I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

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  • mrprice33
    Just some guy
    • Jul 2003
    • 5986

    #706
    Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

    Originally posted by Godgers12
    In 16 it was infuriatingly frustrating to try to scramble only to see a big DT catch you behind the los.


    I didn't see it but it doesn't mean it's not there.


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    • SolidSquid
      MVP
      • Aug 2014
      • 3159

      #707
      Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

      Originally posted by Godgers12
      In 16 it was infuriatingly frustrating to try to scramble only to see a big DT catch you behind the los.
      I wouldn't say this is a problem as there are DTs athletic enough to catch a qb who is trying to take off. Guys like Donald,McCoy, Atkins, even Suh are able to take good angles to stop guys before they scramble free.

      I will say I do have a problem with it when it's guys like Ngata, Terrence Cody, Vince Wilfork as that's not really part of their skill set

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      • Godgers12
        MVP
        • Dec 2012
        • 2265

        #708
        Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

        Originally posted by SolidSquid
        I wouldn't say this is a problem as there are DTs athletic enough to catch a qb who is trying to take off. Guys like Donald,McCoy, Atkins, even Suh are able to take good angles to stop guys before they scramble free.

        I will say I do have a problem with it when it's guys like Ngata, Terrence Cody, Vince Wilfork as that's not really part of their skill set
        I've been chased down by Terrance Knighton, and my QB had 93 spd. Not kewl.
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        • ATLBrayden
          All-Pro
          • Oct 2012
          • 747

          #709
          Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

          Originally posted by Godgers12
          I've been chased down by Terrance Knighton, and my QB had 93 spd. Not kewl.
          Yeah in Madden 16 either QBs wouldn't take off at full speed or DTs would be super fast. I don't mind getting chased down by a Dlineman, it happens, but when a 95spd qb gets out run by Vince Wilfork it's a little annoying.



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          • Jimbo12308
            Rookie
            • Aug 2014
            • 177

            #710
            Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

            I'm fairly certain I haven't seen this asked yet, but if it has, I apologize.

            Has there been any noticeable adjustment to the stamina especially when players are sprinting in open space?

            In 16 I've noticed frequently that if a player breaks away into the open for a long run and is being chased by other players he will occasionally run out of gas and slow down if he's sprinting. In principle this makes perfect sense, but the amount that the player slows down is absurd. It looks like he's running in quicksand despite having all that momentum and speed from a long run. I've seen high 70s-low 80s speed linebackers make up a 15-20 yard gap on a 90+ speed rated WR in matter of 30-40 yards simply because the receiver ran out of stamina first. This just doesn't happen in the NFL to that kind of extreme. Have you seen this in 17?

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            • jpdavis82
              All Star
              • Sep 2005
              • 8793

              #711
              Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

              Someone asked about intentional grounding, Clint said this a while back


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              • SportsGamer94
                Banned
                • Jul 2015
                • 343

                #712
                Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                Originally posted by mrprice33
                More gameplay blogs to come AFAIK.

                If not, is there a specific thing you are looking for?

                Did you notice anything different/improved about the pass blocking did you notice any new pass blocking animations?
                Last edited by SportsGamer94; 05-30-2016, 09:07 AM.

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                • khaliib
                  MVP
                  • Jan 2005
                  • 2884

                  #713
                  Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                  Originally posted by Jimbo12308
                  I'm fairly certain I haven't seen this asked yet, but if it has, I apologize.

                  Has there been any noticeable adjustment to the stamina especially when players are sprinting in open space?

                  In 16 I've noticed frequently that if a player breaks away into the open for a long run and is being chased by other players he will occasionally run out of gas and slow down if he's sprinting. In principle this makes perfect sense, but the amount that the player slows down is absurd. It looks like he's running in quicksand despite having all that momentum and speed from a long run. I've seen high 70s-low 80s speed linebackers make up a 15-20 yard gap on a 90+ speed rated WR in matter of 30-40 yards simply because the receiver ran out of stamina first. This just doesn't happen in the NFL to that kind of extreme. Have you seen this in 17?
                  It's the "Stamina Meter" rating (not Stamina) we don't have access to.
                  It sets how fast each player will drain.
                  OL are set the highest around 50'ish, as to the reason they drain very quickly when having the ball tossed to them in practice mode.

                  On the flip side, depending on your gameplay level setting, "Pursuit" (catch-up speed) is either increased/decreased for the AI.

