than its been the last three years. Sliders certainly help. I think the worst part at default is the terribly weak pass rush on default for both user and cpu. Overall I'm very happy right now and hopefully a patch will fix the franchise issues.
 
# 446 juggalotusx @ 09/04/15 11:19 AM
I think EA did this on purpose with cfm so people would spend money on mut.
 
# 447 bkrich83 @ 09/04/15 11:35 AM
Quote:
Originally Posted by juggalotusx
I think EA did this on purpose with cfm so people would spend money on mut.
Evidence please?
 
# 448 bkrich83 @ 09/04/15 11:36 AM
Quote:
Originally Posted by rudyjuly2
I really wish special teams sliders were accessable in the in-game menu and split in franchise. I tested out FG accuracy in practice mode on all-pro and having to back out and change settings sucked. Good thing I'm still anal enough to do it. There is a massive difference between 26 and 27 FG accuracy. At 27 you will still be money if you keep your arrow within the green arrow. Outside and it starts to miss. But at 26 you will shank a ton of balls, even when staying in the green. It's a bit crazy. And FG accuracy has a big impact on FG length. Those two sliders have to be adjusted together.

Small annoyance, the game says it auto loads my roster but it doesn't. You always have to manually load them for some reason.

I was too hasty in my complaints about the run game. You can run outside although you usually have to stay inside the outside block on the DE or OLB unless it's a toss/pitch play. The inside running game isn't over powered like in past years. If the CPU plays tight and blitzes those third and short plays are much more challenging. The overall game is pretty balanced and much better than its been the last three years. Sliders certainly help. I think the worst part at default is the terribly weak pass rush on default for both user and cpu. Overall I'm very happy right now and hopefully a patch will fix the franchise issues.
So what are you looking at for Accuracy and power sliders for FG's?
 
# 449 l8knight1 @ 09/04/15 12:39 PM
Did anyone else use legendary coaches in M15? They are gone this year, unless there's an unlock or something you need to do that I'm unaware of.
 
# 450 cjallure24 @ 09/04/15 01:33 PM
Quote:
Originally Posted by l8knight1
Did anyone else use legendary coaches in M15? They are gone this year, unless there's an unlock or something you need to do that I'm unaware of.
I always used Joe Gibbs since I living using the redskins. I loved his playbook with the counter trey. Sucks he isn't in this year's version.

Sent from my SM-N900T using Tapatalk
 
# 451 jvalverde88 @ 09/04/15 02:50 PM
Quote:
Originally Posted by juggalotusx
I think EA did this on purpose with cfm so people would spend money on mut.



"C-O-N....SPIRACY"
 
# 452 jvalverde88 @ 09/04/15 02:56 PM
I noticed this last night, the cpu does a bad job with clock management when its down 2 scores with 5 minutes remaining. They didn't hurry up or anything until they got to the 2 minute warning. I don't know if its hard to program or what but it kinda took way from a good game.
 
# 453 canes21 @ 09/04/15 07:12 PM
I love how ratings seem to matter even more now than ever. Just lost a Draft Champion game 3-0. I should've easily beaten the guy, except Matt Cassell went 3-10 and killed every single one of my drives. Guy can't hit jack.
 
# 454 DeuceDouglas @ 09/04/15 07:17 PM
Hopefully next year blocking (pass and run) will get a complete overhaul. It seems weird to say that being that they just did the whole D-Line mechanics last year but I don't think that idea was completely fleshed out. One big problem I'm seeing is situations like this where your line is basically run blocking in a pass play. This is a bad example because he obviously clips the TE but in that scenario he really shouldn't even be in that position but he is because he's moving forward off the line.

I had another play where I was clicking around players at the snap and ended up on my OLB who was blitzing and ended up dropping him into coverage and watched as their LT chased after me 10 yards downfield.

 
# 455 SolidSquid @ 09/04/15 07:28 PM
Quote:
Originally Posted by DeuceDouglas
Hopefully next year blocking (pass and run) will get a complete overhaul. It seems weird to say that being that they just did the whole D-Line mechanics last year but I don't think that idea was completely fleshed out. One big problem I'm seeing is situations like this where your line is basically run blocking in a pass play. This is a bad example because he obviously clips the TE but in that scenario he really shouldn't even be in that position but he is because he's moving forward off the line.

I had another play where I was clicking around players at the snap and ended up on my OLB who was blitzing and ended up dropping him into coverage and watched as their LT chased after me 10 yards downfield.

What game speed do you play on? This has been happening to me all the time on slow especially on stretch and outside zone plays. The tackle and TE kinda bump each other and the de or olb has a free release into the backfield.
 
# 456 DeuceDouglas @ 09/04/15 09:35 PM
Quote:
Originally Posted by SolidSquid
What game speed do you play on? This has been happening to me all the time on slow especially on stretch and outside zone plays. The tackle and TE kinda bump each other and the de or olb has a free release into the backfield.
That was on Normal. I haven't noticed it on running plays myself but admittedly I haven't paid much attention to it either.
 
# 457 rudyjuly2 @ 09/04/15 09:39 PM
Quote:
Originally Posted by bkrich83
So what are you looking at for Accuracy and power sliders for FG's?
For the CPU I like 40 accuracy and 53 power. For users I want to test 27 accuracy with 58 power more. I hope the practice mode translates to play now and eventually franchise.
 
