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Player Progression, any guides?
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Yeah, I'm doing a bears one as a coach and my first 5 XP buys are gonna be XP Boost's to my O-line, not really because they are young but because they suck. Betty White could get a sack on Cutler if she wanted.
Sent from my iPhone using TapatalkAthletics Franchise:
2020: 52-39 -
Re: Player Progression, any guides?
I am trying to buy the ones that affect a greater number of players first. Like the CBs, RB's, WR's, before I focus on the ones that only help 1 or 2 guys like a guard or tackle one would. The LT one is outrageously priced.Go Lions, Tigers, Pistons, Red Wings, Wolverines!Comment
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Re: Player Progression, any guides?
As someone else mentioned, certain practice games gives XP to both to the coach and the players, and is worth doing it, even thou some of them takes longer to finish.
I think buying packages is team specific as a coach. I play as bills, and some of my core players have only so many years left before they'll retire (F.Jackson for example). As a coach I feel I need to invest on scouting points boost first before anything else. I feel I also need to invest on my teams weaknesses first by focusing on say, TE boost package, in case If I have trouble drafting/signing (low prestige as a team). I think scouting package is most important early on, not because it is expensive, but because as a coach we'll be in CCM for what, 20 seasons? Those extra points can give you the edge on picking the right players during the draft season.
With player progression, I have come to conclusion that the development package should only be used for high potential draft picks, and as soon as possible. For example, 1st round draft pick A grade HB (that fits into your scheme) is picked. Already has great potential. With development package, the player will eventually start earning quicker xp (obtaining the package may take a full season) but with the Xp boost after the package is purchased, said players low end abilities can be increased much quicker, bringing that player to a superstar status much quicker, hence getting more out of them before they retire (if you can keep them after their initial contract of course).
For the players that are already established or that are on their prime, I use the XP for their stats that are on the lower end. With Fitzgerald I invest on his deep throws, PA, Throwing on Run etc. He already has certain things for him, he is established and there is nothing much there to make him a better player. He is never going to be a superstar, but by raising his certain stats I can supplement my Offensive play. This allows me to get the best out of him (perhaps a SB ring in 4-5 years before he retires) until his time is done. It also allows me to focus on my teams needs during draft season.
Another important trait to invest is Consistency IMO. You can have the best stats as a player, but if you're not consistent you're not going to get the best out of them. Because the package is a bit expensive, I also think it is important to use it on younger players or those who have already on their prime, making them even better overall. On younger players, because with the development package and consistency, they will earn more xp during the season. On established players, because they are on their prime, and their prime abilities are already established, costs lots of xp to increase those abilities further, but by buying the consistency package you will get the best out of them before they retire.
Now I am not an expert in Madden. I have a simple goal that I've set for myself. A team that is overall a "B" while some key players that fit my scheme are "A" grade. Overall a team that is A is just costly and with the salary cap, is impossible to keep. You can have Tom Brady, but would he be what he is today if he didn't have a team that could support his quality? Hence having the best QB means nothing if your catcher(s) can't keep up with him. Having the best HB means nothing if your O-line can't create the gaps/opportunities for him. A team overall that is at least a "B" can give you enough cap room to have good quality/game changing players, essentially a SB (and more).
I like the XP progression system. You can decide on what your team needs from any player, and improve those qualities to fit into your scheme. That being said, with so many bugs/glitches I don't know if package Xp costs are where they should be. It may require some numbers tweaking.Comment
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Re: Player Progression, any guides?
Figure out what the most important aspect of your team is and then figure out what role each player needs to play.
For example I'm using the Jets and when play I live and die by the power run. So I noticed that Dustin Keller is a great tight end but is abysmal when it comes to blocking. So anytime i get 10k xp on him I increase his run blocking. When I need to pass on 3rd down it's good to have a slot receiver that can make a quick cut and get open for short yardage. So I put all of his xp into his Route running attributes. Its all about progressing players in a way that fits your system.Comment
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Re: Player Progression, any guides?
Has anyone been able to make a player change his type by what they are progressing? Like lets say you have a Pass Blocking LT and you put points into Run Blocking and Impact blocking and stuff that would balance it out have you been able to make a player change to another type?
For instance. On the Lions every single starting linemen is a Passing Blocker, my run blocking is horrible. True to life for sure, but I have been putting all my points in to run blocking to try and balance it out but so far they all still say pass blockers.
I'm also kinda annoyed with the scheme system somewhat on drafting players. The Lions have Vertical Offense and I scouted all the OL of every position on their Scheme and only 1 LT was that scheme out of all LT, LG, C, RG, and RT's. 1 linemen to fit my scheme in this draft class, and its a position that the Lions already used on their number 1 pick in 2012 so i don't really need to draft another LTI would draft a LT and put him at RT where I actually need someone but you can't edit positions........
Also on the Scheme , since your players get a boost for fitting your player type in Scheme it seems like you are doing a bad thing not to match up all the Scheme position types with what you actually have on your team, if you get a different player type just change it. It doesn't make much sense to me on the player types.
This is the first year of this so i'm sure things will improve in future versions, in interviews with Trey Wingo, the Lead Dev basically said this is what he wants the system to be going forward so I would expect this base to stay for years to come with improvements coming on the current format.Go Lions, Tigers, Pistons, Red Wings, Wolverines!Comment
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Re: Player Progression, any guides?
