Apparently too many rookies have high speed and some Vets speeds are too low from what Ive read. I hear this will be addressed in the roster update this week though I have yet to see EA confirm it
Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
Collapse
Recommended Videos
Collapse
X
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
Apparently too many rookies have high speed and some Vets speeds are too low from what Ive read. I hear this will be addressed in the roster update this week though I have yet to see EA confirm it -
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
Well you should be able to combat it some with XP..but problem isn't regression its sim stats..specifically sacks allowed..or at least my opinion..30 some sacks allowed by one player should cause u to be the worse pass blocker ever..that puts guys at 1.8 sacks a game..some teams don't give up that many..never mind just one player
Sent from my broken iPhone using my data I can't afford@MikeLowe47 | YouTube | Discord
Join my Leagues
EA College Football | OOTP Baseball | FOF Football | FHM HockeyComment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
You'd wonder when this whole calculation of speed error started. Yeah the draft class rookies are rated way too fast.. But look at the current rookies in madden. They lead in bunches in the current speed ratings.. How fast are they going to regress? Like why is Mario Alford a 97 speed, even though his 40 time was 4.43 vs for example Mike Wallace who is a 92 speed and ran 4.33?Comment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
Ok, maybe I am slow. Where is the specific reference from EA regarding Roster update and speed issues? Ive not seen anything yet. Have reached out to Rex and Kolbe on twitter with no response yet.Comment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
Took me about 2 hours total. At times it would download fast and I would make a lot of progress then it would shut down to barely moving.Comment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
I agree, but the issue too is that AI teams never assess their depth charts based on anything but overall rating. Guys are never benched throughout the season, but instead remain starters once they are slotted in that position. A dude would not give up 30+ sacks in a season IRL because he'd be benched long before. Neither would a guy with 40 INTs.
I agree..which leads me to think only way "kind of" around this is 32 control.
Sent from my broken iPhone using my data I can't affordRule #1: Never leave a fellow Crasher behind. Crashers take care of their own.
Rule #2: Never use your real name.
Rule #15: Fight the urge to tell the truth.
Rule #30: Know the playbook so you can call an audible.
Twitter: @318TA621Comment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
It hasn't been.. Which is why I think people who wait 2 days will be let down.Comment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
I have a feeling you're right. Unless EA is just being incompetent or ignoring it on purpose. They're basically saying people can start leagues or continue leagues they started based on what Rex tweeted. No response at all to those who asked about the speed issue. If a Roster update will correct it, then they should tweet this out before people start their leagues. So the fact that they're not telling people might mean you are correct. Either way, no direct mention of it just isnt right on EA's part.Comment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
What I am gathering from this is the biggest issue is the speed ratings of rookies (not overly concerned with this) and regression of left tackles when simming? Basically if we play every game it will prevent most of the regression with the left tackles?Duke Blue Devils
Atlanta Falcons
Atlanta Braves
Orlando MagicComment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
For your team, not other teams.
Sent from my iPhone using TapatalkGT: Event Horizon 0Comment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
I agree, but the issue too is that AI teams never assess their depth charts based on anything but overall rating. Guys are never benched throughout the season, but instead remain starters once they are slotted in that position. A dude would not give up 30+ sacks in a season IRL because he'd be benched long before. Neither would a guy with 40 INTs.
In my Madden NFL 15 franchise, for example, the CPU Titans used three different quarterbacks in my first season - Zach Mettenberger, Scott Tolzien (via trade), and Charlie Whitehurst. All of them eventually saw their OVR rating decrease due to poor performance (which caused low Confidence), leading to the CPU trying a different option.
I admittedly have no idea if this is still a thing in Madden NFL 16.Comment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
Did a quick CFM test to confirm that the LT sacks given up is still an issue.
<iframe width="560" height="315" src="https://www.youtube.com/embed/hrqLjl6Zi6E" frameborder="0" allowfullscreen></iframe>Comment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
I have a feeling you're right. Unless EA is just being incompetent or ignoring it on purpose. They're basically saying people can start leagues or continue leagues they started based on what Rex tweeted. No response at all to those who asked about the speed issue. If a Roster update will correct it, then they should tweet this out before people start their leagues. So the fact that they're not telling people might mean you are correct. Either way, no direct mention of it just isnt right on EA's part.
