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Mattanite's M20 Franchise Tips
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08-03-2019, 01:20 PM | #1 |
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Mattanite's M20 Franchise Tips
Mattanite's Madden 20 Franchise Tips
CAVEAT: This thread is always a work in progress and will be updated as new information comes out, game updates happen and also some of the information is only theoretical based on observation. If a section of text is in a different colour, it will correspond with a change made after an update. On the surface there isn't very much change between Madden 19 and Madden 20 in terms of CFM, as the focus has apparently been on improving the on field product and reintroducing classic Superstar mode. However, under the hood there have been a few tweaks to existing systems that change team building a lot and often in a good way. My previous tips for M19 can be found here:https://forums.operationsports.com/f...hise-tips.html I'll admit that I got a couple of things wrong there, the CPU coaches did a decent job of team building as they generally drafted and signed guys that matched the scheme and if you could find a scheme you liked that fit your style it made team building rewarding for drafting right. The key changes to CFM in Madden 20 can be summed up as so:
Coach Schemes There have been a few tweaks to existing schemes and some new schemes introduced to flesh out the options available to coaches. I think this is a good step as it creates a bit more diversity across a league. The XP earned from matching a player to a scheme has been nerfed by 80% so you don't live and die by your scheme like in Madden 19 but it means that scheme matching still has some benefit, especially to younger players with very low XP thresholds for skill points. The scheme fit is represented by a % of how many players on your team are within 3ovr of the desired archetype. It doesn't do very much except give you an indication of how efficiently you're working your weekly training (which matters less this year - see above). In CFM, new coaches coming in will bring a new scheme and draft/sign FA for that scheme which is great, but they're often terrible at moving existing players to match the new scheme, especially with 34 to 43 changes. I would recommend monitoring CPU rosters after a coaching change and moving players manually to make sense. Existing Coach Schemes The list below gives you a breakdown of the existing coach schemes and therefore also a flavour of their playbook and the types of players the CPU coaches will target. See the scheme and player breakdowns after for more info.
An interesting breakdown of schemes: Power Run - 11 Teams use a Power Blocking Scheme Zone Run - 16 Teams use a Zone Blocking Scheme Pass Blocking - 5 Teams use a heavier Pass Blocking Scheme West Coast - 13 Teams use a West Coast passing offense Scrambling - 4 Teams use a Scrambling based offense Vertical - 4 Teams use a Vertical passing offense Multiple - 10 Teams use a Multiple offense Air Raid - 1 Team uses the Air Raid scheme 4-3 - 17 Teams use a 4-3 defensive front 7 3-4 - 12 Teams use a 3-4 defensive front 7 Hybrid - 3 Teams use a Hybrid Playbook (3-4 leaning schemes) Man - 15 Teams use a DB scheme leaning towards Man Coverage Zone - 10 Teams use a DB scheme leaning towards Zone Coverage Other - 7 Teams use a scheme that utilises a combo of DBs and coverage Based on the breakdown, the more CPU teams in a league that use a scheme (or online coaches if they build close to their scheme), the more demand on those player types come draft time. So if you use a Vertical Power Run, not only will you have an easier market on Strong Arm QBs and Deep Threat WR developing better, but you'll also have an easier market on Power G/C and Pass protection OT. Similarly the West Coast spread takes advantage of a great market on OL but also on QB and HB but the Run and Gun scheme is even better in terms of market, with a receiving HB, Slot WR and all Pass Protect OL (although I make my feelings on too many Pass Protect OL known later). On defense, the 3-4 Storm takes advantage on the fact there's an easier market for Zone DBs but also an easier market on 3-4 front 7... especially with a big need for multiple Speed Rush DT. The Tampa2 also has a pretty good market on defensive players with a need for Pass Cover OLBs and Speed DT. There's a real problem with the natural diversity of the coach schemes (with a bit more diversity in terms of Playbooks). Not a single team uses the Spread, Run and Shoot or Pistol offensive schemes (despite the Pistol looking like something out of the Ravens or Panthers). Not a single team uses the Tampa2, 46 or 3-4 Storm defensive schemes. Offense There are eleven schemes to choose from, the individual positions CANNOT be edited within a scheme. *The OL Comments are based on the fact that generally, over time, power OL develop into better run blockers, Agile OL develop more balanced leaning run and Pass Protection OL develop into pure pass blockers with little run block. Spread This scheme offers good protection vs speed defenses with protected blindside and looks to attack based on WR getting open with a dual running threat from big play HB and scrambling QB. Good scheme for running HBs out of shotgun with an option to break with the QB if the short TE/FB/WR passes aren't open.
