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Madden NFL 17 News Post


A new Madden NFL 17 blog has just arrived going over many new details on the running game, including special moves, takeout interaction system and much more.

Quote:
"Madden NFL 17 will feature a broad cast of new Ball Carrier mechanics to keep all Madden players engaged, from beginners to the hard core. Using modifiers, there are now four unique tactics available to customize the running game. In combination with the Fakeout Interactions, all carry their own risks and rewards. The four special-move types are: Standard, Speed (RT/R2), Precision (LT/L2) & Steerable (RT/R2 + LT/L2)."

I won't lie, I'm worried some of this stuff is getting a bit too complicated (think: fighting games and their convoluted control schemes) -- as there are a lot of different combinations to now memorize. Thankfully, the Madden team has thought about this with a couple of smart design decisions.

Quote:
"There’s some new tools available in Madden NFL 17 to make the user a better and more creative ball carrier, including recommended special-move prompts, projected path indicator, special-move feedback text and a setting-specific ball-carrier threat cone."

This will obviously be something which is able to be toggle on/off (On by default in Rookie/Pro modes). This on-screen feedback will help you figure out what you are doing right and wrong which should, in theory, make you better at using the moves. That's a nice little touch.

NOTE: Tackle Battle is on for all difficulty levels with no way to turn it off.

Quote:
"There are three unique ways to experience running the ball via the Ball Carrier Special Moves setting, which allows the user to customize the ground-game experience to his or her own liking (Auto, Assist, Manual)"

These three settings will allow anyone to take advantage of the new moves and not feel overwhelmed. Auto will be what it sounds like, the AI will make the moves as you simply steer the player. Assist will be a nice mix between full manual and full auto control.

The special moves sound like they're taking every level of Madden user into account, which makes them more appealing on the surface. What do you think? Read the full post and leave a comment below!

Source - Madden NFL 17 Gameplay Deep Dive - Ball Carrier Special Moves

Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 17 - View All
Member Comments
# 101 mrprice33 @ 05/19/16 10:14 AM
Quote:
Originally Posted by Hassan Darkside
Not surprised the tackle battle is coming under scrutiny but what I'm kind of weary of is this:



Maybe somebody can clarify this but is the new fakeout system a (weighted) roll of the dice of 2+ man animations that will take control away from the users on defense? Will the defender I'm controlling just randomly fall over with his ankles broken because someone jukes me rather than spastic moving of the analog stick from side to side with a player that doesn't have the agility to change directions that quickly?

I can't help but be reminded of how 2k's of the past emphasized contact in the paint which translated to canned two man animations when a player would go up for a layup or dunk, stripping all control away from the user.
You lose some control depending on the situation. So let's say you're running at an offensive player who is running free along the sideline, and as you arrive the player initiates a juke, you might get an animation for your player where you go sliding by, trying to reach back for the tackle.

It's pretty context heavy, which is why they have the juke window aids in there for training purposes.
 
# 102 cthurt @ 05/19/16 10:16 AM
I don't like on screen aids, BUT as long as the tackle battle has multiple animations rather then just two of either getting tackled or breaking the tackle then I will be ok with it, but if its just a cut scene of the same animation every time there is a battle then I find it pointless and will get old quick.


Outside of that everything sounds promising, will be curious to see how the new running game will effect my style of play with me using the broadcast cam instead of the standard behind the QB camera.
 
# 103 mrprice33 @ 05/19/16 10:17 AM
Quote:
Originally Posted by jeremym480
How does the tackle battle work when you're playing against the AI?

Also, could you go into more depth about things like what happens if you do things like press the wrong button during a tackle battle?
When against the AI, there's an amount of time that the prompt will be up before you lose the battle automatically. It's pretty quick for all players but the window will be reduced/might not come up at all for players in certain situations based on ratings.

If you press the wrong button you lose the battle and it's an instant tackle. So tapping the button prior to the battle starting is a non-starter.
 
# 104 mrprice33 @ 05/19/16 10:18 AM
Quote:
Originally Posted by cthurt
I don't like on screen aids, BUT as long as the tackle battle has multiple animations rather then just two of either getting tackled or breaking the tackle then I will be ok with it, but if its just a cut scene of the same animation every time there is a battle then I find it pointless and will get old quick.


Outside of that everything sounds promising, will be curious to see how the new running game will effect my style of play with me using the broadcast cam instead of the standard behind the QB camera.
It's definitely not a cut scene. Think about the tackle battle as replacing the dice roll in these situations. So if you lose, the tackle animation that would have played in that scenario plays out. If you win, the broken tackle animation that would have played in that scenario plays out.
 
# 105 SolidSquid @ 05/19/16 10:20 AM
Quote:
Originally Posted by jpdavis82
For anyone concerned about Tackle Battle turning into button mashing this is from someone who has played the game


Sent from my iPhone using Tapatalk
It's not the fact that it's a button press or mash, it's the fact that I want the ratings to determine who breaks tackles and who makes tackles, not a button that pops up on screen and breaks immersion. Say marshawn lynch gets in a tackle battle with a corner....why? Why should I have to hit a button to break that tackle when you already know he should break it.

I appreciate that they wanna make you feel involved once the animations start but idk.
 
# 106 mrprice33 @ 05/19/16 10:24 AM
Quote:
Originally Posted by SolidSquid
It's not the fact that it's a button press or mash, it's the fact that I want the ratings to determine who breaks tackles and who makes tackles, not a button that pops up on screen and breaks immersion. Say marshawn lynch gets in a tackle battle with a corner....why? Why should I have to hit a button to break that tackle when you already know he should break it.

I appreciate that they wanna make you feel involved once the animations start but idk.
That's the thing: he doesn't. Ratings determine the frequency of tackle battles. So if Marshawn goes against a run stopping LB with an equal tackle rating to his truck rating (or some variation of that), you'll get the battle. Against a small DB, he'll just run him over.
 
