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AALoA Madden Commish: the_EDJ
Madden co-commish: GoingCommandoAZ

AALoA NCAA Commish: SteelPitt16

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the_EDJ
NCAA 11, 12, 14; Madden 15 Champ
NCAA 11, 12, 14; Madden 15 Champ
Yards : 7237
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Madden NFL 18 Hype Train

on Wed Feb 01, 2017 6:33 pm

Pre-Orders

*You really shouldn't pre-order games. It's a bad business model. But I understand we're all gonna buy the game anyway.
Madden 18 Standard EditionMadden 18 G.O.A.T. Edition
PSN Store: $59.99PSN Store: $79.99
Amazon: No Physical Copy For Sale YetAmazon: Not Yet
> 1 Elite MUT Player of Choice> 1 Elite MUT Player of Your Choice
> 5 MUT Squad Packs> 12 MUT Squad Packs
> G.O.A.T. MUT Player
Elite MUT Choices:Sammy WatkinsTerrell Suggs> MUT Uniform Pack
JJ WattVon MillerEzekiel Elliott> MUT 2,500 Contracts
Jordan HowardJulio JonesDavid Johnson> Madden NFL Theme
Jarvis LandryAJ GreenAndrew Luck> 3 DAY EARLY ACCESS!
Justin HoustonOdell Beckham JrMatthew Stafford
Luke KuechlyAaron DonaldJulian EdelmanG.O.A.T. MUT Player Choices:
Jamie CollinsBlake BortlesPhilip RiversTom Brady
Carson WentzAaron RodgersDrew BreesBarry Sanders
Carlos HydeMuhammad WilkersonAntonio BrownRay Lewis
DeMarco MurrayAmari CooperJordan ReedDeion Sanders
Xavier RhodesJameis WinstonRichard ShermanJerry Rice
*I turned on Madden to see what the Bears roster would look like with...sigh...Mitchell Trubisky at QB.  The front page had a link for 10% a pre-order of Madden 18 from the PSN Store.  Pretty good deal.

Previews

YouTube: GoodGameBro  |  New Frostbite Engine
Operation Sports  |  Dissecting the Madden Features Revealed
PastaPadre  |  Online Team Play Linked to MUT?
Reddit  |  Official Online Team Play Announcement from Jake Stein
YouTube: EA Sports  |  Longshot Trailer
Operation Sports  |  WR/DB Matchups Are In Game
Operation Sports  |  WR/DB Control Scheme
Operation Sports  |  Off-ball Injuries Are In Game
EA Sports  |  Player Ratings Top Rookies, Top QBs, Top RBs, Top WRs, Top TEs, Top OL, Top DTs
Google Sheets  |  All Player Ratings, Team Rosters
EA Sports  |  Madden Mechanics: DB/WR Interactions
EA Sports  |  Madden Mechanics: Target Passing
EA Sports  |  Game Styles: Arcade, Competitive, Sim
EA Sports  |  Miscellaneous Exploit Fixes and Other Adjustments
EA Sports  |  Madden Mechanics: Blocking
EA Sports  |  Madden Mechanics: Coaching Adjustments

Reviews

Gamespot  |  9.0 / 10
Game Informer  |  8.25 / 10
Polygon  |  8.0 / 10

IGN  |  Review In Progress


Last edited by the_EDJ on Sun Aug 20, 2017 5:00 pm; edited 10 times in total

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AALoA CommishPSN: the_EDJtwitch: the_EDJMadden League: Chicago BearsDestiny: Warlock Lvl 40 400 Light
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the_EDJ
NCAA 11, 12, 14; Madden 15 Champ
NCAA 11, 12, 14; Madden 15 Champ
Yards : 7237
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Re: Madden NFL 18 Hype Train

on Wed Feb 01, 2017 6:36 pm

Per Operation Sports, EA announced Madden will transition to their proprietary Frostbite Engine.  This is what FIFA uses already, and most, if not all EA games will incorporate it at some point.

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AALoA CommishPSN: the_EDJtwitch: the_EDJMadden League: Chicago BearsDestiny: Warlock Lvl 40 400 Light
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the_EDJ
NCAA 11, 12, 14; Madden 15 Champ
NCAA 11, 12, 14; Madden 15 Champ
Yards : 7237
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Re: Madden NFL 18 Hype Train

on Thu May 18, 2017 12:40 am
Dissecting the Madden NFL 18 Features Reveal
Operation Sports
[You must be registered and logged in to see this image.]  09:46 AM - May 13, 2017 by MMChrisS
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Click Here For Article:
All aboard the Madden hype train!

We've officially started the slow ramp up to a new season of Madden NFL, as the first details (and footage) of Madden NFL 18 hit the wild yesterday. The inclusion of Tom Brady as the cover athlete is a bold move -- but ultimately cover athlete's importance is probably waning quite a bit.

What is important are the details which were revealed about the game. Here's my quick breakdown:


  • Target Passing, who knows? This could be a major, major thing or a gimmicky feature like the passing cone. My question is how much is it forced upon players? My second question is, regardless, how good and effective is it going to be? I'm full wait and see on this one.
  • Frostbite Engine looks good. If nothing else, the trailer really sells that Madden is taking a pretty solid step ahead visually. The lighting and stadiums are a solid step ahead. It seems like some details weren't included in the trailer (did you notice the barren sidelines?). Animations and players look similar, but overall the game will likely look a bit better this year versus prior years.
  • The Play Styles Totally Are for eSports. I mean, there's no confirmation of this, but its pretty clear the Madden team is wanting to grow that segment of the audience and a play style fully focused on 'Competitive' will do that. Most OS'ers are looking at Simulation and hoping for the best. So am I.
  • Franchise mode isn't getting anything big. The description adds nothing new and is an overview of the mode as we know it. I have a feeling the Frostbite upgrade took a lot of time and resources and the actual enhancements to modes, etc. is going to be focused on the card and competitive modes. I know, I don't like it either but it is what it is.
  • Coverage Assignments, maybe it'll be fun to be a CB or S? There's been a lot of work in previous years to make Madden fun on both sides of the ball. The area that still lacks is playing pass coverage. Hopefully these will help with playing a DB in Madden.
  • Coaching Adjustments: I'm on full wait and see. The details don't sound like anything that I'm not already doing myself during games. But I am guessing something about this will enhance the strategic side of the game, maybe?


