Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

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  • Azcardinal32
    Rookie
    • Apr 2009
    • 250

    #61
    Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

    Originally posted by NYTitan21
    Breathe lol.

    You get all the numbers that NFL teams get at the combine. The combine grade is in the draft board then you can click on the player to see all his grades. (Yes I've played the game.)
    Since you have played, can you confirm if the generated draft classes have had the rating scale adjusted to match the overhaul to the current players? Forget scouting, this could be the real killer to cfm.

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    • SyncereBlackout
      Rookie
      • Aug 2014
      • 828

      #62
      Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

      Originally posted by Azcardinal32
      Since you have played, can you confirm if the generated draft classes have had the rating scale adjusted to match the overhaul to the current players? Forget scouting, this could be the real killer to cfm.

      What if the generated draft classes are faster intentionally. So to phase out most players to match the average nfl career.

      "According to the NFL Players Association the average career length is about 3.3 years. The NFL claims that the average career is about 6 years (for players who make a club's opening day roster in their rookie season)."

      If that's true only a fraction of players drafted should be resigned. And a quarter or more of the stick teams should release or cut guys in the first 2 years of your CFM.
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      • KickassJohnson
        Rookie
        • Jan 2013
        • 231

        #63
        Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

        Originally posted by D13
        Seems like Madden just can't ever win with some folks...
        A step towards pleasing more people would be providing an option to turn this or that on/off.. don't force people to do one or the other.. give us options

        "Hey you gotta scout this year or you're penalized."
        "Hey you can't edit any player in CFM because reasons."
        "Hey you can't use custom draft classes anymore and you can't change the ones we give you either."
        etc.

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        • NYTitan21
          Rookie
          • Apr 2009
          • 85

          #64
          Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

          Originally posted by Azcardinal32
          Since you have played, can you confirm if the generated draft classes have had the rating scale adjusted to match the overhaul to the current players? Forget scouting, this could be the real killer to cfm.
          First draft class I saw had two WR who ran 4.27 and that equates to 98 speed once drafted (I took one to see what he came out as) there was also quite a few 97-95 wr.

          The second class only had one wr who ran 4.27.

          The fastest guy in the game stock is 97 speed, so automatically two wr were faster then anyone in the league.
          NFL: Tennessee Titans
          MLB: New York Yankees
          NCAA: Michigan Wolverines
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          • Sheba2011
            MVP
            • Oct 2013
            • 2353

            #65
            Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

            Originally posted by SolidSquid
            Word problems were by far he most realistic way to scout. It's basically exactly what happens when a coach sits down with his scouts in the off season. They don't say "CB X has a man coverage rating of A, press coverage rating of A, and zone coverage rating of D" they say "CB X is a press man corner who tends to get lost in zone coverage". They could even go the NBA 2k route and break it down to strengths and weaknesses "great ball skills, can run with any receiver, jams guys at the line consistently" "lost in zone, afraid to tackle, needs to become more aware"

            Not only is it more realistic but it also becomes a meta game in knowing what youre looking for in players and how to decifer the scouts info.
            They would also need to add some degree of inaccuracy so you can't game the system. Make each scout have a differing degree and have some scouts better at say defensive attributes than offensive. Ultimately the only grade or ratings we should see is combine numbers everything else should be a scouting report style that could be right or wrong.

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            • Khanchus
              Rookie
              • Aug 2013
              • 116

              #66
              Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

              I guess its unreal that fastest person in the game happens to be a rookie...
              Baltimore Ravens Fan, Yankees Fan, Brooklyn Nets/ New York Knicks Fan, and overall sports fanatic

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              • SyncereBlackout
                Rookie
                • Aug 2014
                • 828

                #67
                Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

                Originally posted by NYTitan21
                First draft class I saw had two WR who ran 4.27 and that equates to 98 speed once drafted (I took one to see what he came out as) there was also quite a few 97-95 wr.



                The second class only had one wr who ran 4.27.



                The fastest guy in the game stock is 97 speed, so automatically two wr were faster then anyone in the league.

                It shouldn't be unfathomable that a 21 year old is faster than a 25-28 year old.
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                • Potatoes002
                  MVP
                  • Jul 2008
                  • 2142

                  #68
                  Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

                  Originally posted by SyncereBlackout
                  It shouldn't be unfathomable that a 21 year old is faster than a 25-28 year old.
                  There is a good handful of players every draft class that are more athletic than the elite players in the stock roster. It should not be this way. The issue appears to be the draft classes may have not been scaled like the regular roster.

                  Athletic traits are very expensive XP-wise in CFM, things like catching, route running, block shed, etc. are not. Maybe this changed in M16 but we haven't heard anything about it. I'm just worried the generated guys are going to become too overpowered.
                  Last edited by Potatoes002; 08-13-2015, 11:40 PM.

