Madden NFL 25 - Looking at Five Major Areas in the Running Game (MyMaddenPad)

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  • BezO
    MVP
    • Jul 2004
    • 4414

    #16
    Re: Run Free with Madden NFL 25 All New Precision Modifier

    I'm happy to see foot planting has been introduce. It does worry me that they specifically mention 45, 90, 135 & 180 changes in direction. Does that mean there are no animations for anything in between?

    Acceleration burst? I'm guessing the difference between this & speed burst is that it's short lived. Is speed burst in the game or does a full push on the stick = sprint?

    Precision modifier sounds cool if the normal foot planting works. I was hoping for controls similar to 2K BB where you can pull off moves with just the sticks & modify from there. But if the foot planting works and allows for cuts & jab steps, there's actually 3 layers of moves instead of 2.

    Sounds like they only did half the job with the blocking. Good that they worked on the assignments & recognition, but what about the animations? Engaged player mobility? How will all this new running look with all the blockers/defenders patty caking, stuck in mud?

    And I hope they took the eyes off the back of blocker's heads so they're not changing directions with the RB they can't see.
    Shout out to The Watcher! Where you at bruh?

    Comment

    • roadman
      *ll St*r
      • Aug 2003
      • 26339

      #17
      Re: Run Free with Madden NFL 25 All New Precision Modifier

      Bezo, I think we'll need to wait for NG for better OL/DL WR/CB interactions, just my gut feeling.

      Game Informer posted this article which states better OL/DL physical contact or something like that.

      Madden is back, and the first details on the game focus on a slew of changes it's doing to the ways players move and control.


      better physical contact between the offensive and defensive lines

      Comment

      • kbomb1upc
        Rookie
        • Oct 2008
        • 227

        #18
        Re: Run Free with Madden NFL 25 All New Precision Modifier

        Originally posted by BezO
        I'm happy to see foot planting has been introduce. It does worry me that they specifically mention 45, 90, 135 & 180 changes in direction. Does that mean there are no animations for anything in between?

        Acceleration burst? I'm guessing the difference between this & speed burst is that it's short lived. Is speed burst in the game or does a full push on the stick = sprint?

        Precision modifier sounds cool if the normal foot planting works. I was hoping for controls similar to 2K BB where you can pull off moves with just the sticks & modify from there. But if the foot planting works and allows for cuts & jab steps, there's actually 3 layers of moves instead of 2.

        Sounds like they only did half the job with the blocking. Good that they worked on the assignments & recognition, but what about the animations? Engaged player mobility? How will all this new running look with all the blockers/defenders patty caking, stuck in mud?

        And I hope they took the eyes off the back of blocker's heads so they're not changing directions with the RB they can't see.


        I read this in the UTC (Under the code) preview
        While we are still talking offense I figured I would go ahead and touch on this a bit. Blocking animations have been added to and improved to ensure the correct assignment is adhered to at the proper time.
        What new Blocking animations were added?

        Comment

        • BezO
          MVP
          • Jul 2004
          • 4414

          #19
          Re: Run Free with Madden NFL 25 All New Precision Modifier

          Originally posted by roadman
          Bezo, I think we'll need to wait for NG for better OL/DL WR/CB interactions, just my gut feeling.

          Game Informer posted this article which states better OL/DL physical contact or something like that.

          Madden is back, and the first details on the game focus on a slew of changes it's doing to the ways players move and control.


          better physical contact between the offensive and defensive lines
          I'm thinking NG too.

          Better physical contact? New blocking animations? Without specifics, I'm interpreting that as "slightly tweeked".

          Hopefully EA will realize that these isolated improvements work against the overall results. You can't give RBs new moves & improve the blocking assignments and not give the defense the engaged mobility it needs. How does a strong side OLB or weak side DE contain if they can't move?

          It still sounds like EA hasn't moved beyond Tecmo-style blocking.
          Shout out to The Watcher! Where you at bruh?

          Comment

          • jp7588
            Pro
            • Aug 2003
            • 558

            #20
            Originally posted by kbomb1upc
            The old "speed burst" and the "accelerator button" are actually different.

            If you didn't press "speed burst" you would only run about 90% of your top speed. When you did press it you would run 100%.

            The way I believe the new "accelerator button" works is if you never press the button will eventually get to 100% of your top speed. When you press the button you will get to 100% of your top speed faster.
            So, last year, holding the stick all the way up would cause your player to accelerate at his maximum rate, correct?