Overall
The big leap with Madden this year is going to be the Frostbite engine. FIFA last year went through the same transition with no huge areas of progress. It's likely the upgrade took a lot of time and resources and big back of the box additions probably were hard to come by. Regardless, the Frostbite engine was instantly noticeable as an upgrade in environmental visuals -- I'm excited to see gameplay to see how it all ties together when the game is actually running in a way we will actually experience it.
 

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AALoA CommishPSN: the_EDJtwitch: the_EDJMadden League: Chicago BearsDestiny: Warlock Lvl 40 400 Light
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the_EDJ
NCAA 11, 12, 14; Madden 15 Champ
NCAA 11, 12, 14; Madden 15 Champ
Yards : 7237
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Re: Madden NFL 18 Hype Train

on Tue May 30, 2017 10:36 pm

Return on Online Team Play teased for Madden NFL 18 with Ultimate Team spin

[You must be registered and logged in to see this image.]by pastapadre
Posted May 30th, 2017 at 5:15 pm

Click Here to Reveal Article:
When the flow of information opened on Madden NFL 18 with it came some signs that Online Team Play would be making its return with specifications stating the game would support 2-6 online players. The official announcement, which may come at the E3/EA Play press briefing Sat. June 10, was teased today in a photo featuring creative director Rex Dickson which seems to suggest it will be reintroduced as a new way to play within Ultimate Team.
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Via: EA Sports' Mike McFadden

The t-shirts being worn appear to depict what will be called “MUT Squads” to go along with each individual holding up three fingers. That matches up with what OTP was in the past (3-on-3) but brings team play into a whole new world by tying it in with Ultimate Team. In a reply Dickson went on to confirm it as a mode for the game.

This news makes the pre-order bonuses of “Squad Packs” make more sense as to what they likely relate to within Ultimate Team. Realistically the best chance Team Play had of coming back was if it were to be monetized in some fashion, introduce competitive tracking and personnel improvement to keep interest up over the long term, and later be used as a potential new avenue into eSports. MUT Squads looks as though it could strike on all those fronts.

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AALoA CommishPSN: the_EDJtwitch: the_EDJMadden League: Chicago BearsDestiny: Warlock Lvl 40 400 Light
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the_EDJ
NCAA 11, 12, 14; Madden 15 Champ
NCAA 11, 12, 14; Madden 15 Champ
Yards : 7237
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Re: Madden NFL 18 Hype Train

on Wed May 31, 2017 7:31 pm

MUT Squads blog post from EA.

Click here for the full story:

Hey Madden Fans!


My name is Jake Stein, a Producer on Madden Ultimate Team, and I have the privilege of writing the first developer blog of the Madden NFL 18 season. It’s such an exciting time as both a developer and a fan of Madden. From the developer side, we can finally see the finish line as all the planning, long hours, and polish are starting to translate into a fun, cohesive game. From the fans side, it’s your time to start getting drops of information about the new game and imagine what your experience will be, come launch night.


It’s also a time where fans love to analyze any officially released information, tweets, or videos in order to predict what Madden might be teasing.
So let’s talk a little bit about what was found by a few internet sleuths – “2-6 Online Competitive Multiplayer.”


No, that wasn’t a misprint. I’m so thrilled to officially announce what many of you have already assumed was true - the return of online team play in Madden with our new feature called “MUT Squads”. MUT Squads brings what you loved about online team from the past and blends it with the team building power and limitless lineup combinations that are offered in Madden Ultimate Team.


Let’s get into some specifics. Every MUT Squads games will start 3 vs 3. You do this by clicking on the MUT Squads tile inside of Madden Ultimate Team and entering the MUT Squads lobby. Here, you can invite your friends to go into game together or by entering matchmaking on your own where we will pair you up with two other players. To be perfectly clear, no matter if it’s just you or one other friend in the MUT Squads lobby, we will find the additional players it takes to enter a MUT Squads game.


There’s also another very important decision to be made while in the MUT Squads lobby, and this is where we really start to differentiate ourselves from previous iterations of online team play, you must choose one of three roles. The three available roles are Offense Captain, Defense Captain, and Head Coach. Each role is uniquely crafted so let’s dive in a little deeper on each one of those.

Offense Captain:


  • Brings in all players from Offense and Special Teams for that user’s MUT Lineup
  • Brings in the offensive playbook and calls every play on Offense
  • When on Offense, you control the QB at the start of every play

    • However they are not player-locked to the QB post-snap. If you call a run play and neither of the other two human-controlled players are on the HB, the player controlling the QB will immediately switch and become the ball carrier


  • Controls all audibles and adjustments on Offense
  • When on Defense, the user can control any of the 11 players on the field not controlled by another user

    • There is no locking into only linebackers, defensive line, or secondary



Defense Captain:

  • Brings in all players from Defense for that user’s MUT Lineup
  • Brings in the defensive playbook and calls every play on Defense
  • When on Defense, the user can control any of the 11 players on the field not controlled by another user

    • There is no locking into only linebackers, defensive line, or secondary


  • Controls all audibles and adjustments on Defense
  • When on Offense, the user can control anyone besides the QB at the start of any given play

Head Coach

  • Brings in the Head Coach, Stadium, and Uniforms for that user’s MUT Lineup
  • Calls timeouts and determines the results of penalties for the Squad
  • When on Offense, the user can control anyone besides the QB at the start of any given play
  • When on Defense, the user can control any of the 11 players on the field not controlled by another user

    • There is no locking into only linebackers, defensive line, or secondary



As you can tell, the Head Coach role has a little less responsibility in your MUT Squad on the field. We have found this role is perfect for your friends that may be newer to Madden Ultimate Team or aren’t ready for the challenge of calling plays, but still want to experience cooperative Madden. For your more experienced squads, you can pass around Head Coach responsibilities. While the Head Coach may not be bringing in the players, it will still be important to make sure all three players on a MUT Squad are on the same page and working together to come away with the victory.


