I'm very impressed with EA's decision to lower running backs speed. In an ideal ratings system, Charles's 92 speed should be considered elite. I remember in NFL 2k3, Dante Hall's speed was 85. Running back ability should be based on a lot more than speed. I say great job EA.
Madden NFL 16 Player Ratings - Top 5 Running Backs
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
I'm very impressed with EA's decision to lower running backs speed. In an ideal ratings system, Charles's 92 speed should be considered elite. I remember in NFL 2k3, Dante Hall's speed was 85. Running back ability should be based on a lot more than speed. I say great job EA. -
Jerry Jones and Stephen Jones are most dumb owners/GM and vice president as Father and Son who let Demarco Murray go and signed with EaglesComment
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
With that offensive line, you don't need to overpay for a 1-year hit wonder like Murray. I'm sure they'll be fine.
Anyways, in terms of the list it's solid. I'm really glad they didn't knock AP due to his little scandal and all... of course the ratings are outrageous but you shouldn't expect anything less from Madden. The speed rating decreases are nice but I have a bad feeling it's not going to apply to QBs and only make scramblers even more OP.NFL - Miami Dolphins
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
For all the claims about wanting a SIM game, I'm sorry but this is where things just don't add up to me. Making rosters that properly reflect player skills should not be a long term project; heck, if they want to keep making their arcade-themed ratings so be it, but at least show some consistency!
EA clearly makes these ratings on a whim... There is no logic or thought behind. Set aside the discussion of what should determine a player's speed and accept the fact that EA uses 40 time for this... How come 40 times don't reflect a dude's speed?????
I'm sorry, and I hope this doesn't come off as the type of post that leads to a warning, but they just don't know how to do things. They decide a random overall rating first, and then try to manipulate the ratings to fit said overall.
Their idea of tweaking speed was just lowering for everyone with no rhyme or reason; and let's not start on how they artificially lower rookie ratings by giving them awful awareness, basically guaranteeing they'll all be studs by year two of a CFM.
If they read the threads, how come they rarely chime in when stuff like this happens? Why can't anyone at EA explain the "logic" behind the ratings?Comment
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Re: Madden NFL 16 Top 5 Running Backs
I was trying to end the debate? What? I LOVE these debates! Please, don't end them!Originally posted by kastajavSo what you're saying is Gordon should be 87 -88 spd? You didnt answer my question then about it being justified then. And it doesnt end the debate like you wanted it to.
What I am saying is that Gordon's speed, and everyone's speed, should be based on data that is more accurate than 40 times. I don't know what those SPD rating numbers should be, but I can guess that right now that they are not accurate. Using the split times, you can calculate the exact path that every player should be running in the game. It's a very simple thing to do if you know some calculus.
Using the system that I use, I can tell you this, and maybe this gets to what you are wanting to know (I actually don't recall you asking a particular question, just using some sarcasm based on who you think is faster).
Since speed is defined as maximum velocity, here are the maximum velocities for the players I recall you mentioning. All numbers are in yards/second.
Order by top speed:
Fowler: 11.34 in 2.64 sec
Peterson: 11.22 in 3.99 sec
Charles: 11.14 in 4.30 sec
Murray: 11.07 in 3.32 sec
Lynch: 10.98 in 4.05 seconds
Gordon: 10.85 in 2.99 sec
Beasley: 10.72 in 3.13 sec
Gurley: 10.69 in 3.36 sec
Order by acceleration:
Fowler: 11.34 in 2.64 sec
Gordon: 10.85 in 2.99 sec
Beasley: 10.72 in 3.13 sec
Murray: 11.07 in 3.32 sec
Gurley: 10.69 in 3.36 sec
Peterson: 11.22 in 3.99 sec
Lynch: 10.98 in 4.05 seconds
Charles: 11.14 in 4.30 sec
If EA rated players properly, Dante Fowler would be faster and have better ACC than all of these RBs. However, his stamina would be a lot worse. He is like a firecracker when he runs - he gets up to a fast speed really quickly, but he slows down very quickly after reaching that top speed. On the other extreme, Jamaal Charles gets up to a pretty quick speed but his endurance is fantastic, so after 40 yards, he will start to really pull away from his competition. Peterson and Lynch are similar to Charles. They take a little more time to get up to top speed, but they don't fall off as much as those a DE/LB in pursuit like Fowler.
