Official Madden 2006 Impressions Thread

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Brando70
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Post by Brando70 »

bkrich83 wrote:
Brando, what stat stuff are you referring to?
This thread at OS:

http://forums.operationsports.com/vBull ... p?t=136197

One poster had pics of a lot of 2000 yard rushers, lots of INTs by QBs, etc. However, others have had different results. I can't comment as I haven't simmed ahead yet.
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Post by btmmayor »

Leebo33 wrote: The return game really sucks. I haven't seen a punt return come close to breaking for longer than 15 yards and kickoff returns are zzzzzzzzzzzzzz.
I've only played about 3 full games, but I broke a kickoff return on default All-Pro. I had the sprint button held down and noticed that all of my blockers on the right side really had their men tied up. I slanted right through it without so much as a hand touching me. I must have watched that replay ten times!

I've actually had alot of success with kickoff returns. Punt returns are a totally different matter though.
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Post by tjung0831 »

btmmayor wrote:
Leebo33 wrote: The return game really sucks. I haven't seen a punt return come close to breaking for longer than 15 yards and kickoff returns are zzzzzzzzzzzzzz.
I've only played about 3 full games, but I broke a kickoff return on default All-Pro. I had the sprint button held down and noticed that all of my blockers on the right side really had their men tied up. I slanted right through it without so much as a hand touching me. I must have watched that replay ten times!

I've actually had alot of success with kickoff returns. Punt returns are a totally different matter though.
Kickoff returns are almost two easy, I returned two for TD's with Avion Cason of the Rams the other night and the Rams should just about have the worst special teams in the game. Punt returning though is almost a game killer. I've played 8 games and have yet been able to return anything over a yard or two no matter what kind of punt return formation I call. The fumbling as soon as my punt returner is hit is a huge problem to me. I almost have to call for a fair catch every time.
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Post by wco81 »

I've returned a KO up the middle for a TD and have given up one or two for a TD. Also given up several to around the 40. I see a lot of sustained blocks and pancakes in KO returns.

But in punt returns, you don't get good blocking at all. If there's any, it's way close to the LOS rather than where the returner catches the ball. I've not given up returns because I tend to kick them high and dare them to try to return with a couple of gunners bearing down on the returner when he catches it. Most guys fair-catch. The fumbles aren't as prevalent as last year. I've seen returners take big hits upon catching without fumbling whereas last year, they would have been guaranteed fumbles. Also noticed there's now more of an animation where the coverage guys dive on the loose ball instead of always returning it, usually for a TD.

I've only broken one long punt return but that's because the guy switched to the first and then the second gunner and missed me.
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Post by HipE »

Has anyone played on all madden level yet? I messed around with it some this morning, it seems like it might be a very playable level this year. It doesn't really seem that much more difficult to move the ball on offense, but the CPU is definitely better on offense, which makes the game much more fun. Plus, the CPU gets good blocking on punt returns.
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Post by matthewk »

[quote="bkrich83]
Brando, what stat stuff are you referring to?[/quote]

I'll do my DB impression by saying "read the posts in this thread". I mentioned it in my prior post.

BTW, I think the running stats can be corected by setting each teams RB1/R2 slider to 50/50. The catch is, you have to have every team on human control to get to it. The cool thing I also found is that you can set each teams priority for a position (affects the draft?), as well as the defensive scheme.

With this setting, the RBs got realsitic carries and yards. Except for Vick, he still regularly gets 1,000 yard rushing every year. The passing stats are still a little low. No QBs have over 30 TDs, and none have reached 4,000 yards in the 5 or so seasons I simmed through.

Hope this helps those interested in franchise mode.
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Post by Inuyasha »

I turned off the vision cone and I am having more fun with the game, almost as much fun as I had last year. I posted this before but no one responded but am I missing something with the vision cone?

When done the way the tutorial tells you to do it, hold down R and switching to the WR, the light locks onto the WR. All you have to do then is press the WR button. I dont find this any different than the regular method, all it does is include 1 extra button press.

Again, as I posted earlier, When I was doing the vision cone the 'wrong' way, I thought it was actually very challanging. The 'wrong' way was not holding down the R button but moving the R stick to get the vision cone in the right area to try to make an accurate throw. Doing it this way seemed more realistic because moving the R stick was like moving your eyes/vision around the field and trying to develop your R stick read/pass skills to set it just right and try to make an accurate throw.

With the 'correct' way, all I am doing is a extra button press which I don't really need to do with it off.