Now that you understand the roles, you’re ready to jump into game. As I mentioned earlier, each game will start off 3 vs 3. In the event that a player must leave early before the session is completed, the game will continue on and the role of the player who left will be transferred to someone else still left in the game. For example, if your Offensive Captain leaves early, the play call and QB responsibilities will move to the Head Coach and everything else stays exactly the same and the game is still able to be played to completion.


There are quite a few new gameplay mechanics that have been designed with MUT Squads in mind but those details will have to wait for another blog. Just know that it’s never been more fun to play the skill positions like it will be in Madden NFL 18!
Like what you hear but you just can’t wait for Madden NFL 18 to drop on August 22nd? Well you’re in luck. MUT Squads will be fully playable on the floor at EA Play in Hollywood, California from June 10-12. Swing by and grab the sticks and ask one of us any questions about Madden you have.


And speaking of answering questions, we’re going to do another Reddit AMA (ask me anything) at 4pm EST on June 2nd. This AMA will specifically focus on MUT Squads and will be an opportunity for us to clear up any questions that may come up after reading this blog.


Free EA Play Tickets: http://bit.ly/2rNWLyU

Thanks for reading all the way to the end but now it’s back to the grind. I have more routes to run and passes to pick off.


-Jake

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AALoA CommishPSN: the_EDJtwitch: the_EDJMadden League: Chicago BearsDestiny: Warlock Lvl 40 400 Light
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the_EDJ
NCAA 11, 12, 14; Madden 15 Champ
NCAA 11, 12, 14; Madden 15 Champ
Yards : 7237
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Re: Madden NFL 18 Hype Train

on Sun Jun 11, 2017 11:06 pm
After the reveal, it was clarified.  You have to be a QB.  You have to attend the University of Texas.  I love Friday Night Lights.  But I don't want EA to bastardize their clear inspiration.

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AALoA CommishPSN: the_EDJtwitch: the_EDJMadden League: Chicago BearsDestiny: Warlock Lvl 40 400 Light
Destiny: Hunter Lvl 40 400 Light
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the_EDJ
NCAA 11, 12, 14; Madden 15 Champ
NCAA 11, 12, 14; Madden 15 Champ
Yards : 7237
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Re: Madden NFL 18 Hype Train

on Sun Jun 11, 2017 11:27 pm

WR-DB Matchups Are In

You can matchup by Overall, Height, Speed, Jump, and More.

Click to reveal more info:

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WR/DB Controls

A lot of risk/reward scenarios.
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Other Changes

Players can get injured off the ball this year. So linemen should get hurt.

The hit stick was remapped on the right stick. No more X button.  You have more context to go high or low again.  Heat Seeker was removed from the hit stick, true risk/reward with proper stick skills.

The hit stick also controls blocking mechanics for line play.  Press down to cut block. DLine users press down to chop the cut block off them.  Again, more proper risk/reward mechanics.

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AALoA CommishPSN: the_EDJtwitch: the_EDJMadden League: Chicago BearsDestiny: Warlock Lvl 40 400 Light
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the_EDJ
NCAA 11, 12, 14; Madden 15 Champ
NCAA 11, 12, 14; Madden 15 Champ
Yards : 7237
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Re: Madden NFL 18 Hype Train

on Tue Aug 01, 2017 10:33 pm

MADDEN MECHANICS: DB/WR INTERACTION

POSTED JULY 21ST AT 7:00PM.
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Madden NFL 18 brings a unique meta-game to the gridiron, with new WR/DB mechanics. Tailored for MUT Squads, but available for use in all game modes, the battle that happens between wide receivers and defensive backs will have a big impact on the passing game.

Highlight Coverage

The Highlight Coverage indicator is an on-field assignment that tells your user-controlled player about his assignment in pass coverage, based on the play called.  When applicable, you'll see lines linking your player to the receivers he should be leveraging in his zone (or in man coverage), as well as a recommended path arrow showing you where he should be moving to properly leverage his targets. This tool is critical in learning all the right reads in pass coverage and can be easily toggled ON/OFF via the Visual Settings menu.

Press Mechanics

When controlling a defender in coverage who is in range to press the receiver, there's a whole set of interactions available by using the RS.  The defender can press right or left on the stick to funnel the receiver to either side when in man or zone coverage. 
Also when in man coverage, there are two additional presses available. You can be more aggressive and go for a Jam straight down the middle of the receiver or, when playing off by about 3-4 yards, you can also press up on the RS to lock up on your receiver and follow him up the field. The interactions triggered will be completely contextual based on the coverage called from the Playbook menu. You'll see chucks in zone coverage and presses in man coverage. When using the press mechanics, there's a risk and reward to the decisions you make so make sure to decide what you want to take away when pressing and use your teammates' help to your advantage.  The animation variety will be decided by the Strength rating match-up between the two players, while the win/loss result is the match-up between Press vs. Beat Press (Release). And for the first time in Madden's history, you can even manually press a tight end.

Contextual Auto-Chucks

Another big game-changer for defensive coverage is the new auto-interactions. When a receiver and defender run into each other during a route, you'll see contextually appropriate two-player animations that take into account the assignments of both players, as well as their Awareness ratings. In some cases, this can throw off the timing of your routes just long enough to get the pass rush home, or even take one of the players completely out of the play if they aren't aware enough to know what do on contact.

WR Release Mechanics

On offense, for every press a defender can execute, the receiver will have a counter mechanic to either avoid being pressed altogether, or counter out of a press once in an interaction. When controlling a receiver and anticipating a press, or chuck from the defender over top of you, there are four different techniques available to avoid the press.

  • First is the Just-Go release on RT, which will give your player a sprinter's start, but is extra susceptible to the Jam mechanic. You'll want to be smart about using this release, as it carries a heavy risk of getting locked up by a pressing DB when used in the incorrect situations. It should be used primarily when not anticipating a press.
  • The most useful counters against the press are the modified releases. Those are the Conservative Change-up release on the A/X button and the Aggressive Footfire release on the X/Square button. These can be steered to either right or left with the LS to try and evade the defender. You'll want to get a feel for the defender's tendencies and coverages so you know which one is most likely to get your player open to the side of your route.
  • Lastly, there's the Standard release, which is simply steering off the ball with LS. This release will most definitely get your receiver jammed at the line, so you will only want to use this when you see the defender playing off coverage.  It's the slowest, most controlled release off the line.

