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Madden NFL 18 News Post


Amazon has revealed some of the Madden NFL 18 features, as we get closer to an official announcement from EA Sports. Not only does it look like we will see new target passing, but it also mentions coverage assignments. Maybe we can finally assign the best corner vs. best receiver? EA is also giving users different play styles, ranging from Arcade, Simulation and Competitive.

Amazon also notes, Madden NFL 18 releases on August 25 for the Standard Edition ($59.99), but fans that pre-order the Madden NFL 18 G.O.A.T. Edition ($79.99), can get the game 3 days earlier, on August 22.

More details should be released soon.
  • Powered by Frostbite Madden Like You've Never Seen Before
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Madden NFL 18 takes a significant visual leap with the power of the Frostbite engine. See stunning new stadium exteriors surrounded by vast cityscapes and watch the spectacle of NFL game day come to life in the most photorealistic game to date. Play each matchup to your specifications by selecting from three new Play Styles or play the best real world match ups each week in Play Now Live! With the introduction of even more ways to play, coupled with your favorite modes, Madden Ultimate Team and Franchise, this is Madden like you've never seen before.

Pre-order today and receive up to $50 in additional value including three days early, full game access to Madden NFL 18: G.O.A.T. Edition. Start building your dynasty on day one with one of five Elite G.O.A.T. players, an Elite Player from your favorite NFL team, 12 Squad Packs, 2500 contracts and one uniform pack in Madden NFL 18 Ultimate Team, the complete NFL team-building mode where you build, play and win with your ultimate team of today's nfl superstars and legends.

Game: Madden NFL 18Hype Score: 6/10 - Vote Now
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Member Comments
# 241 sva91 @ 05/23/17 05:32 PM
Quote:
Originally Posted by ODogg
Uh no, they aren't going to be changing R2, LOL
Well they have changed it before. In earlier days I remember it being a rapid fire button press to increase speed. But yes, I agree it would be a pretty drastic change.

But imagine how cool it would be to have guys like Brady and Rodgers move their passing icon from one side of the field to the other super fast, with a lock-in mechanic used in FPS games to choose recievers, whereas lesser qbs like Brock would really struggle to target receivers and go through progressions. It would definitely change how users call plays.
 
# 242 Qcsports4 @ 05/23/17 05:34 PM
I'm hoping that it's just a refined system of how QB accuracy ratings, how hard buttons are pushed, using the control stick etc. will effect your pases. If EA was to add more and more things to do in order to pass, we'd run out of time to pass because the defense would already be in our backfield by the time we'd find the open receiver. Plus, we have to move our QB around a little in case our pocket collapses on one side to step up to throw. One question I do have that I don't think has been brought up. How will the difficulty levels (Pro, All-Star etc.) effect the gameplay levels (simulation, competition)? What are you alls thoughts on that?
 
# 243 ODogg @ 05/23/17 08:34 PM
Quote:
Originally Posted by 4thQtrStre5S
If target passing does use a system where you place your pass using the right analog stick and then the right trigger to throw, then all your other button previously used to throw to a specific receiver could be open.

Of course, there would need to be an option to use or not use the new target system if this was the case.


To integrate both passing systems to be used simultaneously, I would have to think on more. But I am sure EA/Tiburon got something working...Probably not as elaborate as have been suggested here..
You guys are making it overly complicated. In NCAA when they did it before they simply had it where you clicked R3 and a target appeared on the field and then you pressed the button to throw to the target and that was it. Not complicated at all.

And if you never clicked in R3 then you just used the normal passing mechanic.
 
# 244 ODogg @ 05/23/17 08:36 PM
Quote:
Originally Posted by sva91
Well they have changed it before. In earlier days I remember it being a rapid fire button press to increase speed. But yes, I agree it would be a pretty drastic change.
It's never been a rapid fire button press. NFL2K had something like that though. And the R2 being turbo is now an established standard in sports gaming. That isn't changing.
 
