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Madden 19 Gameplay Details - One Cut, Push the Pile, RPO, New Kickoff Rules & More

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Old 06-11-2018, 12:12 PM   #25
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Re: Madden 19 Gameplay Details - One Cut, Push the Pile, RPO, New Kickoff Rules & Mor

The kickoff thing has me worried. Wish they’d a left it alone this year, then catch up with real life effects this season and get it right. At least we can super sim kickoffs if it’s glitchy.

RPOs
The generic Spread playbook has a few plays that I would have swore were RPOs. I just do cpu vs cpu, and I haven’t dug into the Spread playbook, but i swear there’s a few of these in there. One of the plays has a play action, then the qb rolls and has a slot receiver on a bubble screen and a deep pass or the option to run. It’s a hell of a play.

That Spread playbook is really fun to watch. Especially if you set coaches scheme to West Coast or Zone Run. You get more of a Spread coast type offense, Pro Style out of the spread.

Spread book is really good to assign to teams if you sim 10-15 years in the future and use those generic players. West Coast generic is the best playbook in the game. It has just about every formation known to man. Pistol, shotgun, one back, i form, far/near. Also has tons of concepts that stretch beyond the West Coast philosophy.

Think of this playbook as the Greatest Hits Collection. It’s like the history of football. A ton of stuff from the Legend coaches from a few years back—they had a madden playbook, tom Landry, Martz, Lombardi, Flores, Gibbs—and this playbook has a lot of those plays and formations.

I assign West Coast playbook to the offenses that have the highest player ratings or better coaches. CPU strategy gets an upgrade with West coast playbook.
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Old 06-11-2018, 02:59 PM   #26
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Re: Madden 19 Gameplay Details - One Cut, Push the Pile, RPO, New Kickoff Rules & Mor

Quote:
Originally Posted by JoshC1977
Traditionally, the CPU QB AI is a tricky proposition; they rarely (if ever) will attempt throws into even tight-ish coverage. In real life, a receiver with a step on a DB is "open". If the CPU QB sees this, they will, more often than not, read that as "covered" and go to a secondary receiver...you start getting the feeling of "Robo QB" where they do nothing but attempt "safe throws".
I think this is something that also applies to the majority of the user base as well. I was going to mention it before but I think largely one of the reasons coverage has leaned more towards poor in recent years is because of that same thing you mentioned about CPU logic happening with the average user base. We kind of saw that with the EAPlay to release last year. But open to them constitutes a receiver having 3-5 yards of separation which should be pretty rare and is a shame because when you can get WR/DB interactions is when the game plays the best IMO. I think something they should try to do is make an effort to teach users that it's okay, and often advantageous, to throw into what might be perceived as coverage. There's likely a myriad of issues that need be rectified before they're able to do that like ability for better ball placement, receivers that consistently fight for the ball and probably most importantly more of emphasis on knockdowns than defenders always being able to get into a position to pick a pass off. Hopefully RPM can help with that last one because I think that's really where it needs to start. I'm also hoping that with the information out there that the QB AI will take less sack it inherently means they'll be more aggressive. Really interested to see how that turns out.
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Old 06-11-2018, 03:04 PM   #27
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Re: Madden 19 Gameplay Details - One Cut, Push the Pile, RPO, New Kickoff Rules & Mor

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Originally Posted by XtremeDunkz
Uhhh man coverage nerfed?

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That's relative to the current 19 build, not 18.
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Old 06-11-2018, 03:11 PM   #28
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Re: Madden 19 Gameplay Details - One Cut, Push the Pile, RPO, New Kickoff Rules & Mor

Quote:
Originally Posted by DeuceDouglas
I think this is something that also applies to the majority of the user base as well. I was going to mention it before but I think largely one of the reasons coverage has leaned more towards poor in recent years is because of that same thing you mentioned about CPU logic happening with the average user base. We kind of saw that with the EAPlay to release last year. But open to them constitutes a receiver having 3-5 yards of separation which should be pretty rare and is a shame because when you can get WR/DB interactions is when the game plays the best IMO. I think something they should try to do is make an effort to teach users that it's okay, and often advantageous, to throw into what might be perceived as coverage. There's likely a myriad of issues that need be rectified before they're able to do that like ability for better ball placement, receivers that consistently fight for the ball and probably most importantly more of emphasis on knockdowns than defenders always being able to get into a position to pick a pass off. Hopefully RPM can help with that last one because I think that's really where it needs to start. I'm also hoping that with the information out there that the QB AI will take less sack it inherently means they'll be more aggressive. Really interested to see how that turns out.

