So, as a GameChanger, I've been lucky enough to be invited to EA's studios to play Madden 17. I've been given permission to answer questions here with some ground rules: I can only talk about what's been announced and I cannot give any impressions. I will always err on the side of caution but I will let you know if I can't answer something and why. With that said, fire away!
EDIT 5/18/16 I can now talk about the information contained in this blog:
https://www.easports.com/madden-nfl/...-special-moves
And this one:
https://www.easports.com/madden-nfl/...ap-assignments
And this:
http://www.gameinformer.com/games/ma...-and-more.aspx
Edit 5/26/16: can now answer questions related to zone coverages:
https://www.easports.com/madden-nfl/...-zone-coverage
special teams, and more
https://www.easports.com/madden-nfl/...s-improvements
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ANSWERS SO FAR
1. The RB moves have been reworked within the tiered system. There are some new animations tied to it for offense and defense, but it's still a dice roll. So it's not like a power back will always be effective with a stiff arm or a small back will always be effective with a juke.
2. They've added new zone types, some of which replace zones that existed in previous defensive play calls. So, for example, there's still "Cover 3 Sky," but some of the zone types in that play have been changed. Does that make sense?
In addition, they've added pattern matching to cover 3 (they've made changes to other zones as well but the blog isn't specific so I can't be). I tested it with coach's film in front of me (I'm obsessed with pattern-matching) and I watched how different offensive concepts caused the pattern match to change and shift in real life. I then ran the same concepts in the game and the coverages in the game seemed to follow the same rule sets as the ones on the coach's film.
3. I definitely noticed a difference in effectiveness with players with different zone ratings, but I don't know if we'll ever see complete blown coverages. It's a philosophical thing that might just never jive with what they're doing.
4. The new zone types have different reads and checks, which should, in theory, help with the problem of defenders defending zones with no threats. Honestly though I didn't have time to really get in and test this the way I wanted. I was focused on pattern matching and ran out of time.
Some other tidbits: they have not talked at all about my 2 favorite additions to the in-game experience :x
5. Ratings definitely do play a part in gap control, but I don't think awareness is as important. I didn't do any specific comparisons between players as it relates to gap control but I imagine block shed, strength, speed and play rec play more of a role.
6. I'll be able to talk about this more when they get more in depth about the tiered system. Some of these moves are more or less effective depending on the tier of ball carrier.
7. I can't really give impressions about the running game but the tools are there for the user to hit cutbacks.
8. I don't know everything that's out there but I noticed a bunch of new cleats
9. Are blitzes effected by the new gap system? Yes, it is possible to get gap pressure using blitzes, since the gaps are now correctly occupied by DLinemen.
10. Did they remove the Over-Powered Double Juke? The ball carrier tiers should help alleviate this problem for most players.
11. Did they remove the catch system from last season? No
12. Does CPU attack ball carriers differently based on ball carrier type? Not really.
13. With the zone blocking, are all teams zone blocking based? I don't know if I can answer this directly, but I can say they did not remove any run plays from the playbook that I could tell.
14. Are there new zone assignments or did they just re-configure plays with the same old zones you could hit route? There are completely new zone types to go along with the old ones, as well as new zone plays.
15. Can all of the new "on field cues" be turned off? Yes, and some of them are off by default on higher difficulties.
16. I'm 99% sure both types of approaches to zone coverage (spot-drop/pattern match) are in the game.
17. Certain tiers of ballcarriers have access to different moves. It's dependent on ratings, but I didn't think to ask which ones exactly (facepalm). You should be able to progress your players in such a way to unlock the tiers.
18. No half-sleeves, player models about the same as last year.
19. There are new fake fgs and punts.
20. The new zone defenses will definitely force an adjustment from users.
21. Ice the kicker is different than in NCAA but is still being tuned and worked on, as is the meter itself, so I can't speculate as to how easy/hard it will be in retail.
22. I did notice some new plays on offense but didn't have time to pore over the playbooks.
23. Both placekicks and punts can be blocked. Again, it's being tuned, so I don't know how easy or difficult it will be in retail, but I was able to get at least 1 of each and the AI got me at least 1 time in each.
24. The ratings have an impact on how much you're penalized for not executing the new mechanic perfectly. I think it also impacts certain timing windows.
Ratings also come into play with the new kick blocking mechanic. It's easier with elite players than it is with lower-rated guys.
25. The new zones will certainly take some adjusting to for players.
26. The kicking meter is a 3-click, sorta C shaped thing where you press A/X once to start it, again to set power, and once more to set accuracy. The accuracy window is determined by difficulty and ratings, and the speed of the meter is determined by difficulty.
27. AFAIK, no special teams trick plays on returns.
28. QBs are still holders on kicks.
29. Tackle battle: cannot be turned off as of now. When 2 players of equal ratings (in the tackle/truck department) engage in a 1-on-1 standup tackle, a button prompt will flash over their heads. In AI games, the user will have a small window of time to press the button and break out of the tackle. In user games, whoever hits it first will win the battle. This is interruptible by other players on the field, and does not come up outside of the very limited parameters they've set.
30. I didn't notice anything different when it came to the physics of tackling.
31. The AI uses ball carrier moves and can activate the new fakeout animations on users when appropriate.
32. Defensive auto flip changes responsibilities (not positions) for defensive players when the offense has flipped their play. Will also change front separately from coverage where appropriate.
33. You can turn off the visual feedback on auto flip.
34. Running requires more patience with the new gap fits and force/cutback responsibilities. Run defense will require you to pay more attention to your responsibility on the play, forcing where appropriate and not under-running your angle.
35. Ball physics examples:
http://www.operationsports.com/forum...&postcount=337
36. You can choose your kick type before kicking the ball, and the AI will use the different kick types available to them.
37. Returns of punts and kicks still function largely the same as they have in the past.
38. QBs are beholden to the ball carrier tiers as well.
39. To the best of my knowledge, ball physics only come into play when the ball makes contact with something in the field. Everything prior to "loose ball" situations is handled roughly the same.
40. Bobbled catches are not in the game, neither are players reaching out for first downs.
41. There are new punt/field goal block animations.
42. New fumble recovery animations, guys flat on their stomach reaching the ball out to grab it.
43. Gap responsibilities are based on alignment in most plays. If the Dlineman is covering the Olineman, it'll be 2 gap. If not, 1 gap. Cannot change the responsibility by shifting DL around.