Has anyone been able to make a player change his type by what they are progressing? Like lets say you have a Pass Blocking LT and you put points into Run Blocking and Impact blocking and stuff that would balance it out have you been able to make a player change to another type?
For instance. On the Lions every single starting linemen is a Passing Blocker, my run blocking is horrible. True to life for sure, but I have been putting all my points in to run blocking to try and balance it out but so far they all still say pass blockers.
I'm also kinda annoyed with the scheme system somewhat on drafting players. The Lions have Vertical Offense and I scouted all the OL of every position on their Scheme and only 1 LT was that scheme out of all LT, LG, C, RG, and RT's. 1 linemen to fit my scheme in this draft class, and its a position that the Lions already used on their number 1 pick in 2012 so i don't really need to draft another LTI would draft a LT and put him at RT where I actually need someone but you can't edit positions........
Also on the Scheme , since your players get a boost for fitting your player type in Scheme it seems like you are doing a bad thing not to match up all the Scheme position types with what you actually have on your team, if you get a different player type just change it. It doesn't make much sense to me on the player types.
This is the first year of this so i'm sure things will improve in future versions, in interviews with Trey Wingo, the Lead Dev basically said this is what he wants the system to be going forward so I would expect this base to stay for years to come with improvements coming on the current format.
for ex draft qb. good gb is like an 78 in my system would be a 88 in another system. so progress what he needs to work on . week 7 overall 81 then week 8 overall 88. so i guess they will end up learning your system with the right progressionComment
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Re: Player Progression, any guides?
AWR helps alot. I boosted Trent Richardson OVR to 95 in 1 season just up grading his AWRI play with the Lakers in every video game....You ever seen Kobe throw a touchdown pass?Comment
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Re: Player Progression, any guides?
i dont scout the scheme trait i scout the traits that fit in my scheme and if they dont fit my scheme when they get here once you start to progress them . its like they start to learn it because they ended up getting the boost they should of got
for ex draft qb. good gb is like an 78 in my system would be a 88 in another system. so progress what he needs to work on . week 7 overall 81 then week 8 overall 88. so i guess they will end up learning your system with the right progressionGo Lions, Tigers, Pistons, Red Wings, Wolverines!Comment
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Re: Player Progression, any guides?
On consistency trait are you going all the way to 4 for very good which is max or are you doing three for good or is average good enough. I wish I had some info on how much it affects stats.Go Lions, Tigers, Pistons, Red Wings, Wolverines!Comment
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Re: Player Progression, any guides?
Why do you think players would be harder to resign if their scheme type doesn't match yours? Did you hear that from somewhere or experience it firsthand? Just curious.Comment
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Re: Player Progression, any guides?
Unlike past Maddens you can actually resign or sign FA's for less than they are asking for on the screen. I know I got Avril resigned with Detroit for 2 mil less a year for 5 years than what he was asking for :P ... Wish the real Lions could get him signed lolGo Lions, Tigers, Pistons, Red Wings, Wolverines!Comment
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Re: Player Progression, any guides?
Read it in that big manual that EA released on the CC mode. When you resign players it also will show if they poorly match your scheme/player type. You can help this some when resigning by changing the player type of the starting position you are signing them for to the same as they are listed in your Roster, View player card. Lets say you have a DT thats a pass rusher but he is 2nd or 3nd on your dept chart. You go to resign him and it says he is a poor match. Go into your scheme and set DT1 to Pass Rusher (even though he is 2nd or 3rd on the depth chart when you resign players it seems to only look at what you have set for DT1) Go back and resign the player and you will see they are now a Good fit or. Then submit a contract for them, makes them want to sign the contract better and a lot of times you can give them less than they want.
Unlike past Maddens you can actually resign or sign FA's for less than they are asking for on the screen. I know I got Avril resigned with Detroit for 2 mil less a year for 5 years than what he was asking for :P ... Wish the real Lions could get him signed lol
I hope I'm not coming off as an ***. I just don't want people to think they need to look only for players who are listed as their scheme type, lest they have to deal with harder contract negotiations. I think the player and scheme types of players is listed solely for informational purposes and doesn't have any kind of in-game impact. A lineman who's great at pass blocking, strength, and awareness is going to excel in a vertical, spread, or west coast offense regardless of what his scheme type says.Comment
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Re: Player Progression, any guides?
I hope I'm not coming off as an ***. I just don't want people to think they need to look only for players who are listed as their scheme type, lest they have to deal with harder contract negotiations. I think the player and scheme types of players is listed solely for informational purposes and doesn't have any kind of in-game impact. A lineman who's great at pass blocking, strength, and awareness is going to excel in a vertical, spread, or west coast offense regardless of what his scheme type says.
BTW I want to know what attribute makes an OL have a spring loaded *** like in my video http://www.youtube.com/watch?v=x_Q4w...ature=youtu.be I want to bump that up on all my lineman so they block better like this AI one is doing to me!Go Lions, Tigers, Pistons, Red Wings, Wolverines!Comment
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Re: Player Progression, any guides?
LOL see this is an issue with OVR! If you have a player at 99 AWR but crappy to mediocre elsewhere he will be a HIGHLY rated player, but AWR is only but so good. I rather boost up ratings that matterComment
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