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Old 06-11-2018, 05:19 PM   #29
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Re: Madden 19 Gameplay Details - One Cut, Push the Pile, RPO, New Kickoff Rules & Mor

Quote:
Originally Posted by DeuceDouglas
I think this is something that also applies to the majority of the user base as well. I was going to mention it before but I think largely one of the reasons coverage has leaned more towards poor in recent years is because of that same thing you mentioned about CPU logic happening with the average user base. We kind of saw that with the EAPlay to release last year. But open to them constitutes a receiver having 3-5 yards of separation which should be pretty rare and is a shame because when you can get WR/DB interactions is when the game plays the best IMO. I think something they should try to do is make an effort to teach users that it's okay, and often advantageous, to throw into what might be perceived as coverage. There's likely a myriad of issues that need be rectified before they're able to do that like ability for better ball placement, receivers that consistently fight for the ball and probably most importantly more of emphasis on knockdowns than defenders always being able to get into a position to pick a pass off. Hopefully RPM can help with that last one because I think that's really where it needs to start. I'm also hoping that with the information out there that the QB AI will take less sack it inherently means they'll be more aggressive. Really interested to see how that turns out.

Until this happens, speed WRs will continue to rule the day disproportionate to their actual skill/OVR. Sliders can minimize this gap (threshold/coverage), but they can't fix it entirely, just mitigate somewhat.

Throwing to a big bodied possession WR with great hands who 'has position' on his man should be a solid decision. In current state, it's likely a WR/DB animation resulting in a drop/knock-out...and besides, somewhere else on the field, a 68 OVR WR with 95 SPD has beaten his 85 OVR DB by 5+ yds. Throw it to him instead. Conversely, running man with a mismatch should usually mean that, a reception... but not a guy open by a mile who RACs for 30+ yds and often a TD.

I'll give EA somewhat of a pass here in that the more realistic coverage gets, the less scoring you'll see. EA has to balance it so 5 min quarters in H2H still result in several TDs, which by definition means a WAY higher % of drives ending in TDs than you'll find in the NFL's 115-140 snap games. To do that you need to make big plays much easier to find, which means you need coverage & pursuit angles to be weaker. If you calibrated NFL-like gameplay to H2H snap counts, you'd have offenses average 7-10 ppg (meaning, many teams only scoring 0-3)... which nobody would find enjoyable. That's a design issue that isn't easy to solve, because "just make it more realistic" isn't the answer we all want it to be.

I just hope at some point they allow longer-quarter players more tools to bring their games more in line with NFL gameplay a la the more realistic coverage/defense that they are clearly capable of developing when they think it'll be fun.
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Last edited by Aestis; 06-11-2018 at 05:23 PM.
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Old 06-12-2018, 08:35 PM   #30
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Re: Madden 19 Gameplay Details - One Cut, Push the Pile, RPO, New Kickoff Rules & Mor

On the subject of defense, Oldenburg says that zone coverage is getting a boost while man coverage will likely be nerfed, at least in the short term. In particular, he points to Cover 4, deep safety, and curl flat as points of interest. Of course, Madden is always in motion, so this will likely last until the first patch hits

Why would man coverage be nerfed?!?!?!?!
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Old 06-12-2018, 08:41 PM   #31
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Re: Madden 19 Gameplay Details - One Cut, Push the Pile, RPO, New Kickoff Rules & Mor

Quote:
Originally Posted by adembroski
That's relative to the current 19 build, not 18.
Scooby, that is your answer, a few posts above this one.
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