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Madden NFL 16 News Post


Madden NFL 16 title update #2 is available now for both Xbox One and PlayStation 4. It includes improvements and fixes to gameplay, Connected Franchise, Madden Ultimate Team, and more. Check out the details below.

GAMEPLAY
  • Addressed issue where if a team called a time out on the safety punt, they would then be able to kick a regular kickoff
  • Addressed issue where sometimes a defender would have a poor pursuit angle toward the ball carrier if the ball carrier was breaking a tackle during a catch
  • Addressed issue where sometimes defensive linemen would freeze for the remainder of the play after being knocked to the ground
  • Addressed issue where the defense would not adjust alignment if the CPU controlled offensive team enacted a concept audible
  • Updated Individual Coverage adjustments to not only affect the pre-snap shading but also the post play leverage technique
  • Addressed issue where adjusting the ZONE shading would have an effect on the defenders drop location instead of just the leverage technique
  • Addressed issue where cancelling a PA Fake would allow for a 1-step drop on certain plays
  • Addressed issue where the game clock would be restarted of a declined penalty after an incomplete pass
  • Addressed issue where safeties in Cover 4 Deep assignments were reacting to run too quickly
CONNECTED FRANCHISE
  • Addressed issue where defensive holding slider would reset when exiting the screen
  • Addressed issue where accelerated clock would not work in H2H CFM games
  • Addressed issue where visual feedback settings were pulling from the user’s profile instead of league settings
  • Addressed issue where some settings would carry back to the FE after playing a CFM game
  • Addressed issue where the CPU would retain an empty roster spot when simming to the regular season when there is a player on Injured Reserve (note: changes aren’t reflected until after your current season is finished)
  • Addressed issue where the user could not sort player while in the Fantasy draft board
  • Removed Kick Return as a scoutable trait (note: changes won’t be reflected until after your current season is finished)
  • CFM Trade tuning
  • Addressed issue in CFM H2H where uniforms would change back to default home/away even after changing them in the team select screen
  • Addressed a rare issue that caused some Franchise files to be corrupted, preventing players from accessing their CFM (note: this won’t repair already corrupted files, and only prevents future occurrences)
MADDEN ULTIMATE TEAM
  • MUT Play a Friend quarter length boosted to four minutes from two minutes
  • In MUT H2H Seasons and Draft Champions H2H Draft, terminating the game during the load screen will give the quitter a loss and the opponent a win. In MUT, Contracts will still be removed.
OTHER
  • Play Now games were using regular season overtime rules rather than playoff overtime rules (removed possibility for ties)
  • Addressed issue in online games where the defensive timer would run out during a pause causing the game to auto pick the defensive play
  • Addressed over 100 general bug and stability issues
Source - EA Sports

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
# 161 jdenyer @ 09/30/15 07:10 PM
Quote:
Originally Posted by DeuceDouglas
It's still hit and miss and the numbers are still really high for way too many guys.




Questions:

Is this Post Patch?
Is this a brand new offline CFM?
Any setting changes or anything?
PS4 or Xbox?
 
# 162 Iampalafox11 @ 09/30/15 07:11 PM
Quote:
Originally Posted by jdenyer
Can you post some screenshots as well champ??
Yeah give me a little bit i have a 3 year old and a 1 year old lol AND i am kinda new to this site. I have always looked on here for info and update but was never a member.
 
# 163 KingV2k3 @ 09/30/15 07:12 PM
Quote:
Originally Posted by Iampalafox11
Yeah you have to restart. I still got the crazy Sacks and drop in LT OVR and QB AWR drops if i just sim my CFM i already had. When i start over i get the numbers that i posted.
Sux we have to restart, but worth it to me if this is the result re: QB AWR / LT Regression...

BIG ups for the info!

 
# 164 jdenyer @ 09/30/15 07:15 PM
Quote:
Originally Posted by Iampalafox11
Yeah give me a little bit i have a 3 year old and a 1 year old lol AND i am kinda new to this site. I have always looked on here for info and update but was never a member.
Appreciate it mate
 
# 165 DeuceDouglas @ 09/30/15 07:17 PM
Quote:
Originally Posted by jdenyer
Questions:

Is this Post Patch?
Is this a brand new offline CFM?
Any setting changes or anything?
PS4 or Xbox?
Xbox. And They're both post-patch, fresh offline CFM's without any changes. I just booted up and simmed them this morning and afternoon. I'll do another one right now and see what happens.
 
# 166 bestbrother @ 09/30/15 07:17 PM
I also ran sims straight away with regards the LT sack numbers.. I posted in the other patch thread.

Robinson led the league in 2 straight years with 33 then 31... he lost 5 PBK pts first year, then rebounded by gaining +4 back the next.

The numbers remain high, this is with the patch, weekly progression, default latest EA roster.

I still believe its to do with the QB trait, if they dont have IDEAL or worst case TRIGGER HAPPY set, then the LT is likely to give up big sack numbers.

EDIT- However if they dont regress dramatically, then its not the end of the world... its a stat you could ignore, if its not affecting the player.
 
# 167 KingV2k3 @ 09/30/15 07:18 PM
Quote:
Originally Posted by bestbrother
I also ran sims straight away with regards the LT sack numbers.. I posted in the other patch thread.

Robinson led the league in 2 straight years with 33 then 31... he lost 5 PBK pts first year, then rebounded by gaining +4 back the next.

The numbers remain high, this is with the patch, weekly progression, default latest EA roster.

I still believe its to do with the QB trait, if they dont have IDEAL or worst case TRIGGER HAPPY set, then the LT is likely to give up big sack numbers.
Did you restart?

That seems to be the key to getting the fix...
 
