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Online play in CFM is the same as playing in a lobby game...
Mesb, mesh from different formation, toss, PA with deep drags
Defense, zone, same zone play, dline 3man rush is unstoppable cant get inside or to the edge, DBs and safeties read run and react to it way to fast. More zone then 2 man under with manual safety pressure and safety can run and make play on ball after engaging with a dlinemen for a sec or two.
Ish just gets old man, i quit all 5 of my leagues last night as 3 of my opponents did this crap and its difficult to stop unless you cheeseball yohr way to doing that and im not built like that at all
Mesb, mesh from different formation, toss, PA with deep drags
Defense, zone, same zone play, dline 3man rush is unstoppable cant get inside or to the edge, DBs and safeties read run and react to it way to fast. More zone then 2 man under with manual safety pressure and safety can run and make play on ball after engaging with a dlinemen for a sec or two.
Ish just gets old man, i quit all 5 of my leagues last night as 3 of my opponents did this crap and its difficult to stop unless you cheeseball yohr way to doing that and im not built like that at all
# 542
The_Usual_Suspects @ 09/20/15 03:24 AM
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# 543
FluffyTonka @ 09/20/15 05:14 AM
i just played an epic ot game against the seahawks as the bears.
they were winning 16-9 and i scored a 61 yard td with White with 19 seconds left. off to OT where i won the toss took the kick and slowly marched the ball upfield.
jefferey dropped his second td pass for the game and on my 3rd & 11 I ran the ball. this took the clock down to the 2 minute warning. right after I kicked a 21 yard FG, and the game ended.
thats a huge glitch. seaturkeys shoulda had the ball from a kickoff with the wind behind them and nearly 2 whole minutes on the clock to score.
such an epic back-n-forth game only for a bug to wipe it all away. i guess i'm glad it wasn't them with the ball (where i used the bend don't break defense all game long to keep them to field goals)... if i'd lost to a fg and never got the ball back, i'd have been spewing.
as it is, i still am. feels kinda cheap.
they were winning 16-9 and i scored a 61 yard td with White with 19 seconds left. off to OT where i won the toss took the kick and slowly marched the ball upfield.
jefferey dropped his second td pass for the game and on my 3rd & 11 I ran the ball. this took the clock down to the 2 minute warning. right after I kicked a 21 yard FG, and the game ended.
thats a huge glitch. seaturkeys shoulda had the ball from a kickoff with the wind behind them and nearly 2 whole minutes on the clock to score.
such an epic back-n-forth game only for a bug to wipe it all away. i guess i'm glad it wasn't them with the ball (where i used the bend don't break defense all game long to keep them to field goals)... if i'd lost to a fg and never got the ball back, i'd have been spewing.
as it is, i still am. feels kinda cheap.
# 544
Swamp Swagger @ 09/20/15 01:50 PM
I'm so on the fence about this game...... Ugh
Seems like so many different opinions on the game
Seems like so many different opinions on the game
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So much of a individual person's feelings on this game is colored by how much they still let the whole history of Madden football affect their analysis of it, IMO.
# 546
Swamp Swagger @ 09/20/15 02:23 PM
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That's true
I'm thinking about picking it up. But then I go back a fourth on it lol
# 547
Smallville102001 @ 09/20/15 05:46 PM
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I have not really liked a madden game since 07 during gamecube, ps2, xbox gen and ever year there is at least 1 game play problem that is a game killer and at least 1 problem that kills franchise mode. Last year it was the sack issue and I remember 1 year it was that you would see like a million fumbles a game. This years game is so improved and while not perfect the game plays a good game of football and has no gameplay killer like ever madden had for the last like 8 years and if you use the work around to get ride of drive goals then franchise mode is good and has no game mode killer like the last 8 years had. I have not been able to play a madden game for more then like 3 months since 07 and have not went threw a full season in franchise mode since 07.
This years game I am going to be able to go threw sever season in franchise for the first time since 07. To have not liked the last 8 maddens before this year but yet like this years game I think says something and I know there are a few other people on here that had not liked madden for a long time yet like this years game. It fells like for the first time in a long time madden is not a 1 step forward 3 step back kind of game. From madden 08-15 the highest I could give a Madden's gameplay was like a 6/10. This years gameplay is like a 8/10 and if they can improve the blocking and passes rushing next year like they did the WR/DB interactions this year then next years game play could be like a 9/10 has the blocking is by far the worst gameplay problem madden now has left.
I have the game on both PS4 and xbox one. Graphically I think there is improvement. Gameplay looks pretty much the same to me. I fail to see strength, even with top players, being a factor. That is on my team. I could give examples, specifically, my DL against OL. Now this is not surprising as it was same issue last year.
Anyway, with that said, I enjoy the game for what it is, because I enjoy playing football. And, Madden 16 is the only current football game for consoles.
Anyway, with that said, I enjoy the game for what it is, because I enjoy playing football. And, Madden 16 is the only current football game for consoles.
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Anyway.
Another big flaw I came across is the sim engine taking over late in the first half and second half when there is still plenty of time left. This of course is a player franchise.
I have had it take over after I ran OB with 10 seconds left in the half with a timeout remaining costing me a chance to get into better FG position ( missed 52y ) and another time at the end of the game which costed me a chance to tie the game.
Also why are FG kickers so pathetically weak? 55y FGs are made regularly in the NFL but in Madden unless you have wind at your back you are going to be way short.. 47y with no wind is as far as I have been able to kick and make a FG. This is with kick / leg power of 94 or 96.