West Coast Zone Run Like the spread above, it offers good protection vs speed defenses but dedicated agile OL and attacks based on a big play HB and WR that get open quickly, except that the QB is relying on short-mid playmaking and on the run accuracy over pure scrambling. Good scheme for outside runs and short bootleg throws.
West Coast Power Run A dedicated power OL that will offer good protection vs Power Defenses and generally get more push up the middle with a grind-it-out HB and relying on WR to get open quick with an accurate bootleg style QB. Good scheme for grinding inside runs and short play action throws.
Vertical Zone Run This was my favourite offensive scheme last year and probably still is. The set up has a dedicated blindside protector and an Agile OL vs Speed Defenses which buys time in the pocket for big pass plays downfield. The TE, HB and WR will generally be the fastest big play guys in the league but it features a blocking FB with Agile OL.
Vertical Power Run This scheme has dedicated pass protection OT and power G/C so is great for buying time from outside rushers but still grinding HB yards up the middle. The QB-WR set up is made for big passing plays from PA and Shot plays but this scheme is limited for outside run plays because of the OT.
Multiple Power Run Dedicated blindside protector and power OL for good push up the middle and to the right with a grinding HB run game. The blocking TE helps with outside power runs more and the combination of FG QB and Physical WR are made for PA throws to the middle and in the end zone.
Multiple Zone Run Agile OL blocking is good vs speed defenses and that plus the combo of Elusive HB and blocking FB is good for both inside and outside run plays. The FG QB and Physical WR are a good combo for getting defenses to bite on PA as the big play running game will be a big feature.
Run and Shoot This was my least favourite scheme last year as it makes your team too one dimensional and the OL develops poorly (see comment on Pass Protectors). This scheme is basically for if you hate running the ball behind the OL. The WR get open quick on short passes and will block well at the next level, you'll have great pass protection for the QB who can check down to a big play catching HB/FB instead of running it. This is the Patriots basically...
Air Raid Like the Run and Shoot scheme, I'm unsure of this new scheme. The OL is mostly pass protectors with a dedicated strong side power blocker, and the FB/TE blocking combo means your run game is slightly more versatile/improved. The WR will get open quick on short passes with a checkdown back and an accurate QB who can bootleg to buy time and get better passing angles.
Pistol I like the look of this scheme as it looks like a grinding Spread scheme. The OL are all Agile so good vs speed defenses and blocking at the next level, with blocking TE and FB and strong Physical WR means that running the ball with a power HB and Scrambling QB will be fun. QB option and QB power plays ahoy!! But the combo of Agile OL, WR and Scrambling QB means this scheme is also built to buy time in the pocket and hit big WR with medium passes to keep defenses honest whilst trying to defend you run game.
West Coast Spread This looks an unusual combo of schemes at first glance. It's got an inverse OL to the Vertical Power Run. The OL won't be good for grinding inside run plays but then won't give up much pressure up the middle and the OT will hold any power rush outside at bay. This allows the QB to get time in the pocket for check downs to the FB/HB/TE and the WR will get open quick and block well. If the short passes are not there the QB can scramble but beware this scheme will get crunched by outside speed rushers.
Specialist Formations on offense you have the following options.
Defense There are ten schemes (great improvement) to choose from and you CANNOT edit the individual positions Base 4-3 Like last year, this is your basic traditional 43 with strong strong side and weak weak side. This scheme is built to stop runs inside/right and Cover1/3 will work well with the safety playing near the box. You'll likely sub your speed RE2 into the LE spot in Nickel and the LOLB will leave the field. The ROLB/MLB/CB combo means zone will be ideal for stopping the pass but risk being burnt deep if using man cover.
4-3 Under This is the Multiple scheme from last year. It looks decent at stopping the run left and somewhat inside/right. It'll be good for generating pressure with speed LE/DT but I don't like the Power Rush OLBs/43DEs as much in the draft classes. For sim play, the Power SLB is lined up wrong over the Speed LE (switching the RE and LE in depth chart fixes this) for the Under formations. The Zone CB/S combo will be good for stopping passes, may get burnt in man, and you'll likely sub your MLB2 into SubLB2 in Nickel.
4-3 Cover3 This scheme looks like a mirror of the Base 4-3 and has elements of 4-3 Under to it but it is different. The DL is built to pass rush with a "Leo" at ROLB so you can play a 4-3 Over for a 5man front. As the DL is built to pass rush, the MLB, Slot CB and box Hybrid safety all support the run game. The slot CB and double hybrid safeties mean this DB corp will develop nicely to support the zone and man coverage game and able you to rotate either safety into the box for Cover1 and Cover3 looks. A decent balanced 4-3 D that can play Man Coverage without being Run dominant like the 46 or pass heavy like 4-3 Quarters.