I know that it seems kinda hard to believe, but anyone can do this math. Plug in the splits and differentiate.Dan B.
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Re: Madden NFL 16 Top 5 Running Backs
Dan, do you have a tool or formula to convert your ratings to Madden-style ratings? As in rating every player closer to 100I was trying to end the debate? What? I LOVE these debates! Please, don't end them!
What I am saying is that Gordon's speed, and everyone's speed, should be based on data that is more accurate than 40 times. I don't know what those SPD rating numbers should be, but I can guess that right now that they are not accurate. Using the split times, you can calculate the exact path that every player should be running in the game. It's a very simple thing to do if you know some calculus.
Using the system that I use, I can tell you this, and maybe this gets to what you are wanting to know (I actually don't recall you asking a particular question, just using some sarcasm based on who you think is faster).
Since speed is defined as maximum velocity, here are the maximum velocities for the players I recall you mentioning. All numbers are in yards/second.
Order by top speed:
Fowler: 11.34 in 2.64 sec
Peterson: 11.22 in 3.99 sec
Charles: 11.14 in 4.30 sec
Murray: 11.07 in 3.32 sec
Lynch: 10.98 in 4.05 seconds
Gordon: 10.85 in 2.99 sec
Beasley: 10.72 in 3.13 sec
Gurley: 10.69 in 3.36 sec
Order by acceleration:
Fowler: 11.34 in 2.64 sec
Gordon: 10.85 in 2.99 sec
Beasley: 10.72 in 3.13 sec
Murray: 11.07 in 3.32 sec
Gurley: 10.69 in 3.36 sec
Peterson: 11.22 in 3.99 sec
Lynch: 10.98 in 4.05 seconds
Charles: 11.14 in 4.30 sec
If EA rated players properly, Dante Fowler would be faster and have better ACC than all of these RBs. However, his stamina would be a lot worse. He is like a firecracker when he runs - he gets up to a fast speed really quickly, but he slows down very quickly after reaching that top speed. On the other extreme, Jamaal Charles gets up to a pretty quick speed but his endurance is fantastic, so after 40 yards, he will start to really pull away from his competition. Peterson and Lynch are similar to Charles. They take a little more time to get up to top speed, but they don't fall off as much as those a DE/LB in pursuit like Fowler.
I know that it seems kinda hard to believe, but anyone can do this math. Plug in the splits and differentiate.Comment
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
So since Lynch is 85 spd Lacy will be like 83 spd. But I have a feeling they changed the scaling so 92 os just as fast as 98. Wouldn't surprise me.Green Bay PackersSeattle MarinersNew York Rangers
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Re: Madden NFL 16 Top 5 Running Backs
Not necessary true, "Pursuit" is the catch-up/hawk down speed for defense.Originally posted by kastajavWith Rookie LBs like Fowler and Beasly still recieving 86-88 spd, is EA trying to kill the run game. RBs will run down from behind by DE's and LBs all day
It superceeds both SPD and ACC.
Default rosters always comes with exagerated numbers here, especially DE and LB's.
Draft Class Pursuit runs low 65 to high 75'ish on average (still too high though) for most.Comment
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Re: Madden NFL 16 Top 5 Running Backs
What do you mean by every player closer to 100? 100% accurate?
I have a methodology that allows me to derive these ratings accurately for every player on the FBG Ratings page. I can't get into details on how I do this (for proprietary reasons) but I can assure you that every rating I post has valid data behind it. Nothing is pulled out of thin air.Dan B.
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Am I seeing things or is lynch performing the same controversial "celebration" that he was fined for last season? I can't imagine the NFL would be cool with this as they are always so adamant about keeping a clean image.Comment
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Re: Madden NFL 16 Top 5 Running Backs
And this is were most people exagerate the drop off (speed specifically) in Madden by "raising" the STAMINA Slider.Sure:
Charles reached a top velocity of 11.14 yds/second but did it at the 4.30 second mark, shortly before his 40 was completed. So Charles would have slower ACC, but higher SPD than Gordon.