So am I missing something here doing it the 'correct' way?
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Post by pk500 »

I don't believe you can use Precision Passing with the Vision Cone turned off. That's a trade-off I wouldn't want to make. Then again, I like the Vision Cone, so it's a moot point.

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Post by RallyMonkey »

o am I missing something here doing it the 'correct' way?
Here is the best way for me to describe it. And this will be more for those who like a sim factor built into a game. If you are actually in the pocket (in real life i mean), as you take your 3-5-7 step drop, you scan the field, first read, second, etc. As you do this your head moves to look at that particular read (button press number one) once you find the read you want, you cock (insert middle school level joke here) the arm and throw to that receiver (button press number two). The two button press is forcing you to play the position as though in real life. One press to find your target, second press to throw the ball there. That's the best way for me to explain why i am enjoying the cone more than some others might be.

And as far as using the right stick, the reason i find that to NOT be as realistic, but i will certainly give you more difficult, is that when we look at someone, barring horrible eyesight, we look AT them and don't have to slowly move our head side to side until they are in my field of vision.

This is NOT a "the cone kicks a** and anyone who doesn't think so is a jacka**" post, but more an answer to Weaver's question as to why i think some people like the cone.
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Post by Inuyasha »

RallyMonkey wrote:
o am I missing something here doing it the 'correct' way?
Here is the best way for me to describe it. And this will be more for those who like a sim factor built into a game. If you are actually in the pocket (in real life i mean), as you take your 3-5-7 step drop, you scan the field, first read, second, etc. As you do this your head moves to look at that particular read (button press number one) once you find the read you want, you cock (insert middle school level joke here) the arm and throw to that receiver (button press number two). The two button press is forcing you to play the position as though in real life. One press to find your target, second press to throw the ball there. That's the best way for me to explain why i am enjoying the cone more than some others might be.

And as far as using the right stick, the reason i find that to NOT be as realistic, but i will certainly give you more difficult, is that when we look at someone, barring horrible eyesight, we look AT them and don't have to slowly move our head side to side until they are in my field of vision.

This is NOT a "the cone kicks a** and anyone who doesn't think so is a jacka**" post, but more an answer to Weaver's question as to why i think some people like the cone.
Thanks for the explanation. But let's take previous madden games for example when you had the 2 button press, one to snap the ball, the other to throw. Wouldn't that be the same thing as the vision cone? Even with it off and in past madden games, I've always read the reads before deciding when to pass. I've never really needed a cone for this. But then again, I can see where EA is going since possibly not every gamer may do reads as us hardcore gamers. This way they are forcing casual gamers to play the hardcore way?

I think I am going to turn it back on but use the original method I was using. I just found the game more challanging since you are making reads with your head/eyes + trying to use your eye/hand coordination to make an accurate throw.

And I do miss the precision passing with the cone turned off. That's one thing they took from 2k that I like.
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Post by Dave »

Some quick hits from my play this weekend:

Helmets fly off way too much.

I'm really digging the new passing system. The precision passing really helps complete passes in tight coverage...but I tend to put the ball high too much, leading to my WR getting destroyed.

There is a strange bug that I have seen a few times. The play clock will suddenly jump up to around 60 seconds. Not sure the exact time--I usually don't notice it until I notice it is around 53 seconds. Maybe it is happening after a timeout? Not sure. Isn't a big deal in offline play, but I wouldn't like to be losing to someone online and have a bug allow them to drain a minute or force me to use a timeout.
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Post by MizzouRah »

Ok, I finally got some time in with Madden today.

I can't believe I'm saying this, but I think this is the year that I'm finally going to play on the All Madden level. Out of the box the AM level plays one heck of a realistic game of football, no slider tweaks whatsoever. Sure, I'm going to need many more practice games under my belt before starting a franchise, but I'm really liking the way it plays on this level. The CPU teams stats have been right on so far. They can rush well with a good back, passing is where it should be, and overall the CPU seems to call a better game. I DO NOT see the speed cheat that AM usually has. Get an open receiver the ball in the clear and he's gone. This is all preliminary and by no means am I a Madden "baller". :)

So far, if the stats stay this way, it's just the meat of an otherwise total package football game. Meaning, without CPU offense (hence AP level), the game wouldn't be much fun, but if AM continues to look this good, the rest of the game (minus the draft goofyness some are talking about) is pure bliss.

When the gameplay flows like this, Madden 2006 can easily draw you into its presentation.. at least it has me.

I LOVE the new passing vision cones, pure fun and pure football. The Rams have a good OL and Bulger had time to read the field and using the left stick to place the ball is perfectly implemented. I also love the "truck stick", especially with Jackson.

