I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
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 setComment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
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 setGreen Bay PackersSeattle MarinersNew York Rangers
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
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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?Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
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.Comment
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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?
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.
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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?Comment
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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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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.Comment
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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.
I'm not sure if there's a spot drop quarters but they definitely pattern match
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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-iFPwtUqdQComment
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