The meta-game between the WR and the DB lies in the direction each player chooses when the ball is snapped, as well as a heavy influence by the ratings of the players involved.  If the receiver wants to release to the inside, but the defender is pressing to the inside, the defender will have a much higher chance to win that interaction and prevent the receiver from getting into his route on time, or get any separation. You'll also see different outcomes from elite players that are not available for players who aren’t rated as highly.

Here's a table that shows the base results for each action relative to DB pressing vs. WR releases, if all ratings are equal: 
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Cut-out-of-Press Mechanic: Don't worry if you guess wrong and fail to avoid being pressed. When playing as a receiver, and finding yourself in a press interaction, you can attempt to cut out of the press and get into your route by using the RS in any direction. Based on the leverage of the defender and the direction the receiver is trying to release, you'll see many different techniques and outcomes for the receiver trying to get open. The win/loss result of the interaction is based on the receiver's Beat Press + Strength ratings vs. the defender's Press + Strength ratings.

Route-Running and Cut-Move Mechanics: Once you are into your route-stem and out of any interactions that may trigger off the line, there's some important mechanics to note when finishing your route. The LS will steer the receiver anywhere you want him to go, but when using only LS, you cannot make any sharp cuts to gain separation.  To make sharp cuts, you must hold down the RB/R1 button to lock in your current moving direction and then flick the RS in one of eight directions to make a sharp cut. This can be used as a combo, as well to make double moves and fake out man coverage defenders.  LS control will not be returned until the RB/R1 button is released.

Call-for-Ball: Lastly, we've improved our current Call-for-Ball mechanic to give a visual indicator to your quarterback that you’re open. When you want the ball, simply press the A/X button and your player indicator will light up to tell your QB in MUT Squads you are open. This will be accompanied by the 'call-for-ball' animation.

While these mechanics were spawned for the Team Play style of MUT Squads, all are available to be used in all modes, including Franchise, MUT, and online H2H. Even the AI-controlled players will be using the mechanics, again based heavily on their assignment on the given play call and their relevant ratings to each situation.  This new meta completely changes the way the passing game plays, and WR/DB mechanics are something you'll want to get familiar with to become a Madden Champion.

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AALoA CommishPSN: the_EDJtwitch: the_EDJMadden League: Chicago BearsDestiny: Warlock Lvl 40 400 Light
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the_EDJ
NCAA 11, 12, 14; Madden 15 Champ
NCAA 11, 12, 14; Madden 15 Champ
Yards : 7237
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Re: Madden NFL 18 Hype Train

on Tue Aug 01, 2017 10:39 pm

MADDEN MECHANICS: TARGET PASSING

POSTED JULY 21ST AT 7:30PM.
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NFL quarterbacks like Tom Brady have an uncanny ability to throw with precision. The Target Passing feature gives users that same ability with an advanced mechanic that simulates that control with a graphical target. Users can finally see their intended passing target while placing it anywhere on the field.

The control scheme is intuitive, providing a straight-forward way for users to place the ball in the most advantageous place. The better players are at utilizing the Target Passing mechanic, the more efficient and tactical they will become at picking apart coverage. The ability to visualize the placement of the ball exactly where you want offers another level of user control.


Target Passing breakdown:


  • See exactly where the ball is going to go before the throw
  • Lead shallow routes up the field before reaching the sideline
  • Place the ball between zones, forcing your receiver to throttle down
  • Lead the ball to where only your receiver can get it
  • Throw timing routes before the cut or even while your receiver is being pressed

Using the target passing mechanic


  • Select your primary receiver: Pre-play, activate coach cam with RT/R2, and press the button of the desired receiver to make him the Primary Receiver on the play.
  • Bring up your target:  After the snap, hold LT/L2 and your target will come up as your Primary Receiver.
  • Move the target:  Use LS to move your target. As your target changes the QB will turn to face the target.
  • Switch Targeted Receiver:  While holding LT/L2, press the button of a receiver other than the receiver that is currently targeted, and the target will switch to that receiver.
  • Throw to Receiver:  Press the button of the receiver icon that is displayed. Use the same throw mechanics for lob, touch, and bullet.
  • Neutral Target Passing:  If you release LT/L2, then it becomes Neutral Target Passing. This allows you to press the button of the desired receiver and throw to him immediately instead of having to switch the target, then throw.
  • Turn Off Target Passing:  Simply press LT/L2 again and you turn off the Target Passing mechanic.


Note: Now that Target Passing is on LT/L2, low pass controls have changed. You now hold LB/L1 to activate the high low modifier, and push LS up or down to throw high or low.

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AALoA CommishPSN: the_EDJtwitch: the_EDJMadden League: Chicago BearsDestiny: Warlock Lvl 40 400 Light
Destiny: Hunter Lvl 40 400 Light
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the_EDJ
NCAA 11, 12, 14; Madden 15 Champ
NCAA 11, 12, 14; Madden 15 Champ
Yards : 7237
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Re: Madden NFL 18 Hype Train

on Tue Aug 01, 2017 10:49 pm

MADDEN NFL 18 GAME STYLES

POSTED JULY 22ND AT 12:00AM.
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There’s a lot that’s new for Madden NFL 18. Longshot brings a new story mode never before seen in Madden, and the franchise is now powered by the Frostbite game engine to up the visuals to new heights. But now it’s time to talk nitty-gritty. Let’s talk game play.

To deliver a more immersive experience to a variety of gamers, Madden 18 features three new game styles; Arcade, Simulation, and Competitive. 

Arcade is the high-octane version of Madden. This game style delivers a fast-paced, exciting style of play where high scores and spectacular catches are the norm and penalties are very limited. The user-controlled player is the “boss” and will feel like the most powerful player on the field. This mode is perfect for the gamer trying to get in a quick, casual, and action-filled game.

Simulation is the authentic NFL experience. This is the game style plays true to player and team ratings and NFL rules. This game style includes all supported penalties, injuries, and other random outcomes you see every Sunday.  The players on your roster and the schemes you employ will be critical to success when playing Simulation. This is the game mode for players that are fans of football and want to play a game that’s true to that form. Simulation is the default style for connected franchise mode. 