I'm happy. All I need is to tweak the penalties, which is normal.. and set the sub in/out settings - and of course practice and learn the buttons a bit better. The only thing that is going to bug me is going back to NCAA as the controls are different in some areas.

I've NEVER played Madden on AM level, but this could be the year. I'm quite surprised thus far.

One more thing, like most have said.. turning off all the songs and turning on all the NFL Films music is a neat feature.
Last edited by MizzouRah on Sun Aug 14, 2005 11:59 pm, edited 1 time in total.
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Post by seanmac31 »

Weaver2005 wrote:
RallyMonkey wrote:
o am I missing something here doing it the 'correct' way?
Here is the best way for me to describe it. And this will be more for those who like a sim factor built into a game. If you are actually in the pocket (in real life i mean), as you take your 3-5-7 step drop, you scan the field, first read, second, etc. As you do this your head moves to look at that particular read (button press number one) once you find the read you want, you cock (insert middle school level joke here) the arm and throw to that receiver (button press number two). The two button press is forcing you to play the position as though in real life. One press to find your target, second press to throw the ball there. That's the best way for me to explain why i am enjoying the cone more than some others might be.

And as far as using the right stick, the reason i find that to NOT be as realistic, but i will certainly give you more difficult, is that when we look at someone, barring horrible eyesight, we look AT them and don't have to slowly move our head side to side until they are in my field of vision.

This is NOT a "the cone kicks a** and anyone who doesn't think so is a jacka**" post, but more an answer to Weaver's question as to why i think some people like the cone.
Thanks for the explanation. But let's take previous madden games for example when you had the 2 button press, one to snap the ball, the other to throw. Wouldn't that be the same thing as the vision cone? Even with it off and in past madden games, I've always read the reads before deciding when to pass. I've never really needed a cone for this. But then again, I can see where EA is going since possibly not every gamer may do reads as us hardcore gamers. This way they are forcing casual gamers to play the hardcore way?

I think I am going to turn it back on but use the original method I was using. I just found the game more challanging since you are making reads with your head/eyes + trying to use your eye/hand coordination to make an accurate throw.

And I do miss the precision passing with the cone turned off. That's one thing they took from 2k that I like.
Here's how the vision cone models quarterback play beautifully-weaker quarterbacks take an extra half-second to make their decisions. If you've got a quarterback with good awareness, you can either set the right thumbstick to be in the middle and then quickly swing it over to whatever side of the field you want, or have your eyes on one receiver and then be able to switch off to a second receiver in the same general area of the field just by making one button press. But with a lesser quarterback, you need to make the extra button press to swing your vision cone from one player to another, costing you a split second. If the guy is wide open, you're going to hit him anyway, but if there was a small window, the odds are good that by the time you switch over, the window has closed. Over the course of a game, those extra split-seconds of hesitation add up to incompletions and defenders breaking on the ball. It works astoundingly well.

(And just to show how well the vision cone is implemented, I was watching preseason games all weekend, and I found myself watching the quarterback's head closely. Young quarterbacks like Alex Smith and JP Losman were staring down at their receivers, particularly when they had to start scrambling in the pocket, and the defense was absolutely breaking on them. It's an aspect of football that I've been aware of but have never really concentrated on until now, but it was strikingly Madden-like.)
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Post by RallyMonkey »

Thanks for the explanation. But let's take previous madden games for example when you had the 2 button press, one to snap the ball, the other to throw. Wouldn't that be the same thing as the vision cone?
Yes and no. It was a two step process, you're right, but it was missing the step of making your progression reads then throwing. Yes, we as the gamer were looking but it wasn't built into the actual QB you were using on screen, where here with the cone system they DID build it in by making the QB "look" as well. Basically with the now THREE button process if you count the snap, you are simulating the snap, the progression, and the throw from your couch AND on screen. All three of which should require their own individual action on the controller, which i think is what they were trying to simulate.

I hope you do give it another shot Weaver, once you get the hang of it it brings a true sense of accomplishment when you find your third read just ahead of the CB, give the thumbstick just that little nudge to lead him away from the coverage and have the WR haul it in because of everything YOU as the gamer were in control of. Good stuff and enjoy.
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Post by Zeppo »

Dave wrote: There is a strange bug that I have seen a few times. The play clock will suddenly jump up to around 60 seconds. Not sure the exact time--I usually don't notice it until I notice it is around 53 seconds.
This is not a bug. This is Madden letting you take extra time to call a play after you call a time out. The game clock is not running when this happens. The same thing is in NCAA, and you will notice in that game when you call a play before it hits 25 sec, you will hear a whistle and it will go to :25; if you don't call a play that soon, you will hear the ref's whistle when it hits :25. I don't know if they do the same thing in Madden with the whistle.