            Now what does holding the stick all the way up do? Does it accelerate toward max speed, just at a slower rate? I can't really foresee a scenario in which I'm going to achieve maximum speed without using the acceleration boost.

            How often in football does a player reach his max speed without "turning on the jets"? I understand the difference, it just seems like an arbitrary distinction to me. Sure, now you can reach max speed without the boost but who would do that and why?

            In the old games, when you come around the corner, see a hole you want to burst through or need to close the gap on a ball carrier you hit the sprint button.

            Now, with the acceleration boost, I imagine the application will be the same. It's TECHNICALLY different but, as I understand it, it's practically the same. Press this button to go faster.

            Sent from my DROID RAZR using Tapatalk 2

            Comment

            • ghettogeeksta
              Banned
              • Sep 2011
              • 2632

              #21
              Re: Madden NFL 25 - Looking at Five Major Areas in the Running Game (MyMaddenPad)

              They forgot one major area..... the running it's self, it still looks unrealistic/like they are skating, stiff, hump back, and they still carrying the ball like a loaf of bread, hopefully this will be fixed next-gen.

              Comment

              • Big FN Deal
                Banned
                • Aug 2011
                • 5993

                #22
                Re: Madden NFL 25 - Looking at Five Major Areas in the Running Game (MyMaddenPad)

                Originally posted by jp7588
                So, last year, holding the stick all the way up would cause your player to accelerate at his maximum rate, correct?

                Now what does holding the stick all the way up do? Does it accelerate toward max speed, just at a slower rate? I can't really foresee a scenario in which I'm going to achieve maximum speed without using the acceleration boost.

                How often in football does a player reach his max speed without "turning on the jets"? I understand the difference, it just seems like an arbitrary distinction to me. Sure, now you can reach max speed without the boost but who would do that and why?

                In the old games, when you come around the corner, see a hole you want to burst through or need to close the gap on a ball carrier you hit the sprint button.

                Now, with the acceleration boost, I imagine the application will be the same. It's TECHNICALLY different but, as I understand it, it's practically the same. Press this button to go faster.

                Sent from my DROID RAZR using Tapatalk 2
                I could be completely off base here but I think this "new" mechanic has more to do with CPU/AI than traditional User interaction. In M13, I don't think a CPU/AI player was capable of building up speed or utilizing the sprint. With this mechanic it seems that now CPU controlled players can more organically build up speed, so like on a streak route a CPU WR can actually hustle and if a User switches to control them, they can't get an additional "sprint" like before.

                I probably doing a poor job of explaining it but in M13 CPU players never seem to be hustling, they just had one gear. I think this may provide a more visual hustling effect to the other 20-21 CPU players in M25. Also "sprint" was more like a gas pedal in M13, where as in M25 it seems to be more like a quick nitro boost. I think a good way to describe it might be the run mechanic in Skyrim, if you have ever played that.

                Comment

                • infemous
                  MVP
                  • Nov 2009
                  • 1568

                  #23
                  Re: Madden NFL 25 - Looking at Five Major Areas in the Running Game (MyMaddenPad)

                  Originally posted by Big FN Deal
                  I could be completely off base here but I think this "new" mechanic has more to do with CPU/AI than traditional User interaction. In M13, I don't think a CPU/AI player was capable of building up speed or utilizing the sprint. With this mechanic it seems that now CPU controlled players can more organically build up speed, so like on a streak route a CPU WR can actually hustle and if a User switches to control them, they can't get an additional "sprint" like before.

                  I probably doing a poor job of explaining it but in M13 CPU players never seem to be hustling, they just had one gear. I think this may provide a more visual hustling effect to the other 20-21 CPU players in M25. Also "sprint" was more like a gas pedal in M13, where as in M25 it seems to be more like a quick nitro boost. I think a good way to describe it might be the run mechanic in Skyrim, if you have ever played that.
                  I think you bring up a great point about whether or not non ball carrying players can access the same speed control...

                  If I'm controlling my LB and I see the HB about to cut outside, can I go from my 80% speed running downhill to 100% to close the angle and lay the lumber?
                  Can my CB running at 80% in Man Coverage see an overthrown ball and accelerate to 100% and close the ball down to make a play on it?

                  Will a WR be able to do the same thing as a CB (with the ball in the air)??