Competitive is all about head-to-head competition and tournament play. This is where user stick-skills are king and certain outcomes will be heavily weighted based on game situations and ratings thresholds.  Penalties are limited, there are no injuries, and random outcomes are rare.  Executing gameplay mechanics and making the right reads dictate success when playing Competitive. EA competitive gaming events and ranked online game modes will be set to this style by default.  Be ready for some trash talk, for this is where the Madden hardcore reside. 

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Game Style Breakdown

ARCADE


  • User-controlled pass rushers frequently beat their blocks
  • User Hit Sticks and Strip-ball attempts will be highly successful
  • Spectacular catches occur frequently, especially by elite players
  • Broken tackles and ball carrier fake-outs are commonplace
  • Chance of throwing interceptions as a user is lower
  • Can kick longer field goals and there’s higher chance to block kicks when on defense.

SIMULATION


  • Expect the unexpected – even highly-rated players have a slim chance of failure on occasion
  • Injuries and penalties occur at a rate on par with real-world NFL statistics and data
  • Players with elite ratings will be successful far more often than those with ratings below the elite level
  • New pass inaccuracy system allows more realistic performances from lower-rated quarterbacks
  • Fatigue and stamina have bigger impacts on gameplay.

COMPETITIVE


  • Going for an interception with a wide open defensive player who has a good catch rating leads to a significantly-lower chance of them dropping the ball
  • Throwing from a clean pocket with the QB’s feet set reduces the chance of an inaccurate pass, providing they have a good pass accuracy rating based on the throw type and that you’re not using any passing mechanics
  • There’s a significantly lower chance of a dropped catch when a receiver is considered wide open and has a good catch rating
  • There’s a decreased chance of offensive wins in multiplayer catch outcomes, such as throwing to covered receiver
  • Only AI players with the big hitter trait can hit stick.

Game styles not only lets players decide their gameplay experience, they also give the Madden devs the ability to tailor the game to specific communities after launch, via Tuner Updates. This gives devs the flexibility to tune each game style individually throughout the Madden cycle, so that the preferences of one community aren’t impacted by another.
 
You can easily see what game style you are playing in any mode. It will be shown on the scoreboard in the upper left corner of the screen during gameplay. Plus, each game style can be played on each difficulty level (Rookie, Pro, All-Pro, All-Madden), to add yet another level of variety when engaging with Madden the way you want.

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Re: Madden NFL 18 Hype Train

on Tue Aug 01, 2017 10:53 pm

MADDEN MECHANICS: COMMUNITY REQUESTS ADDRESSED

POSTED JULY 27TH AT 10:00AM.
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Madden NFL 18 delivers many new features. There’s Longshot, Game Styles, Coaching Adjustments, and Target Passing, to name a few. But along with all these features, we also wanted to improve the game on all fronts.

With that, here’s a list of some of the Madden community’s most-requested tweaks, and how they were improved.


Off-Ball Injuries

When playing Simulation, players not directly involved in the tackle can be injured. This includes offensive and defensive linemen. You'll want to stay on top of the injury report. When an off-ball injury occurs, you won’t see an injury animation on the field – only the injury notification under the scoreboard. In some cases, you may see the injury notification after the play, but before the sideline can report on the severity of the injury. The player may have already returned to the game.


Ballhawk Skill Mechanic

Users on defense can no longer hold 'Y'/Triangle for the entire play on defense and expect to make the interception. Ballhawk is now a timing-based skill. If the button is held down or pressed for too long, the defender will receive a heavy penalty to his chance of making the catch, and will likely drop the ball. You'll see a user-skill notification pop out of the scoreboard to tell you if the mechanic was timed correctly or not. Quarterbacks can also fake out user defenders holding ball hawk with a pump fake.


Hit Stick Skill Mechanic

Hit Stick has been moved back to be exclusively on the Right Stick. Defenders will no longer be able to use the Aggressive Tackle mechanic on X/Square to land hit sticks. It's now based on timing and facing angle, with more risk and reward. It also brings back the ability for low, or high hit sticks by flicking the stick down or up respectively. Landing a hit stick will be accompanied by a controller-rumble and unique tackle audio.


Ball Carrier Special Moves

Every one of the ball carrier special moves – such as Juke, Spin, and Hurdle – has been updated in Madden 18. The moves are faster and more efficient. The moves are also less punitive in terms of fumble chances and, most importantly, user-controlled players on defense can now be faked out as effectively as AI-controlled players, especially when attempting to Hit Stick.


Dropped Interceptions

Dating back many years, one of the top competitive complaints was around defenders dropping wide open interceptions. With the Competitive Game Style, if your defender has a good Catch rating and is open, there will be a significantly higher chance the interception will be caught. Keep in mind, you’ll still see dropped interceptions in this scenario if the defender’s Catch rating does not meet the threshold. Catches in traffic can also still result in dropped picks.


The Swerve

Last year, an exploit was uncovered that allowed receivers to “swerve” defenders out of position to play the ball. The team has fixed several assignment and positioning issues to ensure that this tactic is no longer effective. Defenders will play the ball effectively, instead of locking in with the receiver.


Curl Flat Zones

Another top community request was Curl-Flat (purple) zones. Curl-Flats would crash to the flats and leave deeper routes open down the sideline. We implemented a new rule called “No Cover Zone,” where underneath defenders won't jump routes five yards and under.


Fumble Recovery

A big legacy issue we focused on was fumble recoveries. We eliminated the extended piles where nobody can recover the ball. You will see much faster reactions to the ball on the ground, and players have an improved ability to grab the ball when it gets close to their hands.


User-controlled LBs

Users controlling a linebacker were able to take away most routes over the middle of the field in the past. We made some alterations to defender run curves and turn rates to ensure that only elite defenders are capable of making these types of plays. Lower-rated defenders will not be able to take away the middle of the field as effectively.


RAC Drops

Dropped open RACs was one of the biggest technical issues we dealt with on Madden 17. Our online team worked on this area extensively with the gameplay team to ensure the problem is resolved in Madden 18. We also did a lot of tuning to the organic knockout system, to ensure fewer cases of dropping a catch due to collision once the ball has been secured. Our QA team has spent countless hours of online testing to ensure we deliver expected outcomes.