The thing that drives me crazy is it doesn't do this after a turn over or a punt, or even a kick off. This is insane. IRL you have a good 90 sec. to 2 minutes after a turn over or change of posession, or at least as long as a 30 sec time out, which is around one minute until the ref chops the ball into play and the :25 clock begins. Seriously this drives me insane, since I'm just settling in after having played defense, and I end up with a bad 1st down play call, and no time to adjust at the line, leading to a likely 3 and out! GRRR! Once again, they get it half right.
Weaver2005 wrote:And I do miss the precision passing with the cone turned off. That's one thing they took from 2k that I like.
:?: Wha. . . ? The ability to use the L stick to alter the direction of the pass has been in Madden for a long, long time. I've always found it much less twitchy and more intuitive and natural than the system 2K used.

But anyway, after one weekend of play, I tend to think Rally has summed up the cone quite well. I am starting to really appreciate that a lot of times, keeping the cone on the default first choice will give you a good view of one or two other receivers within the cone, or at the very least a short and quick R-trigger switch away. I've only just started to throw to a different receiver in the cone than the one the cone is locked to and some plays really work out with this. Also, in my ineptitude with the cone I've found the game to be completely different with Brady or Manning than with a QB with a puny cone; this to me is very cool, and seems to finally make the QB awareness rating meaningful in head to head games.

I think I've finally learned how to complete the deep ball, which has been giving me tons of trouble! I think it's all about using the receiver to box out the defender; you can often muscle him in or out, or even over the top a little slow-down can get just the space you need to let it drop in. Where in former Maddens and NCAA I would push up on the stick to lead the receiver a little extra over the top, with this new aftertouch system, pushing left or right on the deep balls seems to be more effective. Now that I know what I have to do, I think the deep balls will start to open up.

I suck at this game. Everything seems so different to me, from the pace of the running to the touch on the throws. Especially coming from NCAA. But I think as I get the hang of it I will really love it. Already there have been moments. . . .

Overall, I think the cone, and other things, like the new automatic false start when audibilizing in a no-huddle situation, are clear indications they are trying to flat out eliminate the bulk of the cheese. I think this is rather commendable, but we will see when we watch the Madden Bowl highlights whether it is a big step in the right direction or not.
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Post by Diablo25 »

A little FYI on pass protection. If this has been posted I apologize. In NFL2K5 last year I loved how you could make the HB/FB stay back and pass block. I was wondering if this could be done in Madden and I didn't see anything in the manual about it. Well, I was messing around in practice mode and I discovered how to do it. All you have to do is call a hot route, choose the HB/FB and choose the slant pattern (L or R trigger). I had Westbrook put some serious chop blocks on the D-Line by doing this.
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Post by Leebo33 »

Can someone give me some hints on how to use the "slide protection" effectively? There are too many times that I slide my protection and it seems *worse*, so I'm assuming I am doing something wrong!
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Post by Brando70 »

I can't remember if this was mentioned earlier, but the splashing noise in the rain is the worst sound effect ever. Sounds like someone sitting on a whoopee cushion. I thought something was wrong with my audio for a minute.
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Post by dbdynsty25 »

Brando70 wrote:I can't remember if this was mentioned earlier, but the splashing noise in the rain is the worst sound effect ever. Sounds like someone sitting on a whoopee cushion. I thought something was wrong with my audio for a minute.
Yeah I mentioned it...the snow sucks too. I really thought something was wrong too. It's amazing that people don't critique that stuff before it's shipped. Eesh.
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Diablo25 wrote:A little FYI on pass protection. If this has been posted I apologize. In NFL2K5 last year I loved how you could make the HB/FB stay back and pass block. I was wondering if this could be done in Madden and I didn't see anything in the manual about it. Well, I was messing around in practice mode and I discovered how to do it. All you have to do is call a hot route, choose the HB/FB and choose the slant pattern (L or R trigger). I had Westbrook put some serious chop blocks on the D-Line by doing this.
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Post by Badgun »

RallyMonkey wrote:
Thanks for the explanation. But let's take previous madden games for example when you had the 2 button press, one to snap the ball, the other to throw. Wouldn't that be the same thing as the vision cone?
Yes and no. It was a two step process, you're right, but it was missing the step of making your progression reads then throwing. Yes, we as the gamer were looking but it wasn't built into the actual QB you were using on screen, where here with the cone system they DID build it in by making the QB "look" as well. Basically with the now THREE button process if you count the snap, you are simulating the snap, the progression, and the throw from your couch AND on screen. All three of which should require their own individual action on the controller, which i think is what they were trying to simulate.