# 168 jdenyer @ 09/30/15 07:19 PM
Quote:
Originally Posted by bestbrother
I also ran sims straight away with regards the LT sack numbers.. I posted in the other patch thread.

Robinson led the league in 2 straight years with 33 then 31... he lost 5 PBK pts first year, then rebounded by gaining +4 back the next.

The numbers remain high, this is with the patch, weekly progression, default latest EA roster.

I still believe its to do with the QB trait, if they dont have IDEAL or worst case TRIGGER HAPPY set, then the LT is likely to give up big sack numbers.
Bugger! Maybe we jumped the gun a little thinking it was fixed
Ahhh well ...... back to waiting for ANOTHER patch
 
# 169 Revis013 @ 09/30/15 07:22 PM
Never had the game freeze on me after I played a game or during a game in offline CCM. With the new patch now it has happened twice. It happened once when I was exiting the replay screen and once after I had finished the game and wanted to exit. I also lost all progress on that game so I have to play it again. Really hope this isn't because of the patch.
 
# 170 asandique @ 09/30/15 07:22 PM
While they aren't ideal, they are still better than what is was before the patch. So I'm going in lol

But just out of curiousity for xbox one users, do we have to wait til the game is done updating completely? because it was updating and I was still able to advance onto the game
 
# 171 bcruise @ 09/30/15 07:24 PM
QB's dropping awareness mid-season seems to be fixed. Ran a few tests simming to mid-season with Mariota and he didn't lose any awareness (and yes, he had bad games)

That means weekly or every four weeks progression is no longer a requirement to keep AWR up. I would assume regression still happens as normal at season's end (dependent on completion of season goals, like in past Maddens).

Another one for that list of 100 things fixed!

Also, is it just me or does the CFM frontend seem a little snappier? Noticed that while simming - it seems a bit more responsive. Could just be my imagination.
 
# 172 bcruise @ 09/30/15 07:24 PM
BTW, I'm going to bite the bullet and play a few CFM games with drive goals on...will report back.
 
# 173 KingV2k3 @ 09/30/15 07:26 PM
Quote:
Originally Posted by Iampalafox11
Yeah you have to restart. I still got the crazy Sacks and drop in LT OVR and QB AWR drops if i just sim my CFM i already had. When i start over i get the numbers that i posted.
Quote:
Originally Posted by bestbrother
I also ran sims straight away with regards the LT sack numbers.. I posted in the other patch thread.

Robinson led the league in 2 straight years with 33 then 31... he lost 5 PBK pts first year, then rebounded by gaining +4 back the next.

The numbers remain high, this is with the patch, weekly progression, default latest EA roster.

I still believe its to do with the QB trait, if they dont have IDEAL or worst case TRIGGER HAPPY set, then the LT is likely to give up big sack numbers.

EDIT- However if they dont regress dramatically, then its not the end of the world... its a stat you could ignore, if its not affecting the player.
Quote:
Originally Posted by jdenyer
Bugger! Maybe we jumped the gun a little thinking it was fixed
Ahhh well ...... back to waiting for ANOTHER patch

Once again, iampalafox got those numbers from a restart...

Did bestbrother restart as well?
 
# 174 Veditor @ 09/30/15 07:29 PM
Wow, those LT stats are awful. I wonder why some games are like that and some aren't. I've played 5 seasons of CFM as a Coach and the most my QB has been sacked is 18 times in a season, the least was 7, I frequently get the XP points for not allowing a single sack in a game.

I haven't seen any LT regression in my game either, my LT has stayed at 80 and has actually increased a few points a year. He's currently at 84, same for my RT.

And for people complaining about your guys not resigning with you, wait till the off season. I had 8 guys reject crazy contract offers during the season, like 20 million over their asking price and then the off season hits and I offer them their asking price and 6 of the 8 resigned and one of them I didn't even offer because of cap space.

The only player that wouldn't resign was my WR and I franchised him twice, and on the second time he finally accepted the contract he was asking for
 
# 175 jdenyer @ 09/30/15 07:30 PM
Quote:
Originally Posted by bcruise
QB's dropping awareness mid-season seems to be fixed. Ran a few tests simming to mid-season with Mariota and he didn't lose any awareness (and yes, he had bad games)

That means weekly or every four weeks progression is no longer a requirement to keep AWR up. I would assume regression still happens as normal at season's end (dependent on completion of season goals, like in past Maddens).

Another one for that list of 100 things fixed!

Also, is it just me or does the CFM frontend seem a little snappier? Noticed that while simming - it seems a bit more responsive. Could just be my imagination.
How are your LT sack stats looking?
 
# 176 Iampalafox11 @ 09/30/15 07:31 PM
ok soooo how do you up load screen shots?
 
# 177 asandique @ 09/30/15 07:40 PM
Ok I just did a test sim and Jameis Winston was sacked a whopping 68 times. Their starting LT Kevin Pamphile allowed an amazing 34 sacks lol His pass block actually has a green arrow at 81 with his confidence at 64
 
# 178 SwagBoutDatMaddenLfe @ 09/30/15 07:41 PM
So it seems they did not improve the Dline pass rush. Dline still dances with the Oline like they have no pass rush moves. Almost want to say im suprised but I cant. Thought this was pretty obvious.
 
# 179 DeuceDouglas @ 09/30/15 07:42 PM
Just started and simmed another one.

 
# 180 eastcoast49ers @ 09/30/15 07:46 PM
Quote:
Originally Posted by DeuceDouglas
Just started and simmed another one.

It seems like the sim stats are not fixed (as far as number of sacks given up being very unrealistic), but the silver lining could be their actual attributes and ratings won't dramatically decrease anymore.
 


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