4-3 Quarters I'm not sold on this new scheme yet but it has strengths. The front 4 is a combination of pass rush/run stop, so it's balanced. The SLB run stopper is good for being versatile vs a pro style offense and can play 4-3 Under. I think the strength lies in the fact you have 2 hybrid safeties and 2 Pass Cover LB. So if your opponent regularly brings out 4wr sets of checks down a lot instead of running, the LB can cover the middle, the CB can tackle, and then you can confidently line up the safeties on the 4th WR in cover1 or zero blitz (audible the LB out of the blitz ha).
Tampa 2 I like the Tampa2 but in Madden it sets you up to develop a team that can't stop the run well. The front 4 is made to get to the QB with a combo of speed and power rushers. The LB and DB corps should combine to give you the best zone pass defense in the game, but you will need good tackle and gap discipline with your LB defend run plays (lack of block shed in front 7).
46 Defense This is a great scheme to implement if you're converting over from a 3-4 defense to a 43 as often moving MLB to OLB makes run stoppers and 34DE to DT makes run stoppers too, and your DB scheme will roughly match the 34 schemes. This scheme is set to stop the run. It's the opposite of the Tampa2. You won't generate as much pass rush and your LB will struggle with the pass, but you'll have a decent cover2 man and cover1 defense vs the pass.
Base 3-4 Same as last year, it's a solid 3-4 set up. The strongside rushes hard and the Speed OLB is a good blindside threat. There's enough variability in the scheme you can field a team to stop both run and pass teams. It's built for Cover1 ideally, with some Cover 2 man as you'll field fast man cover CB with some safety help over the top. Could sub in Power LE2 into the SubDT spot for extra rush in Nickel.
3-4 Under Replaces the Multiple scheme from last year. However, the big change is to the LB and CB. The front 7 is made to stop the run with support from the CB/SS. There is no speed rusher or zone DB anywhere so can develop into a zero blitz man cover team with physical CB/S. It will lack a super fast pass rush and could get burnt by passes if the blitzes don't get there in time but will be great vs run and could go well with the Patriots/Lions hybrid playbooks.
Disguise 3-4 I really like this scheme! It doesn't look too different from Base 3-4 but it is a little more versatile for aggressive coaches by sacrificing run D. You have slightly more pass rush from your front7 but the Pass Cover LB gives you a more dedicated medium range pass defense. The Man CB Hybrid Safety combo lets you flip and disguise blitzes and Cover1 or put the Safety on a check down HB or 4th WR with ease.
3-4 Storm This scheme is insane and looks incredibly fun!!! Whoever did it needs a pat on the back!! This is like the 3-4 equivalent of the Tampa2, you're setting out to stop the pass by throwing some insane pass rush at the QB while having your MLB and DB in zone to defend the pass. It'll be rough stopping the run but not impossible. If you're a sim guy and want 280lb+ 34DE, you'll need to draft speed DT and move them to DE.
Specialist Formations the system is smart enough to adjust for a 34 or 43, so RLE is either DE or OLB dependant on your scheme (34 or 43).
Player Archetype There are up to four player archetypes for each position, every player displays their OVR for each archetype on their player summary. It highlights which scheme archetype the player fits (blue hexagon) but also highlights with a tag if they contribute towards the current Coach Scheme fit too (purple jigsaw). When you spend a Skill Point in an archetype, it will give you a random boost to skills that contribute to that archetype OVR, i.e. Block Shed doesn't count towards Pass Coverage MLB archetypes so you wont see Block Shed go up when progressing that. When levelling a player, the previously selected attribute to increase is what becomes that new player type, even if other archetypes match the same OVR. If you want to change this back then go into coach schemes, change your scheme, exit, then go back in and change it back and it will make sure any players who match multiple schemes, including yours, now match your scheme. It is possible to make other archetypes go up at the same time, even by more than +1. E.g. If you have a 85ovr Zone Corner who's am 84ovr Slot archetype, if you level up Slot to 85, that becomes his new archetype as the last selected, even though Zone is the same ovr and his previous archetype (depending on attributes that go up). If you level up Slot it could result in a combination of attributes that see Man Archetypes jump by +2 also. Changing your scheme from Base 4-3, to 46, back to Base 4-3 will make Zone the players primary archetype again When trying to develop "Balanced" Players (alternating which archetype you level up per skill point, like going Man, then Zone, then Man on a CB) make sure you pay attention if the secondary archetype OVR went up when you levelled up the primary one. If it does not go up, do NOT alternate your skill point as it will result in a lesser development as the previous skill point might have made the secondary archetype level up half way already. E.g. You have a Speed Rusher DE but you also want him to have decent block shed so you're alternating with Run Stuffer as a secondary archetype. You level up your Speed Rusher and go from 84 to 85 with some Play Recognition boost, but your Run Stuffer archetype doesn't change at 79. The Play Rec has contributed to the Run Stuffer archetype but not made it jump up by 1. If you then use your next skill point on Run Stuffer, you might get a really poor upgrade like +1 AWR, +1 PRC. Archetypes (and focus attributes) are more spread out this year with less of a concrete mold around players (you can get faster Run Stuffer LBs this year etc), and are as follows: QB This is a biggest choice in scheme vs game style. If you like to throw deep bombs, try and avoid a scrambler who often has lower Throw Power. Improvisers are a new bootleg, pressure style QB to make big plays, scramblers are the new West Cost QB and Field Generals are for guys who want to throw lasers all over. Mix up development if you play an Improviser or Scrambler, dedicate more development for Strong Arm and Field General (means you get some accuracy on running QBs).