I hope you do give it another shot Weaver, once you get the hang of it it brings a true sense of accomplishment when you find your third read just ahead of the CB, give the thumbstick just that little nudge to lead him away from the coverage and have the WR haul it in because of everything YOU as the gamer were in control of. Good stuff and enjoy.
Just to add something to this. It's not a secret that I detest this feature, but here are a couple of observations I made after playing online and being forced to use it.

First of all, I haven't seen anyone that's actually using the right stick. Everyone I've talked to is using the double tap method which causes the flashlight beam to snap to the intended receiver and then throw the ball. Now in all the posts I've read over at OS, it seems that this method circumvents what EA actually had in mind when putting this feature in. Doesn't bother me in the least since I at least can play online and still not have to fool with the damn thing, but is that what most of you are doing or are you actually moving the stick all over the field?

The other point I was going to make is if EA is going to allow you to double tap to bypass actually touching the stick, shouldn't they make the weaker qb's cones move across the field slower than say a Manning or Favre? I guess what I am trying to say is that if Manning's vision is so good, that you could double tap the receiver and his beam would move almost instantly to the next guy, where a guy with poor vision like Michael Vick's beam would move across the field slowly and he couldn't throw the ball until his beam got onto the receiver. It seems to not matter how big or small your beam is if you double tap.
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Post by Dave »

I mostly use the "double tap" feature but will occasionally use the right thumbstick. Most of the right stick-ing is done when a receiver on the same basic side of the field as my primary read gets open.

And it isn't like Vick slowly turns his head while Manning snaps his around, so I don't necessarily agree that the movement of the cone speed should change. To me it accounts for checking down, which all QBs can do. But with Manning having a bigger cone, those receivers near the current read are easier to hit. That seems right to me.
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Post by ScoopBrady »

Badgun wrote:The other point I was going to make is if EA is going to allow you to double tap to bypass actually touching the stick, shouldn't they make the weaker qb's cones move across the field slower than say a Manning or Favre? I guess what I am trying to say is that if Manning's vision is so good, that you could double tap the receiver and his beam would move almost instantly to the next guy, where a guy with poor vision like Michael Vick's beam would move across the field slowly and he couldn't throw the ball until his beam got onto the receiver. It seems to not matter how big or small your beam is if you double tap.
Why should it matter? When you use a qb like Manning you don't have to double tap that much since he can see a large chunk of the field and throwing the ball to a receiver in that area won't result in a decrease in accuracy or chance of completion. Use a guy like Rex Grossman and you have to switch to pretty much any reciever you want to pass to because his vision cone is much smaller. Any quarterback with a fully functioning neck will be able to turn their head at roughly the same speed. What you wrote just makes no sense to me.
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Post by dbdynsty25 »

ScoopBrady wrote:What you wrote just makes no sense to me.
I was trying to figure that out myself.
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Post by Badgun »

ScoopBrady wrote:
Badgun wrote:The other point I was going to make is if EA is going to allow you to double tap to bypass actually touching the stick, shouldn't they make the weaker qb's cones move across the field slower than say a Manning or Favre? I guess what I am trying to say is that if Manning's vision is so good, that you could double tap the receiver and his beam would move almost instantly to the next guy, where a guy with poor vision like Michael Vick's beam would move across the field slowly and he couldn't throw the ball until his beam got onto the receiver. It seems to not matter how big or small your beam is if you double tap.
Why should it matter? When you use a qb like Manning you don't have to double tap that much since he can see a large chunk of the field and throwing the ball to a receiver in that area won't result in a decrease in accuracy or chance of completion. Use a guy like Rex Grossman and you have to switch to pretty much any reciever you want to pass to because his vision cone is much smaller. Any quarterback with a fully functioning neck will be able to turn their head at roughly the same speed. What you wrote just makes no sense to me.
It does make sense if you are double tapping. My point was that if you are going to the B receiver on the right side of the field, then decide to go to the X receiver on the left side of the field, it makes no difference if you're using Michael Vick or Manning, the cone is still going to be on the guy at exactly the same time. Shouldn't there some kind of penalty for double tappers? Some sort of delay?
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