Hard Flat Zones

The community stated that they wanted hard flats to play the flats more aggressively. We did some work on their logic so they do a better job of reading the route progression and taking away throws to the flats.


AI Defenders Swat vs. INT

Another top competitive community request was to remove outcomes where defenders would swat down what would have been an easy interception. On Competitive only, defenders will now always go for the INT on an open read on the ball.


Directional Control of RAC Catches

Since the implementation of the RAC catch, a player running out of bounds on a throw to the flat was a common occurrence. This year, we added branch out windows that allow you to steer the exit angle of your RAC catches. Simply push the left stick in the direction you want to exit the catch while in the RAC animation. Throwing towards the sidelines, push up on the left stick during your catch to immediately turn upfield and avoid running out of bounds.


Size and Weight Factor

The formula used to determine the outcomes of Hit Sticks and impact blocks will now use weight and momentum of the players involved in the interaction. You will see far less instances of smaller players successfully landing a hit stick on bigger ball carriers, or wide receivers impact blocking bigger linebackers, especially when not moving with enough speed to make a big hit.


OT in Play Now Games

Offline Play Now games now use playoff OT rules rather than regular season OT rules.

Low-Rated QB Accuracy

Complaints about lower-rated QBs being too accurate have been addressed with a new inaccuracy system. Expect to see more inaccurate throws from lower-rated QBs, especially on simulation play style. These inaccurate passes have new placement modelling, ensuring you will see a wider variety in how throws are missed.


Defense in Practice Mode

When a user is on defense, in Practice, the AI will not snap the ball if it senses the user making defensive adjustments. This gives plenty of time to practice exotic defensive setups without having to be worried about the AI quick-hiking them.

Slower Players Catching Faster Players

The game in the past could create scenarios where ball carriers on breakaway runs could be caught from behind by defenders with lower speed. We were able to solve this long-standing legacy issue with some key changes to defensive run curves and stamina.


Position Specific Defensive Hot Routes

The hot routes available for defenders at the LOS are now position specific to each player on the field. Users should now see defensive hot routes that make sense for the position they are hot routing. This change provides a variety of new tools they can use to adjust their defenders when at the LOS. A breakdown of the new defensive hot routes on a per position basis is shown directly below.
Notes – If a safety is subbed in via formation package, or formation sub to an outside cornerback position, he will get the outside cornerback hot route set.

If by alignment an outside cornerback was to align inside over a slot receiver, he is considered a slot DB. Therefore, he'll get the slot defensive back hot route set.

Defensive Hot Route Key By Position

Outside DB
Outside Third Deep Zone (Cover 3 Deep Outside Deep Zone)
Cloud Flat
Hard Flat
Soft Squat
Man Coverage
Blitz
Deep Half Zone (Cover 2 Invert zone)
Outside Quarter Deep Zone (Outside Cover 4 Deep Zone)

Slot DB
Seam Flat
Vertical hook
Hard Flat
Curl Flat
Man Coverage
QB Spy
Blitz
Bluff Blitz

Deep half safety
Deep Half Zone (Cover 2 Deep Zone)
Hook Curl
Inside Third (Cover 3 Middle Deep Zone)
Curl Flat
Man Coverage
Blitz
QB Spy
Inside Quarter Zone (Inside Cover 4 Deep Zone)

Deep middle safety
Deep Middle Third Zone (Cover 3 Middle Deep Zone)
Middle Read Zone
Outside Third Deep Zone Left
Deep Half Left
Man Coverage
Blitz
Outside Third Deep Zone Right
Deep Half Right

Inside linebacker
Middle Third Deep Zone
Middle Read
Hook Curl
Curl Flat
Man Coverage
Blitz
QB Spy
Bluff Blitz

Outside linebacker and four-man line DE
Seam Flat
Vertical Hook
Hard Flat
Curl Flat
Man Coverage
Blitz
QB Spy
Bluff Blitz

Defensive tackles and three-man line
Vertical Hook Left
Vertical Hook Right
Hook Curl Left
Hook Curl Right
Man Coverage
Blitz
QB Spy
Bluff Blitz


Last edited by the_EDJ on Tue Aug 01, 2017 11:25 pm; edited 1 time in total

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Re: Madden NFL 18 Hype Train

on Tue Aug 01, 2017 10:59 pm

MADDEN MECHANICS: BLOCKING

POSTED JULY 28TH AT 10:00AM.
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Players have asked for a variety of improvements in the trenches and Madden NFL 18 delivers.  Our focus was providing tools to the players so adjustments could be made easily, to counter opponents’ tendencies and increase variety in defensive play-calling and disguising. There was also a heavy emphasis on player and unit ratings. Below are some highlights of the OL/DL interaction feature set.


ID the Mike

One of the most common pieces of feedback we received from our community was, “If I know my opponent is blitzing, and I know who’s going to come free, give me the tools to adjust the blocking to pick it up.”  Thus, ID the Mike was born.

Before explaining it, let’s first provide some context about the pass blocking system we use in Madden. While most NFL teams have a variety of different pass protection schemes, we currently take rules from all of them and have a hybrid pass protection philosophy, built primarily upon base protection rules. This scheme adapts on the fly to account for all defensive alignments, different protection adjustments, such as slide protection and play-action protection, as well as updating the rules dynamically to account for blockers being added or taken out of the protection via hot routes and audibles.

What is base protection? Base simply means the five offensive linemen will target the four-down defensive linemen plus the Mike linebacker. The Mike being the second defender off the ball from the strong side (not necessarily always the middle linebacker). When extra blockers are added, like running backs or tight ends, they will then be responsible for the Will (weak-side linebacker) and/or the Sam (strong-side linebacker). If slide protection is used, then the offensive line will shift their targeting to either the Will or Sam based on the direction chosen by the user, while the running backs (when they are in the protection) will then block the Mike.

What ID the Mike does is allow users to take this base protection and choose any defender on the field as the Mike or the fifth target of the offensive line.  It’s essentially a spotlight tool that allows the player to direct pass protection to any defender on the field and treat that player as the Mike using our base protection principles.