Also, Charles dropoff in speed is very, very rare. His sprint endurance is elite, which speaks to why he was also a sprinter in college. The guy just doesn't slow down. I would be willing to bet that Charles breaks his big runs not because he is a ton faster than everyone else, but because he doesn't fall off as much as everyone else after 40 yards. It's pretty cool to see this.
Understanding that every move has been weighted to regress stamina during a given play, the stamina rating has been weighted to negatively impact ratings during that same play, which impacts animations to be performed.
Now that 90'ish speed has been reduced to in the 80's after 1-2 moves by the ball carrier because of the regressive weight of stamina.
Because the defensive side doesn't suffer from the same negative weight, the "Pursuit" rating is maintained over a longer distance, giving the perception/animation of catching up to the ball carrier.
Guys like J. Charles must have 99 Stamina Rating because of how EA exagerates the Stamina rating (80-90) for Draft Classes, if we don't want them to fall off so fast (speed wise).Last edited by khaliib; 07-21-2015, 03:52 PM.Comment
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Re: Madden NFL 16 Top 5 Running Backs
Agree 100%.And this is were most people exagerate the drop off (speed specifically) in Madden by "raising" the STAMINA Slider.
Understanding that every move has been weighted to regress stamina during a given play, the stamina rating has been weighted to negatively impact ratings during that same play.
Now that 90'ish speed has been reduced to in the 80's after 1-2 moves by the ball carrier because of the regressive weight of stamina.
Because the defensive side doesn't suffer from the same negative weight, the "Pursuit" rating is maintained over a longer distance, giving the perception/animation of catching up to the ball carrier.
Guys like J. Charles must have 99 Stamina Rating because of how EA exagerates the Stamina rating (80-90) for Draft Classes, if we don't want them to fall of so fast (speed wise).
Using those split times, you can effectively make every player run the path they are supposed to run, accurately. All the players will accelerate and decelerate according to what the data suggests. In this way, you really only need three numbers (the three splits) to more accurately depict the ACC, SPD, and STA ratings. In fact, you can actually use the splits to REPLACE all three of these ratings and force the users to look at the splits to determine the type of player they want. Do you want the Jammal Charles with elite STA and elite SPD but who accelerates slowly, or do you want the quick twitch with elite ACC but lower SPD and STA.
That is what I would love to see in this game.Dan B.
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i mean in real life when you watch game on tv. not in Madden. i don't think Cowboys gonna play good this year because of very lacking running because defense will give Romo more pressure and more sacks. Darren Mcfadden is injury prone, Joseph Randle won't make it to 1,000 rushing yardWith that offensive line, you don't need to overpay for a 1-year hit wonder like Murray. I'm sure they'll be fine.
Anyways, in terms of the list it's solid. I'm really glad they didn't knock AP due to his little scandal and all... of course the ratings are outrageous but you shouldn't expect anything less from Madden. The speed rating decreases are nice but I have a bad feeling it's not going to apply to QBs and only make scramblers even more OP.Comment
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
Another thing to keep in mind dealing with how ratings are utilized in the game dealing with animations.
It's all based on levels of "10", meaning 60, 70, 80 etc...
Everything in between is used to mesh with "XP Points" in CFM.
It simply lets you know how far you are from the next level.
Gameplay wise, you will not see a difference between Lynch's 85 SPD and Murry's 89 SPD.
They're both in the 80's, with Murry 1pt away from 90.
When he hits 90, then you'll see a difference gameplay wise (dependent on Stamina rating) during runs.
Another is the "Catch In Traffic" rating, anything in the 60's and below, the AI WR will not adjust/track the ball as quickly.
As soon as it hits 70, they track the ball the second it leaves the QB hand.
Same with the "Carry" rating, you're safe with 85+ (depending on Stamina Rating also), but as soon as this rating falls below 80, the ball carrier has a hard time not fumbling during big hits as well as being stripped during tackle animations.
So the in-between numbers just gives an idea of how many "XP Points" will be needed for that player to reach the next level of that specific rating.Comment

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