# 458 bkrich83 @ 09/04/15 09:58 PM
Quote:
Originally Posted by rudyjuly2
For the CPU I like 40 accuracy and 53 power. For users I want to test 27 accuracy with 58 power more. I hope the practice mode translates to play now and eventually franchise.
I'll play with it this weekend and let you know what I see.
 
# 459 kcchiefs1984 @ 09/05/15 03:27 AM
Some say the game is won before the players even get on the field. Obviously, that is incorrect, however, the purpose of that statement, is to stress the importance of preparation. I feel like the work I do prior to playing any cfm game should be applied to the advancement of the players' mental aspects of the game. When I look through the opponents depth charts, injury reports, and their stats for the season, I am essentially formulating a game plan. Learning how to approach the team, how to exploit their weaknesses, or how to cover up my own teams weaknesses. Scrolling through all those pages should earn experience points for every player on the team that can be applied to attributes associated with the mental portion of the game, such as play recognition or route running. This would logically tie experience and progression of the players understanding of the game, while also rewarding the person controlling the team for putting some effort into the process. As it stands now, I have to remember to go to the progress player screen at some point each week, and select the seven players that the coaches spoke to that week. Every time I progress players, I feel like I have Chris Farley for a Head Coach. How many players did you coach up this week? 52,53..... Seven, seven players. Did you show the players where they're going to line up in each formation so I can get the match ups I want? No, no, we'll just figure that out when the game starts.
As for the physical progression of players, it should all be based on what is done on the field.
I like the improvements on the field this year. The ball has some life to it, seeing some organic plays, but cfm is like the niners, off field issues every where. It appears as though the focus will be applied to cfm for next season, and hopefully these guys will reach out a little further in advance of the release. Plenty of helpful people out there.
 
# 460 spankdatazz22 @ 09/05/15 09:05 AM
May as well give my $.02. Full disclosure: I'm a long-time 2K fan that has only purchased one Madden game since Madden 05 on the PS2, sometime during the 360 generation. The game was so awful to me I traded it in a little over a month later. As far as Madden 15 on the Xbox One goes for me, I generally like it. There are some things that I find equally fascinating and frustrating with the game:

LIKES:

- The WR/DB interaction: very well done, primarily the WR play. WR route running and foot planting is enjoyable to watch. While the one-handed catches are a little overdone imo, I've also seen some really nice normal catches, with a ton of variety. Overall the WR play is the best facet of the game imo. The DB play is mostly good, but it's noticeable the same attention to detail paid to the WR play wasn't done to the DBs.

- Passing game: The ability to choose the type of pass you want is very intuitive and gives you a lot of control as a user. Great enhancement imo

- Running game: I like that the game gives you a ton of options, with both the buttons and right stick moves and the left stick as a modifier. Kinda curious why the stiff arm doesn't seem to work though. Much like the WR animations, the RB animations are mostly well done; the sense of acceleration when using the speed burst hasn't been this good in a game since the XBox/PS2 era of Madden.

- The Tackling: I thought I'd never say the tackling system for a Madden game is a positive but the rag-doll physics are mostly well done and yields a ton of variety. Unfortunately there are still a lot of wonky/unrealistic moments but it's far better than I would've imagined and has come a long way from the days of Pro-Tak

- Player Ratings seem to matter: Probably moreso than in any Madden game to date.

DISLIKES:

- The Animations: I was going to list this as both a positive and negative, but I after some thought it's more negative than positive. The WR animations are so well done - the WRs seem to rarely slide and seem tethered to the ground. Not so much for everybody else. DBs noticeably skate and slide into/out of position at times, moving an LB even a little bit pre-snap and they skate over the turf (well, even the WRs noticeably slide pre-snap). The QB throwing animations aren't very good. All ball carriers seem to have the same few running animations, there's very little individual player distinction; it's a credit to the ratings system that there's any player distinction at all. LBs and sometimes DBs make half-hearted unrealistic looking plays on balls at times, seemingly because the attention to detail wasn't paid to those aspects. Everyone still has that weird bent-knee lurch walk pre and post play from Madden '06 on the 360/PS3 - and still skate when doing it. Just stiff and robotic. There's some greatness there, with the WR play, or even the celebrations - but overall I'd have to say it's more a negative than positive.

- The OL/DL interaction: the patty-cake win/lose nature of the OL/DL play is extremely disappointing. It's such an integral part to football but seems like an afterthought in the game. There is SO much gameplay depth to be mined from appropriate OL/DL play. It makes the game seem more like a 7-on-7 drill. It's all the more frustrating because sometimes it seems like the dynamic nature of OL/DL play is in the game, it's just nerfed/scripted.


I've only done practice and Play Now games so I'm just commenting on those aspects; I'd rate it a 7 or 7.5 myself. The game is at least fun for the most part, even if it's also very frustrating to see the less fleshed out aspects of the gameplay. The lack of footplanting/the skating or lack of situational animations that noticeably occurs on every single play needs to be improved. The near-complete lack of individuality expressed with the game's animations is mind boggling in this generation - it was for last generation, frankly. I can't say for sure, but teams don't play true to their real life counterparts - or it'd be nice if the teams played more to their real life counterparts.

Can only hope Tiburon stops their piecemeal approach of focusing on 1-2 facets of the game every year and makes a full comprehensive effort to building the game up going forward.
 


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