HB Most HBs will fall into the Elusive or Power category. If your primary archetype is WAAAY ahead of your secondary one, don't bother developing the secondary one as the moves won't be good for a long time. If you have a balanced back, alternate between Elusive and Power. Unless you check down A LOT, don't increase receiving.
FB These guys are harder to level up therefore unless you use a blocking FB or actually FB run it, use a TE here. Winning a probowl nod helps speed up development but their abilities, dev and XP goals aren't great.
WR Your WR style will depends on what throws you make. If you like to throw everywhere with a field general then the route runner might suit best, Strong arms link up with Deep Threats well, Physical WR can often make freak WR in any scheme and Slot WR usually work best if you have a short passing game. You usually need 1 Deep threat to act as your kick returner.
TE Pick your TE based on your style, I think RLS on 2 of them is a waste as noone presses a TE. Level up your H-back at FB with the blocking archetype. Alternate between Possession and Vertical for a Balanced TE.
OL If you run a lot then I'd lean towards a scheme with Power OL, if you have a balanced game or hate facing pressure from a speed rush I'd go with Agile OL, Pass protectors are nice specialists but don't develop as well or as fast so I'd only focus on a scheme that uses lots of them if you pass most of the time.
DE Move and draft players to fit your scheme. The 34 DE and 43 DE are all lumped together but the physical stats are usually linked to weight. If you draft a 260lb Power Rusher he's usually a 43 physical build vs a 290lb Power Rusher who'll be a 34 build. The Run Stopper DE are usually all big and can move about to DT and DE with ease, for a 43 Run Stop DE I'd probably get a bigger run OLB and move to DE as they're faster. Speed Rusher DE can often move to 34OLB with ease (might need to train coverage) but Power Rushers DE to OLB often are poor to move (slower).
DT What DT you choose will come down to your scheme and your focus (stop run or sack QB). If you have a 34 you'll be drafting big bodied DE/DT and moving them about to fit. 43DT will need more pass rush from a DT usually so go Speed or Power. You will usually have a mix of DT for SubDT and who your opponent is.
OLB Draft based on scheme... if you're a sim guy then often the Speed and Power rushers are a bit undersized to move to 43, but the Run Stoppers are usually all 240lb+. Speed rushers and Pass Cover LB make for the fastest guys and best users. Run Stop and Power LB are often slower. I personally prefer to take on Pass Cover LB to train into Run Stop LB.
MLB The MLB draft classes tend to have speed at all 3 archetypes but the Pass Cover LB makes for an insane freak user over the other two. Again, it depends on your scheme and what you're trying to focus on (Pass vs Run). In a 43, often a good strategy is drafting an MLB and moving to OLB. If you like a blitzing MLB in a 34, consider moving a speed 34OLB here.
CB Zone coverage often works best at stopping the pass unless you have really good man coverage CBs, but then Man CB are often the most physically blessed. I like Slot CB for their mixed ability and they can turn into a good CB in any scheme without being exposed in either man or zone coverage. This is all user preference, but man cover and slot CB often develop into more elite CB with training.
S Unless you can land a freak run stop safety, usually Hybrid and Zone are the best guys to get. It depends on your scheme, if you blitz a lot of play Cover1, hybrids work well, but if you sit in zone a lot and let your front7 stop the run and cover short, then Zone safeties work well. Run support safeties often make great SubLB guys due to the hit power, developing BSK and speed with some cover ability.
K/P Choice here comes down to how good you are on offense vs opponent on defense. Power guys develop into better elite kickers as timing the accuracy can be easier for some but for guys who just need the XP or only usually stall in the redzone the accurate kicker often works best as you don't need the kick power and the wider bar means less weird madden stuff. Both types now develop Kick Power and Kick accuracy as well as AWR.