# 245 Greenblood60 @ 05/24/17 05:23 PM
Quote:
Originally Posted by jfsolo
If it is a mechanic that can be mastered in that way, then the design and implementation of the feature is fundamentally flawed. If you have a QB with 65 awareness and 75 MAC, then it should be physically impossible for any User to maneuver the targeting reticle(or whatever mechanic is used) with anywhere near the same precision as they could with a Tom Brady, regardless of how much they practice with that player. This should be especially true on sim style where ratings are not supposed to be overridden by stick skills.
If you're able to be extremely effective with a rookie quarterback you should be that much better with Tom Brady--if the feature is tied to ratings. What can't happen is the feature being too easy to master to where the feature turns into a quasi-exploit.
 
# 246 Reed1417 @ 05/24/17 08:05 PM
Quote:
Originally Posted by Godgers12
Target passing probably works in conjunction with icon passing, it's most likely just a more responsive version of lead passing.
This is all I want it to be. Nothing more. We have enough to worry about and look at as is haha.

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# 247 ODogg @ 05/24/17 08:48 PM
If there is no target while passing then it's not target passing. It's just the same thing Madden has always has improved in some fashion.
 
# 248 underdog13 @ 05/24/17 09:52 PM
Quote:
Originally Posted by XtremeDunkz
An option would ruin the game for online play. Settings have to be standard across the board. It is already bad enough playing in a league where a few people use all of the user assists because to make themselves artificially better. Being able to use classic passing instead of learning the new mechanic is another cop out for online play.
Mlb the show seems to work alright with different hitting and Pitching systems online.

And the most iconic gameplay part of madden is the passing system. No way they get rid of it

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# 249 GameBreaker35 @ 05/25/17 01:28 AM
If they add a reticle on-screen, I would be utterly, completely shocked. I am confident that it will be a loosing of the lead feature, already in-game, that will allow for wider array of passes. Meaning it will require a better mastery of the left stick sensitivity to put the ball where you want it. Which would be damn cool actually.

If you had to place your bet, that's where the safe and sure money is.


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# 250 TMJOHNS18 @ 05/25/17 04:26 AM
I like the idea of a throwing radius, size depending on the QBs accuracy rating and awareness. High AWR gives a QB a more consistent radius, where lower gives them a more random one.

Pair this with a WR catch radius, using catch and AWR the same and perhaps you can have a system were elite WRs make subpar QBs look good, and vice versa with Brady making cast aways household names.

Let it be present on the field like the tackle cone, and visually disable-able like the tackle cone.

Sure it's not a 'target' but I'm sure marketing doesnt view 'area' passing as catchy.
 
# 251 SolidSquid @ 05/25/17 04:13 PM
Quote:
Originally Posted by TMJOHNS18
I like the idea of a throwing radius, size depending on the QBs accuracy rating and awareness. High AWR gives a QB a more consistent radius, where lower gives them a more random one.

Pair this with a WR catch radius, using catch and AWR the same and perhaps you can have a system were elite WRs make subpar QBs look good, and vice versa with Brady making cast aways household names.

Let it be present on the field like the tackle cone, and visually disable-able like the tackle cone.

Sure it's not a 'target' but I'm sure marketing doesnt view 'area' passing as catchy.
Love this idea
 
# 252 khaliib @ 05/25/17 06:21 PM
They already do exist in the current game.

- Throw Acc ratings = Radius of ball from target (basically stick Sensitivity for User)

- Spec Catch = Player Catch radius
- AWR of WR/Def player on Pass = how fast they'll adjust route while ball is in the air.
 
# 253 scoobyskyline3 @ 05/25/17 08:02 PM
Not to be a negative nancy but as much as we have wanted coverage assignments, but man coverage is flawed and has been for a few years, your best CBs cant cover basic wide receivers on basically any routes aside from hitches and go's. If you decided you wanted to go man, you basically were forced to pair it with some type of zone or prepare to be exploited.