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                  • mestevo
                    Gooney Goo Goo
                    • Apr 2010
                    • 19556

                    #69
                    Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

                    Speed is only so useful. It's really, really important, but if the rest of their stats lead to fumbling then they can't return or run the ball, if they have poor hands they can't be a WR, etc. A lot of burners like that I've seen tend to be projects.

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                    • Potatoes002
                      MVP
                      • Jul 2008
                      • 2142

                      #70
                      Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

                      Originally posted by mestevo
                      Speed is only so useful. It's really, really important, but if the rest of their stats lead to fumbling then they can't return or run the ball, if they have poor hands they can't be a WR, etc. A lot of burners like that I've seen tend to be projects.
                      Speed has always mattered the most in Madden. When there is so few high 90's players in Spd/Acc/Agl on the default roster, wouldn't the generated guys coming in with these high ratings be even more useful now?

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                      • Potatoes002
                        MVP
                        • Jul 2008
                        • 2142

                        #71
                        Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

                        I can't wait to actually get the game in my hands, I have so many things I want to dig into lol

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                        • SyncereBlackout
                          Rookie
                          • Aug 2014
                          • 828

                          #72
                          Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

                          Originally posted by Potatoes002
                          There is a good handful of players every draft class that are more athletic than the elite players in the stock roster. It should not be this way. The issue appears to be the draft classes may have not been scaled like the regular roster.

                          Athletic traits are very expensive XP-wise in CFM, things like catching, route running, block shed, etc. are not. Maybe this changed in M16 but we haven't heard anything about it. I'm just worried the generated guys are going to become too overpowered.

                          I understand but am reserving judgment. I 100% agree with you if the regression for the draft classes doesn't make them/their speed at par with stock roster players in 2-4 seasons.

                          Your worry about super freak rookies is valid. From what I've seen it depends on the leagues out there. Some have conservative stat padding rules so rookies won't have the XP to do damage. I've seen others where the top 10 qbs have 6500+ yards each. Those WRs are like pigskin terminators.

                          Garbage in, garbage out. If the league is sim, so shall be the players. The league I referenced above played sim, but the stats read NFL BLITZ. I wasn't shocked when half of the user teams had 10 or more 99 ovr players.
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                          • 4thQtrStre5S
                            MVP
                            • Nov 2013
                            • 3051

                            #73
                            Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

                            I am liking the system that the scouting is going...NFL teams send out scouts throughout the college football season; with different scouts taking different regions of the USA; so it would make sense that you would have a weekly scout system..Why scout players after the season only?

                            This is a more realistic scouting system than being allowed to pool all your scout points to use at anytime...Scouting is a competition in itself, and if you don't scout to your fullest ability, you lose out...
                            Last edited by 4thQtrStre5S; 08-14-2015, 10:28 AM.

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                            • SyncereBlackout
                              Rookie
                              • Aug 2014
                              • 828

                              #74
                              Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

                              Originally posted by 4thQtrStre5S
                              I am liking the system that the scouting is going...NFL teams send out scouts throughout the college football season; with different scouts taking different regions of the USA; so it would make sense that you would have a weekly scout system..Why scout players after the season only?



                              This is a more realistic scouting system then being allowed to pool all your scout points to use at anytime...Scouting is a competition in itself, and if you don't scout to your fullest ability, you lose out...

                              Amen. This is the truth. If you don't watch a player during the season you miss out (unless you watch tape) you can get workout data post season, but no game info.
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                              • DeuceDouglas
                                Madden Dev Team
                                • Apr 2010
                                • 4297

                                #75
                                Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)

                                Originally posted by 4thQtrStre5S
                                I am liking the system that the scouting is going...NFL teams send out scouts throughout the college football season; with different scouts taking different regions of the USA; so it would make sense that you would have a weekly scout system..Why scout players after the season only?

                                This is a more realistic scouting system then being allowed to pool all your scout points to use at anytime...Scouting is a competition in itself, and if you don't scout to your fullest ability, you lose out...
                                Just to play devil's advocate here since I don't like the scouting but when it comes to the game, what really is the difference of being able to do it week-to-week versus stockpiling until the end of the year? Okay, so it might be more realistic but that can be thrown out the window with how scouting is handled in the first place. You're getting the same info either way and if you scout the same guys you're getting the exact same info regardless. It's not like you get any sort of advantage, information wise, by doing it later the only thing sacrificed is any sort of convenience. I can't imagine many online leagues or players can enjoy this and as someone who does 32-team control this is going to be an absolute nightmare. Honestly, I could live with the way scouting was I just hate that there is no option to be able to play a different way.

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