Player Development Dev Traits There has been a revamp of the Dev system for Madden 20 and the following Dev traits now exist:
Dev traits can be earned through awards, stats and the scenario engine. The awards are obvious, win an award and you could see a players dev go up when advancing from Week17 to Wildcard. The scenario engine presents you with an objective where you could earn an increase if you complete it. The stat based dev is a bit easier now dev regression is gone and I think is still based on the following stats:
If the above still stands true for Madden 20 as it did in Madden 19 then the advantages and disadvantages of scheme still apply.
Rookies entering the league who are either Star, Superstar or X-factor now have a fog of war surrounding their Dev trait. They need to play 500 snaps in order to unlock it, therefore getting playing time is very important. You need to maximise that and the following helps:
*The fog of war ticker is currently broken and resets at times, and when moving a player. I've heard an update is coming for this - meant to be fixed ** The players appararntly still flex during the draft giving away their Dev - meant to be fixed ***You can just look in player edit and it will reveal the dev trait Abilities Superstar and X-Factor abilities that develop beyond the original roster are assigned based on player Archetype and cannot be chosen or edited unless you reroll them by editing a player (see below) or assigning them in "Player Mode" and then retiring back to your Coach. Update: Text has been tweaked now the lower OVR thresholds are available in both custom and current rosters plus offline and online. The new lower OVR thresholds are fantastic and mean that Superstar rookies have something special even at lower OVR without being too overpowered and that regressing veterans keep their abilities longer and offer something special to a team despite declining attributes. Update2: The recent updates have reset the lower OVR thresholds and they have reverted to the day 1 thresholds (80/90ovr for Tier 1 and 2 on standard players). Active Abilities are ones where in game you need to accomplish a series of goals to activate a X-Factor talent and they are moderately useful. Passive abilities you can slot onto a player and they don't need to do anything to activate, they are in play all the time and are very useful. You need to upgrade players to earn slots for abilities, so even if you draft a Superstar or X-Factor player, you still need to increase their OVR (70ovr slot, 80ovr slot etc) in order to then access and use their abilities. Same for having a player upgrade Dev through a scenario or award. Update: OL now have 2 slots at 70ovr and 80ovr but you need to restart CFM to get them in (EA possibly working on a patch to get this in existing CFM but no further details). Update: Some existing CFM will experience the "White padlock" bug on Tier 2 OL abilities after a recent update. White padlock also occurs on superstar and X-factor rookies who's OVR is high than the Tier 1 threshold before their hidden dev is revealed. QBs have passive ability slots at 60 and 70ovr for Superstar QBs and 60, 70, 80, 85 and 90 ovr for X-Factor QBs (60/70, 80/90/95 again). This makes X-factor QBs way more elite than their other fellow stars with abilities. However, if you edit a QBs ratings so that their OVR skips the ability caps, you will lose that slot and when you use a skill point it will always show a Lock and never develop. If you do get locked out, just change the QB position to HB and back again to Re-roll all the Superstar Ability Slots. FB, K and P only have 1 Superstar ability slot at 80ovr (Previously 70). It only works at Superstar, if you edit any of these positions to X-Factor it breaks the Superstar ability and just shows a padlock. These were the "Fluid Dev Immune" Positions from Madden 19 and so far I don't know if players at these positions can get a Dev Boost. E.g. If you get an award with 83ovr star dev Jared Goff and he becomes Superstar Dev you unlock both his 60 and 70ovr abilities (Inside Deadeye, Conductor). If I then Edit Goff to X-factor dev, I believe he was not assigned 3rd ability for his 80ovr slot (or his 4th or 5th by EA, so no preview with padlock, shame on you EA for not believing in Goff), if you earn X-factor with Goff you will likely have to reroll all his abilities to get his 3rd but you will likely unlock his 85/90 and 90/95ovr slots as you raise his OVR. E.g. 83ovr Superstar Dev Baker Mayfield already has his 60 and 70ovr abilities (Roaming Deadeye, Last Ditch Attempt) and if you get X-factor with him he will automatically get Clutch as his 80ovr ability and you'll be able to preview his 4th and 5th abilites at 85/90 and 90/95ovr but they are locked (Long Range Deadeye, Escape Artist). Abilities are assigned as you use a skill point to get to a cap (or increase to X-Factor at any OVR) and the Superstar Ability earned depends generally on your highest Archetype and a random dice roll if multiple abilities are available to that position/OVR. If you move a player then the X-Factor ability changes to fit the Archetype of the player at the new position. If you develop a player and in the process change their Archetype, new abilities earned will lean towards the new Archetype not the old, even if you had previous abilities at the old archetype (GENERATED PLAYERS ONLY). E.g. Moving Aaron Donald from RE (Fearmonger) to DT changes his X-Factor to Unstoppable Force, if you then move him back to DE his X-factor is still Unstoppable Force. Von Miller changes from Fearmonger at OLB to Run-Stuff at DE. E.g. If you move a player to RE and he's a Speed Rusher, you will have abilities based on that archetype. If you then use skill points in Power Rusher to create a more balanced DE and move him to LE and back to RE, his abilities will re-roll to the represent the fact he's still a Speed Rusher but with Power Rusher tiers unlocked. E.g. If you have a 59ovr X-Factor Scrambler QB with "First One Free", who is 57ovr as a Strong Arm, and you use Skill points in Scrambler until 70ovr, but then use skill points in Strong Arm for the 80, 85/90 and 90/95 ovr Ability Caps, they will have Scrambler abilities in 1 and 2, and a mix of Scrambler and Strong Arm abilities in 3, 4 and 5. The abilities won't change unless you reroll. If the final build is a 96ovr Strong arm but a 86ovr Scrambler, and you move the QB to HB to QB to reroll, "First One Free" will change to another X-Factor skill (e.g. Bazooka)and all 5 Superstar Abilities will reroll leaning towards Strong Arm abilities. *Be warned, when rerolling abilities on current Superstar and X-factor players, you will lose the unique mix of abilities ASSIGNED TO THEM BY EA. Generated players or players EA never intended to be at a position or become X-Factor can be rerolled more safely as they don't have a unique mix of abilities assigned by EA. Also be warned, abilities such as Leap Frog (a not so good ability if you don't hurdle) seems to dominate re-rolls for Scrambler QBs, HB and WR with high Ball Carrier Vision/Carry, so be wary when moving players to reroll their abilities. Also be Superstar X-Factor Abilities by position vs Archetype Work in Progress - Also, EA intends to release new abilities throughout the year, but I suspect as X-Factor abilities are tied to archetype, the new ones may either be too dominant at developing on gen players/rerolls or never appear on gen players. Superstar abilities are more tied to attributes so new ones should develop on gen players/rerolls fine. QB - I have so far found 9 X-factor abilities that can apply to QBs. It depends on archetype and chance (but I also originally suspected build, as a higher AWR or change in mobility can influence on X-Factor over another):
HB - I have found 6 X-Factor abilities so far either assigned to HBs or develop them. It depends on build again. It's possible for receiving HB to develop WR X-factors too, or if you move a WR there.
WR - I have found 3 pure catching X-factors and found that Slot WR get a HB X-factor.
TE - I think that Vertical Threat have the best mix as far as getting the TDs are concerned but Possession will never throw away the game. Wrecking ball would be fun on a blocker though.
DE/DT - The Run Stuffer belonging to the Power Rusher makes less sense for me but the other 3 are fairly self explanatory.
OLB - There's a nice spread of abilities across the archetypes here and so it'll come down to what scheme you run. Odd that Unstoppable only showed at LOLB and not ROLB.
MLB - This is the worst set of all the positions I think. The Run and Coverage ones make sense but to only have a single ability for Field Generals when the position is the commander of most defenses seems a bit too light.
CB - A fairly straight forward list, one Xfactor to cover each of the archetypes and plays into the scheme you will evolve your secondary into.
S - As above, nothing much else to say... except that the Hybrid safety gets a different Xfactor depending if they are at SS and FS.
Superstar Abilities by position vs Archetype Work in Progress QBs - There are a LOT of Superstar QB abilities due to the fact that X-Factor players can have up to 5. The abilities you will develop on Generated Players (or those not assigned by EA) will depend on the X-Factor QB builds above. There is some overlap with HB abilities too on mobile/Scrambler builds. If you don't like your QB developing the HB abilities then I'd recommend lowering their running abilities and rerolling. The requirements are taken from Player mode and seem to be assigned or "rolled" leaning towards highest Archetype and chance:
HB - The HB abilities are decent for Powerbacks and okay-bad (leap frog vs joystick urghhh) for Elusive backs but the receiving backs really get a dice roll here with some useful ones and some not so useful...
FB- I've managed to get 3 Superstar abilities from the HB group to stick.
WR- These abilities are what you expect, Deep threat get the big play deep abilities, Route Runners have some fantastic "get open" abilities, Slot are your RAC playmakers and Physical are the freak TD guys if you're lucky... if you're not it's Leap Frog for you mwahahaha.
TE- Are you ready for this list..... I think Possession wins on usefulness and blocking again looks fun. Vertical Threat will get you the TDs but there's less variation.
DE/DT- The Speed rushers are really limited for abilities but they make sense as they'll mostly play 43 (except if you convert DT to DE for 34 Storm), the Run Stoppers get a nice range but the Power Rushers are where the top abilities lie. As for the DT, it makes sense to lose the outside abilities but again the Power mix looks best to me.