I was on vacation for the last two weeks so maybe I missed this but I finally started my Jets CFM and after Week 1 my team's OVR went from a 76 to an 84. What's up with that? Is that the overpowered XP/confidence/progression stuff?
I didn't exactly light the world on fire in Week 1 either, beat the Browns 21-17.
I didn't exactly light the world on fire in Week 1 either, beat the Browns 21-17.
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The NFL is only making 94% of their extra points now. You see missed kicks quite often but you don't see a user miss in Madden.
I agree that Special Teams really needs some attention, first and foremost (imho) in the Punting Game.
Anyone can basically eliminate Punt Returns by the opposition by simply kicking the ball out of bounds on every punt without sacrificing much, if any distance. You could have a Yds per Punt of 49.3, and a Net Yds per Punt of 49.3 every game with little to no skill.
Coffin corner punts are basically automatic as well, and since the gunners/punt coverage guys so hard to control and down a bouncing punt near the goal-line with, why would anyone do anything but punt it out of bounds?
I think the solution to the first part of the problem would be to overhaul the kicking and punting meter/interface. Aiming a punt is just way too easy.
I'd say they've kept it easy to encourage cheesers to punt on 4th down, but why not allow an option for the easy interface as-is and also a more challenging interface that will produce more realistic outcomes? MLB the Show offers a bunch of interfaces for virtually every action in baseball.
To solve the 2nd issue, controlling punt coverage guys when downing a punt, they need to add specific moves and animations for that situation.
But if I had to prioritize areas that need improvement, I'd put getting Auto-Subs and Fatigue to work properly as well as giving us Formation Subs/Custom Sub Packages back so we can decide who plays on Special Teams ahead of improving the Kicking/Punting game.
I guess the entire fatigue/auto-sub/formation sub thing has been screwed up (or non-existent in the case of formation subs) for so many years that it must be a problem NASA couldn't solve, or surely they would've fixed it by now.
Anyone can basically eliminate Punt Returns by the opposition by simply kicking the ball out of bounds on every punt without sacrificing much, if any distance. You could have a Yds per Punt of 49.3, and a Net Yds per Punt of 49.3 every game with little to no skill.
Coffin corner punts are basically automatic as well, and since the gunners/punt coverage guys so hard to control and down a bouncing punt near the goal-line with, why would anyone do anything but punt it out of bounds?
I think the solution to the first part of the problem would be to overhaul the kicking and punting meter/interface. Aiming a punt is just way too easy.
I'd say they've kept it easy to encourage cheesers to punt on 4th down, but why not allow an option for the easy interface as-is and also a more challenging interface that will produce more realistic outcomes? MLB the Show offers a bunch of interfaces for virtually every action in baseball.
To solve the 2nd issue, controlling punt coverage guys when downing a punt, they need to add specific moves and animations for that situation.
But if I had to prioritize areas that need improvement, I'd put getting Auto-Subs and Fatigue to work properly as well as giving us Formation Subs/Custom Sub Packages back so we can decide who plays on Special Teams ahead of improving the Kicking/Punting game.
I guess the entire fatigue/auto-sub/formation sub thing has been screwed up (or non-existent in the case of formation subs) for so many years that it must be a problem NASA couldn't solve, or surely they would've fixed it by now.
# 553
Pappy Knuckles @ 09/23/15 12:55 AM
Turn the kicking line off and it's not automatic at all imo.
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Sent from my SCH-S960L using Tapatalk
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# 555
Pappy Knuckles @ 09/23/15 07:24 AM
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And when you actually do test user FG accuracy slider out it is really messed up. At a certain point it goes from being a bit difficult (only on longer attempts as the shorter attempts still have a wide green section) to shank city no matter where your meter is. For a lower rated kicked like Caleb Sturgis that threshold was 26/27. At 27 I could make them although it was challenging on long ones. At 26 I shanked EVERYTHING. For better kickers it might be 24/25.
Here is a video that shows how at FG Acc 0 it is virtually impossible to make a FG. I would like that if the slider eased into things but it's a very black/white issue.
It drives me crazy that there is so little time in between plays when your on defense to make subsitutions to packages. i wish there was a way to slow it down
^^^ Agreed. I'd love for it to, at least offline, show what personnel is leaving the field and coming onto it so I can at least get a decent idea of what personnel I am going to run with, then after a few seconds of it showing you that, the CPU "picks" its play and the countdown starts. As of right now we get what 8 seconds to pick a play whereas in real life that's barely enough time for the offense to even get their players on and off the field let alone huddle up and get the call in.
# 559
Swamp Swagger @ 09/24/15 12:08 PM
I'm probably gonna pick this up today. Played the the trial and it does play a lot better then 15.... I really like MUT for some reason lol
And that's where I had a question. I see the deluxe edition comes with the 36 packs I think it was? Anyway it said you get 3 packs a week starting on September 1st..... Does that mean I'll miss out on some packs or I'll still get the 36?
And that's where I had a question. I see the deluxe edition comes with the 36 packs I think it was? Anyway it said you get 3 packs a week starting on September 1st..... Does that mean I'll miss out on some packs or I'll still get the 36?
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My opinion that even without the Trajectory Arc, punting's way too easy, and it rewards a strategy that's really not that common in real life. Punts that go out of bounds on the fly inside the 10 just don't happen that much. I'd just like to see a mechanic that results in more true-to-life outcomes.
Also, way too often, the CPU does those goofy punts from the opponent's 48 yard-line that goes way out of bounds at the 21 or punt one from the opponent's 42 yard line that goes out of the back of the endzone on the fly.
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