                  Consider me worried.
                  Blood in my mouth beats blood on the ground.

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                  • Big FN Deal
                    Banned
                    • Aug 2011
                    • 5993

                    #24
                    Re: Madden NFL 25 - Looking at Five Major Areas in the Running Game (MyMaddenPad)

                    Originally posted by infemous
                    I think you bring up a great point about whether or not non ball carrying players can access the same speed control...

                    If I'm controlling my LB and I see the HB about to cut outside, can I go from my 80% speed running downhill to 100% to close the angle and lay the lumber?
                    Can my CB running at 80% in Man Coverage see an overthrown ball and accelerate to 100% and close the ball down to make a play on it?

                    Will a WR be able to do the same thing as a CB (with the ball in the air)??

                    Consider me worried.
                    My point was/is that I don't think the CPU players could reach 100% speed in the past because they couldn't/didn't access the sprint button or left stick. In M25 it seems that reaching 100% speed will be a natural progression of players being in motion. I doubt that CPU players utilize the speed burst but it has been stated by an EAGC that a User controlled defender can speed burst to 100% to close out the ball carrier.

                    As far as Users switching to control CPU players, I would think how fast the players were moving just before the switch would determine if the User can speed burst with them or not, as it should be, imo. For example if a User were to switch to a CPU WR or DB streaking/hustling deep down field at 100%, they likely won't be able to speed burst but if that same player is not already hustling/running at 100% speed then the User can speed burst if switching.

                    Comment

                    • baller7345
                      Pro
                      • Sep 2010
                      • 510

                      #25
                      Re: Madden NFL 25 - Looking at Five Major Areas in the Running Game (MyMaddenPad)

                      Originally posted by jp7588
                      So, last year, holding the stick all the way up would cause your player to accelerate at his maximum rate, correct?

                      Now what does holding the stick all the way up do? Does it accelerate toward max speed, just at a slower rate? I can't really foresee a scenario in which I'm going to achieve maximum speed without using the acceleration boost.

                      How often in football does a player reach his max speed without "turning on the jets"? I understand the difference, it just seems like an arbitrary distinction to me. Sure, now you can reach max speed without the boost but who would do that and why?

                      In the old games, when you come around the corner, see a hole you want to burst through or need to close the gap on a ball carrier you hit the sprint button.

                      Now, with the acceleration boost, I imagine the application will be the same. It's TECHNICALLY different but, as I understand it, it's practically the same. Press this button to go faster.

                      Sent from my DROID RAZR using Tapatalk 2
                      You can blame the marketing department for repackaging terms, and what not, but there is a distinction between this new system and the old auto sprint/sprint button option we've had for years. While they both serve the purpose to get a player to run at full speed, there is one area where the "new" acceleration burst differs from what we used to have, and it is what EA should be trying to get across rather than just the speed aspect of it.

                      In past games you could hold sprint button down and run around the field at your top speed for an infinite amount of time. Nobody every tired out during the play, the fatigue never kicked in until the play was over, and even then it varied from game to game on how well it actually worked (whole other issue). With this acceleration button, as well as the ball carrier moves, the fatigue happens during play, as well as after the play. Hitting your full speed now has a cost. If your player doesn't have the stamina to stay at his top speed then you can see instances where he may get caught from behind because he ran out of gas, or perhaps you have to make better use of when to utilize a player's quickness in order not to tire him out before you can break free. This seems to be what they are trying to do with the new mechanics, and even though their marketing department seems to be stuck in the XTREME era the concepts behind what they are doing are sound on paper.

                      Now how it actually is executed remains to be seen, but if you read between EAs marketing terms there is some promise to the mechanics they are trying to implement this year.
                      Last edited by baller7345; 04-26-2013, 03:59 AM.

                      Comment

                      • SageInfinite
                        Stop The GOAT Talk
                        • Jul 2002
                        • 11896

                        #26
                        Re: Madden NFL 25 - Looking at Five Major Areas in the Running Game (MyMaddenPad)

                        If this game had good animations the new burst/acceleration would probably look so much cooler. Just watching a back burst through the line on certain plays would be awesome. As it stands it probably just looks like he slides quicker with a gimpy running animation, lol. I just don't understand why everything in this game besides tackles looks so bad and stiff.
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                        • roll2tide
                          3-4 Defense
                          • Aug 2006
                          • 231

                          #27
                          Re: Madden NFL 25 - Looking at Five Major Areas in the Running Game (MyMaddenPad)