100% agree. People are just assuming that is what EA is going to do on Friday with roster update. EA has not said nothing. Go download via roster share there are great rosters there that already have everyone updated and you can now start your CFM with the patch. With everything EA has done and we all know EA you really think they are going to basically re rate a majority of the players speed to match up with Draft Classes in CFM??? Would be nice for EA to just come out and say what's up. But if there not saying anything don't get your hopes up it's an easy question to answer and they've actually been answering a lot via Twitter and prefer not to answer that. I say if your debating....don't wait for another patch thats crazy...start it up!! (Also with Donny Moore out as roster guy the new guy doing them made a point to drop down the speed this year)Comment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
Im not sure what the speed issue is? I just looked at the base roster and 24 players have speed 94 or higher? 10 of those are CB's, 2 are RB's, and 12 are WR's...These vary from 94 all the way up to two with 97 speed. 3-4 guys coming in a year with that speed makes sense to me...It appears that the WR's that have the higher speed and are bigger also lack acceleration which is obviously how it should be.Comment
-
Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday
The issue is that left tackles (and right tackles to a lesser extent, but it's mostly left tackles) are allowing a disproportionately high number of sacks relative to other starting offensive linemen.
The total number of sacks allowed is actually pretty solid at a glance, but teams' left tackles are allowing too many sacks. For example, in one given sim, the Cowboys allowed 32 total sacks, but Tyron Smith allowed 12 of them. Washington Post credits Tyron Smith with six sacks allowed in 2014 and he's never allowed double-digit sacks in his career per that source. Another example: Browns LT Joe Thomas - probably the premier left tackle in the league - allowed 13 sacks in the same simulated season (with PBK of 96 following the season); he's never allowed more than six sacks in his career, per Washington Post.
The extreme example: for the Rams, they allowed 60 sacks as a team in one sim I did, and Greg Robinson allowed 41 sacks by himself. No other player on the team allowed more than 9.
Combine this with a component of Game Prep where an offensive tackle will automatically regress if he allows too many sacks in a game. For example, Greg Robinson will automatically lose four points in Pass Blocking permanently if he allows four sacks in a game. The amount of regression may be tied to Consistency; the Rams' right tackle, Rob Havenstein, also allowed four sacks in a single game once this sim, and he lost five points on Pass Blocking instead of four. It appears that three sacks allowed is the threshold for any ratings penalty, so an OL can allow 0, 1, or 2 sacks in a game and be fine.
Going back to Greg Robinson allowing 41 sacks in a season - that's a little over 2.5 sacks a game. In a second sim I did, he allowed at least 3 sacks in 8 games, and in two games allowed more than 6 sacks individually. So he's getting hit with PBK ratings penalties at least eight times in the season.
That's the reason we're seeing the tackles regress so much - they are allowing a ton of sacks individually, and the game is penalizing them for that.
For frame of reference - Washington Post credits Vikings LT Matt Kalil, one of the worst current starting tackles in the NFL by consensus, with 13.75 (.75?) sacks allowed in 2014. Unfortunately sortable real-world individual OL stats are proving really hard for me to find.
If I were to take a stab at what the long-term effects of this would be - CPU teams are going to be at the mercy of the sim engine with respect to developing young offensive tackles, and any who don't perform in the game sims are going to probably discarded quickly on account of the extreme PBK regression. The LTs who already have high ratings, though allowing too many sacks, will probably maintain their ratings more often than not because they mostly won't ever hit the single-game sacks allowed thresholds to incur ratings penalties.
Yea I knew how it happened I was just asking more in a why would EA make regression work that way in a game to begin with.
Then they said it was fixed. Still not fixed.
Should a player even regress in a regular season?
Thanks for the info and data though.
Sent from my iPhone using TapatalkComment
Comment