How’s it work? If you think the nickel is blitzing and the middle linebacker is dropping into coverage, open-up the pass protection adjustments menu in pre-play using LB/L1, and hit the A/X button to ID the Mike. Then move the M icon with the LS or the D-Pad to the nickel who is showing blitz and lock it in with another A/X press. You’ve now set your protection to account for the most dangerous threats on the line of scrimmage, plus the defender you believe is rushing.  Note, this only works on passing plays, but can also be used on running plays to bluff your opponent.

Using this tool, however, does carry risk. If you’re wrong and you direct your protection to the opposite side of the actual pressure, you carry a very high risk of getting sacked by an unblocked rusher who you have not accounted for. The ID the Mike feature brings a whole new level of strategy to defensive play-calling, forcing players to disguise their pressures and use a variety of alignments and play-calls to keep the offense guessing. All this while meeting the community’s request for pass protection tools to pick up any blitz the defense can throw at you.



Offensive Line Unit Awareness

In addition to new pass protection tools, another common ask is about offensive line chemistry and awareness as a unit.  In Madden 18, the aggregate awareness of the whole O-line will now impact their ability to recognize and pick up blitzes.  The higher the average awareness rating of the offensive line as a unit, the better they will be at recognizing and reacting to blitzes that come up over the course of a game, including the always tough zone blitz schemes our players like to create by dropping defensive linemen into coverage while bringing heat off the edge.

This feature starts to activate when the average awareness score of the five offensive linemen reaches 80. The ability to recognize blitzes scales. An 80-rated O-line will be able recognize heat about five percent of the time, whereas an O-line averaging 97 or higher in awareness will recognize the pressure on almost every single pass play.

But there’s a catch. Any offensive lineman will tell you that the unit is only as good as it’s center. Thus, the Center’s awareness rating counts 2X relative to everybody else, and his rating will modify the total average up or down by replacing the AWR rating of the lowest rated lineman in the unit.  If you want your O-line to play together and recognize those heaters in protection, you’re going to want to make sure you have that critical cog in the middle who can get his linemates on the same page.

This extends to running backs when in protection.  While not being calculated as part of the O-line’s AWR score, any pass blocking RB will have the same ability to recognize a blitz and react to it faster as his awareness score increases.

The unit awareness in Madden 18 will make it critical to pay up for the AWR rating in MUT Salary Cap, keep your O-line strong in MUT Ranked and MUT Draft, and to stay on top of AWR progression in Franchise mode or suffer the consequences of having a unit that is not on the same page when picking up blitzes.



Tuning and Improvements

In response to a lot of valuable feedback from our players, we’ve made a whole host of other improvements on the blocking front to improve the gameplay experience and offer more balance in the trenches. Here’s a quick rundown:

  • Block Sheds: Block shedding and disengages have been tuned with a heavy emphasis on ratings and scheme. 

    • In the pass game, only edge rushers using a power move (PMV) or finesse move (FMV) with a rating of 90 or higher will have the ability for a “super win” when rushing on the edge, and the difference in those ratings compared to the blocker’s pass block rating (PBK) will determine the frequency of those wins.
    • In the run game, the match-up delta between the blocker and defender will determine both the speed at which a block shed can occur and the frequency. The tuning has been heavily weighted to favor elite players on both sides of the ball. However, the only time any outcome will be 100 percent is when a player has a 50-point advantage on either side. So there’s always a rare chance of an elite player getting beat on occasion.
    • The Strength rating matters more than ever in Madden NFL 18 – it now determines the defenders’ ability to disengage away from the blocker (not shed through the blocker). The difference in STR vs. STR will determine when a defender can get out of the grasp of a blocker when wanting to move away from the blocker.
    • Impact Blocking, with the addition of the Blocking Stick on offense and the “Blow-up/Submarine the Blocker” mechanic on defense, both offensive and defensive players will now be rated in the Impact Block category (IMP). This rating will be used in a formula with body weight and movement speed for both blockers and defenders to determine the outcomes of moving blocks, when the blocker or defender is running faster than a jog speed.
    • Running the ball vs. a weak box. In Madden 18, we’ve expanded our logic around defenses stopping the run when using sub defenses such as dime, dollar and quarter. If the offense is in a run formation and running a hard-ball, downhill run play against a defense with very few defenders or a lot of defensive backs in the tackle box, the defense will have a very hard time stopping the running play. In many cases a lot of the defenders will end up getting pancaked. This also applies to the “Pass Commit” adjustment vs. a running formation and when dropping defensive linemen into coverage against a running formation.


  • Running Back Pass Blocking: The logic for pass blocking running backs has been updated to expand their ability to scan across the entire formation as well as keeping them in the backfield longer so they will be less likely to attack targets at the line of scrimmage, giving them more time to react to more dangerous threats as they appear.

    • Improved logic for RB’s lets them react to pass rushers who have shed the O-line.
    • Allow scanning – RB’s will be able to block unblocked players on either side of the formation.
    • Adjusted tuning to cut-blocking and block sheds, with a heavy emphasis on the ratings match-up between the two players.


  • Open-Field Blocking and Lead Blockers: The logic for blockers in the open field has been improved, including wide receivers down field, pulling blockers and lead blockers out of the backfield and screen blockers.

    • Added a new “MDM” (Most Dangerous Man) assignment for wide receivers on certain running plays, where they will target safeties or outside linebackers who have dropped into an overhang position (down in or near the tackle box to join the run-fit) instead of targeting the cornerback aligned over them
    • Made wide receivers more aggressive in finding blocks down the field in the run game and after pass completions.
    • Improved logic for pulling blockers and lead blockers out of the backfield to re-target to less dangerous threats and improving keeping them on their assigned path to block for the ball carrier.
    • Improved logic for blockers out on screen plays to re-target less and be more decisive in going after their initial targets.



We delivered on a lot of the requests our players asked for by providing more tools to customize the blocking experience and making a heavy emphasis on player ratings to ensure that games are decided by the best players on the field. And these are just the highlights of the features and improvements we’ve made in our blocking system in Madden NFL 18! See you in the trenches.