OLB - A great overall list of abilities that apply to both 34 and 43 OLB. What's curious is there is no Pass Coverage Tier 1 abilities and therefore it will likely be randomly assigned at Tier 1 on highest archetype.
MLB - Basically the OLB list but with the pass rush moves taken out. There's no Tier 1 coverage again and Field General only has 1 tier 2 but it's a really really good one with no dice roll!.
CB - An unusual setup, all the tier 1 are completely random and not set to archetype and the best tier 2 (Combo - universal coverage) is also not linked to archetype (could be worth developing slot CB if you want a chance at that).
S- Like the CB, there are abilities that can randomly generate on any archetype. There's no difference between FS and SS here, Zone has a great tier 1 but you need to get lucky on tier 2, where as run support has the best tier 2 in the game... Enforcer!!
K/P- Kickers and Punters have 2 Superstar abilities I've found so far based on their "build". I tried to make some sort of "power" ability appear...
Regression Regression was tuned slightly and is still a harsh mistress. I won't write much on it for now as it's fairly obvious what happens, players hit the end of their plateau (28) and start to lose a little bit of attributes in Offseason Week1, once they get passed 30 they're in full melt down and will lose a lot more every offseason. You should avoid handing out long contracts to players over 30 as they will not be worth it in their final year and hamper your team with a big cap or cap penalty. Signing them for short term or 1 year deals can be great with the new OVR spread and low rookie ovr as they'll play well whilst your rookie gets better quick. Regression looks like it has been tuned to be about 75% as harsh for Star, Superstar and X-factor Dev and therefore the differentiation in the regression is limited by only 2 Devs, rather than 4 in Madden 19. If a Superstar or X-Factor player regresses below an OVR for their ability then a padlock appears over the ability and they appear to lose it. Dev regression has been removed from the game so there is no longer a fluid dev problem with great coaches stat padding players to create super teams over lesser coaches. Some of the dev increases at end of year appear they are still stat based but way less of a problem. The lack of dev regression also gets rid of the Rookie Dev Economy problem where veteran guys were automatically losing dev irrelevant of stats due to younger immune players hogging all the dev slots. Big one... If you have a Superstar or X-Factor player who regresses due to age, and they drop below the 70-80ovr Ability Caps (60-70//-80-85-90 for Superstar//X-factor QB) a "padlock" will appear over the ability affected which I assume means they lose it. But the Title and Description of the Superstar ability remains.....?? Gaining XP In Madden 19, Scheme was King. If you mismatched a player to your scheme, he wasn't developing unless he was a star or superstar dev early on. If you were unlucky enough to have a team with a mix of players or unusual scheme, you were stuck when developing players (Like a mix of normal dev Power and Agile OL). Scheme Match XP has been nerfed by 80% for weekly training now, and there isn't a 4 tier system to XP. To get an XP boost above the standard normal rate you need the following now:
The simplification of XP earned vs dev in training, and the nerfing of scheme match means overall, players across the league develop at a more similar rate (not a wide rate like having a superstar dev scheme matched rookie who wins an award and is 99ovr in season 1). The rate at which players develop is still dependant on their age, OVR, position too.
There is now a tweak to the soft cap on XP earned due to the new rookie/young player OVR spread, rookies and young players will earn skill points very fast with a very low XP threshold (similar to how Potential worked in Madden 12, rookies saw a big OVR boost in their first 2 seasons and a drop off afterwards). The soft caps now work like this:
Team States Thinking about the Team State of a team I take over is something I always do every Madden. I even rank the Team States on offense and defense for all teams during our Online CFM Team Draft in order to get a feel for teams. Your strategy for team building will change depending on the team state for offense and defense. Teams ebb and flow through states, some managing to stay in one state longer than others. These are some loose descriptions that might help your strategy.
Free Agency With the nerfing of scheme match XP in weekly training, it opens up the market a bit more as to which players you target. If you're playing in an online league with other coaches, the coaches often set the market, so will overpay on good value players and avoid bad value players. In an offline CFM the CPU can still snipe your bids at advance to keep you honest in your offers. Below I listed a few tips on player targeting in order to maximise the value of your team vs cap. This isn't how to build a contending team, but more to do with how to build a developing team that will avoid Cap Hell.