If man coverage gets alot better and press coverage wasnt a random dice roll that will easily result in a beat press animation worth a thousand touchdowns then i will be thrilled about this addition. If not, i will just continue looking forward to the cfm blogs
 
# 254 TMJOHNS18 @ 05/27/17 05:53 AM
Quote:
Originally Posted by khaliib
They already do exist in the current game.

- Throw Acc ratings = Radius of ball from target (basically stick Sensitivity for User)

- Spec Catch = Player Catch radius
- AWR of WR/Def player on Pass = how fast they'll adjust route while ball is in the air.

Problem is that it really isn't done well. As long as WRs and DBs can adjust to the ball blindly the system will be useless.


What I'd hope for is when using the SIM settings we'd get more rating-dependent throws vs stick input throws. I want the QB to determine the throw location, not me.

Two ways to change this. Either remove directional passing, or change the stick to location passing.

Up is highpoint. Down is knee ish level. Inside to lead. Outside back shoulder. Basically choose where on the WR body to aim and then it's up to the QB to execute the throw and WR to adjsust.

Basically you are aiding in the AI 'choosing' the right throw without influencing it too much. At the core I want QB ratings to drive their performance.

We've all been in leagues where the Pats guy is posting an 42-28 td/int with Brady while the Bears guy goes 35-3 with some 69ovr from FA. Because of the user. Let ratings make brady throw more incompletes due to recognizing a bad decision.

Other positions make good/bad plays sans our direct input, why cant QBs?
 
# 255 mbah123 @ 05/27/17 09:08 PM
Quote:
Originally Posted by Armor and Sword
That is wonderful news for us Dolphin fans.

Out for the year. #TheMaddenCurse


Lol no no no


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# 256 adembroski @ 06/01/17 09:32 PM
Quote:
Originally Posted by khaliib
They already do exist in the current game.

- Throw Acc ratings = Radius of ball from target (basically stick Sensitivity for User)

- Spec Catch = Player Catch radius
- AWR of WR/Def player on Pass = how fast they'll adjust route while ball is in the air.
Instead of radius from the target, it should be deviation from ideal launch point. This will organically translate inaccuracy at longer range.

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# 257 GameBreaker35 @ 06/03/17 12:47 AM
At the end of a MUT squads video I found on YouTube https://m.youtube.com/watch?v=EZpTaJAYgvc, Rex Dickson revealed a little more about "target passing" with the host and what it means to gameplay across all modes. He explicitly says that it is a difficult in game mechanic to learn, and that it is a reticle of where to put the ball.

I'm surprised on that one. Seems like it would be too clunky to ever utilize given the chaos of post-snap decision making.
 
# 258 Americas Team @ 06/03/17 01:42 AM
Quote:
Originally Posted by GameBreaker35
At the end of a MUT squads video I found on YouTube https://m.youtube.com/watch?v=EZpTaJAYgvc, Rex Dickson revealed a little more about "target passing" with the host and what it means to gameplay across all modes. He explicitly says that it is a difficult in game mechanic to learn, and that it is a reticle of where to put the ball.

I'm surprised on that one. Seems like it would be too clunky to ever utilize given the chaos of post-snap decision making.
Not if the rectile is controlled with the left stick which we already use to lead passes. I think the difference will be that now its more pressure sensitive which will take time to get use too. I just hope the rectile isn't distracting or have the option to remove it.
 
# 259 ODogg @ 06/03/17 01:52 AM
Quote:
Originally Posted by GameBreaker35
At the end of a MUT squads video I found on YouTube https://m.youtube.com/watch?v=EZpTaJAYgvc, Rex Dickson revealed a little more about "target passing" with the host and what it means to gameplay across all modes. He explicitly says that it is a difficult in game mechanic to learn, and that it is a reticle of where to put the ball.

I'm surprised on that one. Seems like it would be too clunky to ever utilize given the chaos of post-snap decision making.


I told you go guys it would be a reticule!!


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# 260 Americas Team @ 06/03/17 06:24 AM
Quote:
Originally Posted by ODogg
I told you go guys it would be a reticule!!


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I wonder if they are going to be different sizes depending on the Qb? Better Qb's will have bigger retiles, and those not as good will have smaller.

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