                  Also, unless changed for M17, "Stamina Slider" is a mechanism that enhances gameplay challenge to the "User" do to the global +/- weight/drain placed on his/her players ratings.

                  So it's not that something is broke, just understanding how some things function in the game and making some tweaks here and there (not Stamina Meter, it's hidden from the gamer) to minimize your players getting "hawked down" by slower players.

                  This may be alleviated/minimized in M17 with all the new/tuned stuff they've implemented.

                  I've never been this excited for a Madden game and I can't wait to have the game downloaded to my console.

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                  • mrprice33
                    Just some guy
                    • Jul 2003
                    • 5986

                    #714
                    Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                    Originally posted by Jimbo12308
                    I'm fairly certain I haven't seen this asked yet, but if it has, I apologize.

                    Has there been any noticeable adjustment to the stamina especially when players are sprinting in open space?

                    In 16 I've noticed frequently that if a player breaks away into the open for a long run and is being chased by other players he will occasionally run out of gas and slow down if he's sprinting. In principle this makes perfect sense, but the amount that the player slows down is absurd. It looks like he's running in quicksand despite having all that momentum and speed from a long run. I've seen high 70s-low 80s speed linebackers make up a 15-20 yard gap on a 90+ speed rated WR in matter of 30-40 yards simply because the receiver ran out of stamina first. This just doesn't happen in the NFL to that kind of extreme. Have you seen this in 17?
                    This didn't seem unchanged to me.

                    Comment

                    • GoJags904
                      Pro
                      • Aug 2014
                      • 773

                      #715
                      Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                      I think speed differential and stamina will both get addressed when player movement(true step) is completed. Players slowing down for jukes and other moves correctly will force them to fix it, due to how fast defenders can catch offensive players.

                      I highly doubt EA would essentially slow down offense for better movement and then completely overlook defenders super speedin' up field after Elite RBs, WRs, etc. That would fix Blocking, Run Game, Passing(Route Running), and actually bring the Game Clock as close to real as possible.


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                      • JimmyT85
                        Rookie
                        • Nov 2009
                        • 221

                        #716
                        Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                        Originally posted by mrprice33
                        There's an icing the kicker mechanic in the game but I don't know if I can talk about it yet.


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                        AWESOME. Thank you
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                        • dsk1317
                          Rookie
                          • Jun 2013
                          • 204

                          #717
                          Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                          Did the Quarters/cover 4 safeties and cb's match (convert to man coverage) at depth of 10-12 yards, or did they still spot drop? This is my biggest pet peeve in Madden, by the way. Quarters, and more commonly, quarter-quarter-half, aka cover 6, are teams base defenses. However, without the corners and safeties pattern matching, it makes it play out like a prevent defense.

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                          • mrprice33
                            Just some guy
                            • Jul 2003
                            • 5986

                            #718
                            Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                            Originally posted by dsk1317
                            Did the Quarters/cover 4 safeties and cb's match (convert to man coverage) at depth of 10-12 yards, or did they still spot drop? This is my biggest pet peeve in Madden, by the way. Quarters, and more commonly, quarter-quarter-half, aka cover 6, are teams base defenses. However, without the corners and safeties pattern matching, it makes it play out like a prevent defense.


                            I'm not sure if there's a spot drop quarters but they definitely pattern match


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                            • dsk1317
                              Rookie
                              • Jun 2013
                              • 204

                              #719
                              Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                              Originally posted by mrprice33
                              I'm not sure if there's a spot drop quarters but they definitely pattern match


                              Sent from my iPhone using Tapatalk
                              This is great, very great news! Thank you, sir, you have made my day.

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                              • Big FN Deal
                                Banned
                                • Aug 2011
                                • 5993

                                #720
                                Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                                Can you talk specifically pass rush or is there supposed to be a blog for that first? If there isn't and you can, what's been done to improve pass rush?

                                I saw a tweet where Rex mentions the new gap plays having an effect on QB pressure but it seems he might be referring to blitzes since Madden already had 1 gap technique or did they improve that, if so how?

                                Is block steering now used by the CPU/AI in M17?

                                Has the edge rush been improved so QBs need to step up vs doing excessively deep dropbacks?

                                Has the engaged interactions/animations between pass rushers and blockers been changed/improved, so for example you don't see pass blockers, when beaten, release the defender and snap back into a pass blocking stance, while back peddling vs turning around and giving chase? https://www.youtube.com/watch?v=z-iFPwtUqdQ

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