Scouting and Drafting The new ratings spread hits rookies and year 2 players the hardest, with a huge reduction in OVR. But this is because the rate at which you earn skill points for those players is high, the low OVR matters less and separates the JAGs (Just a Guy) entering the league vs the true NFL talent. The first two seasons in the league are now Make or Break for a player and creates a new dynamic element to player development with the reduction in emphasis on Scheme Match XP and Dev XP. If you are serious about a rookie player becoming a long term star, I would take the hit in gameplay on the field for the benefit of the rapid XP earned sooner. If you are a rebuild team, then the rookie starts no matter how bad. If you are a contending team then playing the good veterans gets you wins at the cost of rookie development a few seasons down the line. In the draft, the grading system has been changed to account for the new OVR spread for rookies. No longer does A+ in a throw power mean they're going to have a 98 THP rocket arm. The new grading spread below is still a work in progress but initial draft classes have given the indicative spread below, the bands don't seem to be even spread or there is overlap:
As the scheme match XP was massively reduced then I would advise take your best player or favourite player (or need if you draft for need instead of BPA) in the first 4 rounds and then target best scheme match player in rounds 5 to 7. The reasoning is that a 20% bonus will help the lower drafted guys who wont be starting. XP earned from playing is high and so they need all the help they can get. The New Free Agency-Trade-Draft Economy Through spending time with the game I've come to realise some of the minor tweaks in CFM all contribute to an overall better experience and shift the balance of team building in CFM. This is great step by EA and is apparent in the new Free Agent-Trade-Draft economy:
Conclusion Early impressions are that whilst the it's very obvious CFM/Franchise was once again left to stagnate as other features took up much of the development time (fixing gameplay, Face of the Franchise), the introductions of abilities is a very fun and very impactful thing. The other changes tweaked CFM problems from M19, such as scheme match XP and the lack of Coach Scheme Diversity. I think the gameplay was in such a state that most CFM guys are willing to overlook lack of franchise features again in order to have at least a game that isn't downright broken and the EA developers have already hinted that useful aspects of Face of the Franchise could be implemented into other modes (hello face editing). Direction Considering now that Abilities are a thing, that gameplay seems much much improved and that there aren't some huge Madden fires to put out now (excluding the whole Surprise Mechanics snowball rolling towards MUT), I'd love to see realistic progress made in CFM on the following things for Madden 21.
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The State of Madden Franchise Scouting Tool Draft Class Strength Generator Franchise Tips Last edited by Mattanite; 12-11-2019 at 07:30 AM. Reason: Abilities |
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08-03-2019, 01:20 PM | #2 |
MVP
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Re: Geodude's M20 Franchise Tips
Reserved Parking
Here's my previous tips: Madden19 https://forums.operationsports.com/f...hise-tips.html Madden17 https://forums.operationsports.com/f...hise-tips.html My Twitch Channel https://www.twitch.tv/mattanite My Twitter https://twitter.com/Mattanite?lang=en-gb @Mattanite Sim Madden League Europe https://forums.operationsports.com/f...rope-smle.html http://sml-europe.forumotion.com/ http://daddyleagues.com/smleurope https://twitter.com/SMLEurope https://twitter.com/SMLEUROPENEWS
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The State of Madden Franchise Scouting Tool Draft Class Strength Generator Franchise Tips Last edited by Mattanite; 09-26-2019 at 04:26 AM. Reason: Added channels |
08-03-2019, 07:30 PM | #3 |
MVP
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Re: Geodude's M20 Franchise Tips
Time for me to read. Thank you
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08-03-2019, 07:43 PM | #4 |
That's top class!
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Re: Geodude's M20 Franchise Tips
Geo this is pure gold. Thank you.
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08-04-2019, 04:21 AM | #5 |
MVP
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Re: Geodude's M20 Franchise Tips
Cheers guys, there's stuff I'm still testing with abilities as they're new and shiny and trying different ways to break them and work out how they change
The above stuff is just a compilation of existing information to help team building and scheme choices. I play in a competitive European sim league and regularly rebuild teams over 90ovr (being ok at the game helps too ). Sent from my H3113 using Operation Sports mobile app
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The State of Madden Franchise Scouting Tool Draft Class Strength Generator Franchise Tips |
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08-04-2019, 06:54 AM | #6 |
Pro
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Re: Geodude's M20 Franchise Tips
Always a great read each year. Appreciate it
Sent from my SM-G960U using Tapatalk
Geodude likes this.
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08-04-2019, 04:41 PM | #7 |
MVP
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Re: Geodude's M20 Franchise Tips
Added some minor info on Abilities vs Archetype, Abilities vs Regression and how to reroll abilities on players.
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The State of Madden Franchise Scouting Tool Draft Class Strength Generator Franchise Tips |
08-06-2019, 04:14 AM | #8 |
MVP
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Re: Geodude's M20 Franchise Tips
Added info on QB builds and X-Factor and Superstar abilities
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The State of Madden Franchise Scouting Tool Draft Class Strength Generator Franchise Tips |
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