# 107 4thQtrStre5S @ 05/19/16 10:37 AM
Quote:
Originally Posted by mrprice33
That's the thing: he doesn't. Ratings determine the frequency of tackle battles. So if Marshawn goes against a run stopping LB with an equal tackle rating to his truck rating (or some variation of that), you'll get the battle. Against a small DB, he'll just run him over.
Exactly - I am seeing this TAckle BAttle as the user being able to break a "tie" between similar players, instead of having a random coin flip under the hood.
 
# 108 Scott @ 05/19/16 10:37 AM
You guys make it seem like every would be tackle will be a tackle battle.

Sent from my SAMSUNG-SM-G935A using Tapatalk
 
# 109 SolidSquid @ 05/19/16 10:41 AM
Quote:
Originally Posted by Scott
You guys make it seem like every would be tackle will be a tackle battle.

Sent from my SAMSUNG-SM-G935A using Tapatalk
I mean technically every tackle is a battle(coin flip) they kid give some user input on some.
 
# 110 jpdavis82 @ 05/19/16 10:57 AM
Clint is going to break down the feature in a blog soon but I do know he mentioned or someone as well as Mr Price about how a back like Lynch wouldn't be battling a CB.


Sent from my iPhone using Tapatalk
 
# 111 brandon27 @ 05/19/16 10:59 AM
Quote:
Originally Posted by SolidSquid
Really reminds me of the fight for the fumble mechanic
It does, and it doesn't to me.


Wasn't it APF by 2K, or was it even the last nfl2k game that allowed you to pound away on the A button to assist in breaking tackles. It's similar to that to me, but it's also giving the defense (in 2 player games) the chance to still make the hit and have some control over the situation too.


If it's simply whoever presses the right button first wins all the time... then I have a major problem with it. Just because you press the right button first, doesn't mean you should always win the battle, ratings should still prevail.


We've all seen it on Sundays where a LB wraps up the RB, surely looks like he's going down, but the RB somehow powers through. This gives an opportunity for that to actually happen, and not be completely decided by ratings and triggered animations. Gives the user some control. If it only happens in logical situations, where ratings are similar between the LB and RB, I'm ok with it.


For me, it all depends on how it's executed.
 
# 112 Allball76 @ 05/19/16 11:03 AM
Quote:
Originally Posted by jpdavis82
Clint is going to break down the feature in a blog soon but I do know he mentioned or someone as well as Mr Price about how a back like Lynch wouldn't be battling a CB.


Sent from my iPhone using Tapatalk
I hear ya it don't sound bad at all , infact when you use a back and a line backer run at you before you Ingage you both are hit buttons right ? One spinning and or juking and the tackler diving or going for hit stick . Sound like it's just more user control to me to determines who wins based on ratings . The who game is hitting buttons .
 
# 113 brandon27 @ 05/19/16 11:03 AM
As for the ball carrier moves etc...

I like it. I'm a bit concerned with how complex the control settings are getting though. That's a lot of button pushing, it is fairly straight forward though, so it shouldn't be too back.

The ability to have it full auto, "partial", and completely manual is just what we need for stuff like this though, so kudos to EA for that. Well done. There's a nice balance for all players offline.

I suspect I will play my first few games with some of the visual elements on, but in full manual mode just as a "tutorial" so to speak, but like most here, I don't want all those visual cues on the field. Just want them long enough to assist with understanding, and the timing.

Sounds like a really solid set of improvements though.
 
# 114 Cowboy008 @ 05/19/16 11:08 AM
Quote:
Originally Posted by mrprice33
That's the thing: he doesn't. Ratings determine the frequency of tackle battles. So if Marshawn goes against a run stopping LB with an equal tackle rating to his truck rating (or some variation of that), you'll get the battle. Against a small DB, he'll just run him over.
That's good news.
 
# 115 Allball76 @ 05/19/16 11:23 AM
Smitty:
Madden 17: Ground Game Deep Dive Thoughts


https://youtu.be/tNyAD7CIvFs

This is good he talks about some running backs
 
# 116 Reed1417 @ 05/19/16 12:05 PM
The tackle battle system doesn't sound like it will be all that invasive. And I would rather have some control in situations like that and have the ratings play out along wih my control, rather than a pre-determined outcome.


Reed is comin' atcha!!
 
# 117 Aggies7 @ 05/19/16 01:00 PM
Quote:
Originally Posted by jpdavis82
Clint is going to break down the feature in a blog soon but I do know he mentioned or someone as well as Mr Price about how a back like Lynch wouldn't be battling a CB.


Sent from my iPhone using Tapatalk

While I agree a guy like Lynch shouldn't be in a battle with a CB, but if Lynch is running down sideline and CB takes a good pursuit angle I wouldn't mind seeing a battle or two there with a stiff arm against a tackle. But straight trucking against a CB there should be no battles.
 
# 118 TheBleedingRed21 @ 05/19/16 01:39 PM
I think tackle battle sounds neat. Gives the chance to break tackles by skill. I love ratings as much as anyone but I always welcome new user involved things.

I'm hoping the button for defense pops up first when ratings dictate there is a small chance the runner breaks free and vice versa. I'll be interested to see more.
 
# 119 DeuceDouglas @ 05/19/16 01:40 PM
Quote:
Originally Posted by Gridiron
If it's like this I can live with it


I'm sure they'll stick with what they've done the last couple years and do something like that, minus the text. It won't look as big as that just because the camera will be closer to the carrier but it's definitely going to be a decent size and noticeable if the last couple years of implementation have been any indication.
 
# 120 mrprice33 @ 05/19/16 01:41 PM
It's a button icon over the head of the players in the animation.
 


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