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Re: Madden NFL 18 Hype Train

on Tue Aug 01, 2017 11:05 pm

MADDEN MECHANICS: COACHING ADJUSTMENTS

POSTED JULY 28TH AT 10:00AM.
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Coaching Adjustments was a popular feature in our NCAA Football series. It now makes a debut in Madden NFL 18.

For those of you who’ve played NCAA Football, you'll recognize elements of this feature and will have a general idea of how it works.  But, there are some key additions and updates we've made specifically for Madden.

The Coaching Adjustments option is located on the front page of the play call screen.  This is for both offense and defense. Once the user selects the Coaching Adjustment option, they'll be taken to the next page, which contains the list of Coaching Adjustments available for the side of the ball they’re playing.

By default, each adjustment is set to Balanced.  This means standard gameplay conditions apply based on the mode the user is in. Here's the complete list of Coaching Adjustments, as well as the descriptions on what they do. 


Defensive Adjustments

Auto Flip Defense
On - The CPU will flip your defensive play to best match the offensive formation
Off - Disables auto flip defensive play call

Ball In Air Defense
Play Ball -- AI will play the ball in two-man catch situations
Pro:  Increased chance of an interception
Con: Increased chance of WR catching ball and increased chance of a broken tackle
Play Receiver – AI will play the receiver in two-man catch situations
Pro:  Decreased chance of a broken tackle
Con:  No chance of an interception
Swat Ball –AI will attempt a swat in two-man catch situations
Pro:  Increased chance of knocking out ball
Con:  No chance of an interception

Option
Conservative
Pro:  Focused on QB on the option
Con:  Dive and Pitch left open on the option
Aggressive
Pro: Focused on the Dive and Pitch on the option
Con: QB left open on the option

Pass Rush
Conservative
Pro:  Outside rushers play QB Contain and AI defensive line will look to swat passes
Con:  No Jump Snap bonus and more time in pocket for QB
Aggressive
Pro:  AI pass rushers will attempt to jump the snap
Con:  Higher chance of off sides penalty versus hard count
New Addition:  Pass Rushers also see an increase in fatigue

Strip Ball
Conservative
Pro:  Lowers break tackle chances
Con:  AI will not attempt to strip
Aggressive
Pro:  Higher chance for AI to attempt a strip for a higher fumble chance
Con:  Higher chance of a broken tackle and face mask penalty

Tackling
Conservative
Pro:  AI defenders tackle conservatively
Con:  Increases chances of allowing yards after contact
Aggressive
Pro:  AI defenders attempt Hit Stick tackles for higher fumble chance
Con:  Higher chances of missed tackles

Offensive Adjustments

Ball Carrier
Conservative
Pro:  Ball carrier protects the ball, decreased fumble chances
Con:  Decreased ability to break tackles
Aggressive
Pro:  Higher chance of triggering auto break tackles
Con:  Increased fumble chances

Blocking
Conservative
Pro:  Decreased chances of holding penalty
Con:  Hold blocks less for run and pass
Aggressive
Hold blocks longer for run and pass
Increased chances of holding penalty

Deep Pass Catching
Conservative
Pro:  Receivers will attempt a RAC catch, increases run after catch chances
Con:  Increased interception chance
Aggressive
Pro:  Receivers will attempt an Aggressive catch 
Con:  Decreases run after catch chance

Intermediate Pass Catching
Conservative
Pro:  Receivers will attempt a Possession catch
Con:  Decreased run after catch chance
Aggressive
Pro: Receivers will attempt a RAC or Aggressive catch
Con:  Increased chances of ball being knocked out

Cornerback Matchups 

Cornerback Matchups is a Coaching Adjustment that allows the player to set what criteria they want to use to determine which wide receivers their CBs matchup against.  Cornerback Matchups work for both man and zone defenses. To maximize the effectiveness of this feature, users ideally want to make sure the number of CBs on the field is equal to or greater than the number of WRs. 

If, for example, the offense has more receivers on the field than cornerbacks, the CBs will still follow the matchup criteria set by the user. But only the CBs who are projected to matchup against a WR will swap positions with one another. 

The options the user has available are:
By Overall – Highest-rated cornerback will matchup vs. highest rated receiver
By Speed – Fastest cornerback will matchup vs. fastest receiver
By Height – Tallest cornerback will matchup vs. tallest receiver
By Route Running – Highest-rated man coverage cornerback will matchup vs. highest rated route run receiver
By Depth Chart – Matchup based on cornerback's depth chart position vs. receivers overall rating
By Depth Chart gives the user the ability to set specific cornerbacks to a specific receiver.  For example, if a user wants their highest-rated cornerback to matchup vs. the second highest overall-rated receiver, they can simply go to the team depth chart and place their highest rated cornerback into the CB2 slot.


AI Usage and Game Styles

Coaching Adjustments are available with all Game Styles and all play modes except for Practice.  Therefore, when a Coaching Adjustment is set, the assumption is that the user is willing to accept the inherent risks and rewards of that Coaching Adjustment.  Penalties and other various outcomes can occur as a result of a Coaching Adjustment in any game mode.
An added element is that the AI in the Simulation game style will use Coaching Adjustments.  When the AI uses a Coaching Adjustment, and if that adjustment had an impact on the play result, a drop-down banner will appear under the in-game scoreboard HUD displaying the adjustment that triggered.
The Coaching Adjustments that the AI will use are:
Ball Carrier Conservative
When ahead, late in the game, and running the ball in an effort to keep the clock running

Cornerback Matchups
By Overall rating, when it has a cornerback on its team with at least a 90 OVR, and the offense has a receiver with at least a 90 OVR

Pass Rush Aggressive
In certain passing situations.

Strip Ball Aggressive
When trailing late in a close game, when the offense is trying to keep the clock running

Strip Ball Conservative
During late-game, two-minute situations, when ahead

Tackling Aggressive
In some short yardage situations, also late in games when trailing in a close game

Tackling Conservative
During late-game, two-minute situations, when ahead

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Re: Madden NFL 18 Hype Train

on Sun Aug 20, 2017 5:01 pm
Reviews are rolling in.  Pretty dang positive overall.
Gamespot  |  9.0 / 10
Game Informer  |  8.25 / 10
Polygon  |  8.0 / 10

IGN  |  Review In Progress

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