                          Honestly, these are all steps in the right direction whether they are marketed correctly or not and even whether they are implemented 100% correctly or not. I enjoyed '13 much more than '11 & '12(and I've been pretty critical of '13) and these sound like improvements to me. Even if they aren't perfect I am expecting to enjoy '25 even more than '13.
                          GT EarAssassin



                          Originally posted by ggsimmonds
                          You're doing it wrong EA

                          Comment

                          • KBLover
                            Hall Of Fame
                            • Aug 2009
                            • 12172

                            #28
                            Re: Madden NFL 25 - Looking at Five Major Areas in the Running Game (MyMaddenPad)

                            Originally posted by baller7345
                            In past games you could hold sprint button down and run around the field at your top speed for an infinite amount of time. Nobody every tired out during the play, the fatigue never kicked in until the play was over, and even then it varied from game to game on how well it actually worked (whole other issue). With this acceleration button, as well as the ball carrier moves, the fatigue happens during play, as well as after the play. Hitting your full speed now has a cost. If your player doesn't have the stamina to stay at his top speed then you can see instances where he may get caught from behind because he ran out of gas, or perhaps you have to make better use of when to utilize a player's quickness in order not to tire him out before you can break free. This seems to be what they are trying to do with the new mechanics, and even though their marketing department seems to be stuck in the XTREME era the concepts behind what they are doing are sound on paper.
                            I think what I don't understand is why isn't this just captured in the SPD/ACC/STA ratings?

                            Why do we need a "speed burst" if the player is already accelerating to his ability? Why do we need a way to a make player accelerate beyond his ability or even at the max of his ability? If I don't want my guy to go full speed - shouldn't that already be dictated by how I use the stick to move him?
                            "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

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                            • hanzsomehanz
                              MVP
                              • Oct 2009
                              • 3275

                              #29
                              Originally posted by KBLover
                              I think what I don't understand is why isn't this just captured in the SPD/ACC/STA ratings?

                              Why do we need a "speed burst" if the player is already accelerating to his ability? Why do we need a way to a make player accelerate beyond his ability or even at the max of his ability? If I don't want my guy to go full speed - shouldn't that already be dictated by how I use the stick to move him?
                              If we treat these players like cars, as we are here, then the speed and accel become potentials and the stamina remains gas and gas effeciency. On speed burst, the burst would be liken to nitro.

                              I like the concept but stereotypically, this brake/accelerate function should have a negative concequence for accelerating and braking at the same time as well as for poor steering or ill advised accelerates.

                              We are playing in the body of the player so these movements should play out like the body of a vehicle.

                              *Hitting a corner too hard could tilt you
                              *Being upended should flip you
                              *Bursting forward too hard (when fatigued) could cause you to stumble and fall like a fatigued (put-put) engine

                              I see this as missed target if the player vehicles lack their proper physio dynamics. It is the engine of IE that is supoosed to cater these outcomes on their own. Objects do not need to make physical contact with other moving (or stationary) objects to fall or to be shifted - there are infinite possibilities.

                              I am all for a racecar cockpit dynamic but EA is only half there if they skim the succulents of physics.

                              I hope nXGen the engine can live up to its title standards and deliver beyond just contact:contact physics but phyics also imposed by the object itself and from forces outside the object that are unable to be objectified.

                              Sent from my SGH-I727R using Tapatalk 2
                              Last edited by hanzsomehanz; 05-01-2013, 07:18 PM.
                              how could I lose? im playing by my own rules..

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                              • jpdavis82
                                All Star
                                • Sep 2005
                                • 8788

                                #30
                                Re: Madden NFL 25 - Looking at Five Major Areas in the Running Game (MyMaddenPad)

                                Originally posted by KBLover
                                I think what I don't understand is why isn't this just captured in the SPD/ACC/STA ratings?

                                Why do we need a "speed burst" if the player is already accelerating to his ability? Why do we need a way to a make player accelerate beyond his ability or even at the max of his ability? If I don't want my guy to go full speed - shouldn't that already be dictated by how I use the stick to move him?
                                The way I understand it is if you hold down the LT your player will run at 80% if you hold down LT and I think RS he will run at full speed. There's a detailed breakdown on Espn http://espn.go.com/blog/playbook/tec...riers-run-free
                                Last edited by jpdavis82; 05-01-2013, 09:30 PM.

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