Madden 10 - Will they prove us wrong?
Moderators: Bill_Abner, ScoopBrady
DB is right, if you are getting killed over the middle, stick with zones or zone/man hybrids. While Cover 2 Man variants have been the staple D for Madden for years, I don't think they are nearly as effective this year, especially against 3WR sets where the slot has some speed.
I like using zone blitzes in passing situations, too. The QBs will take sacks if they don't have open guys. The problem is that man coverage can be flaky, especially over the middle and to the flats, so the QBs can often find an open guy on a man-based blitz. I tend to use man-coverage blitzes for runs or when I want to force a quick pass on a third-and-long, and zone blitzes for other passing situations.
Also, I think it's best to blitz sparingly against QBs with high AWR. They tend to find open guys more quickly.
I like using zone blitzes in passing situations, too. The QBs will take sacks if they don't have open guys. The problem is that man coverage can be flaky, especially over the middle and to the flats, so the QBs can often find an open guy on a man-based blitz. I tend to use man-coverage blitzes for runs or when I want to force a quick pass on a third-and-long, and zone blitzes for other passing situations.
Also, I think it's best to blitz sparingly against QBs with high AWR. They tend to find open guys more quickly.
I had a crazy ending in my offline Bears franchise last night. I was hosting the Eagles, and at 4-5 and coming off a brutal blowout to the 49ers(!) I needed a win. I proceeded to throw four picks in the first half, but held the Eagles to 10 points while getting a field goal in.
In the second half, the seesawing starts. I score a TD to tie the game at 10. Eagles make it 17-10. I set up a TD by forcing a fumble on a punt, 17-17. Eagles return the favor by taking my fifth(!) pick back for a TD, 24-17. I come back with a long drive and punch it in for 24-24.
The Eagles and I exchange three and outs, and I punt with just over 2 minutes left. I manage to level DeSean Jackson on the return and force a second fumble, recovering it in Eagle territory, setting up my go-ahead TD to make it 31-24 with about 30 seconds left. Safe, right?
I select the squib. The kickoff, rather than bounce, line drives to an Eagle OL, who has time to get about 15 yards of a return, with another 15 added because I of course draw a facemask penalty. So half a minute left, Eagles are on my 40. Two plays and 20 seconds later, McNabb hits Brian Westbrook, who gets behind my CB and then makes my safety miss, for the TD. 31-31 with about 10 seconds left, and I am girding myself for the classic Madden screwgee.
Except that I get a seam with Devin Hester on the kickoff. I break through clean, and there's just one guy between me and the TD. As I make it to the Eagle 30 with three seconds left, I debate running out of bounds to set up the FG, but decide to hell with it. The defender does get a hand on Hester, but I shake the tackle and sprint into the endzone with no time left on the clock.
Second craziest ending I have ever had in a Madden game.
In the second half, the seesawing starts. I score a TD to tie the game at 10. Eagles make it 17-10. I set up a TD by forcing a fumble on a punt, 17-17. Eagles return the favor by taking my fifth(!) pick back for a TD, 24-17. I come back with a long drive and punch it in for 24-24.
The Eagles and I exchange three and outs, and I punt with just over 2 minutes left. I manage to level DeSean Jackson on the return and force a second fumble, recovering it in Eagle territory, setting up my go-ahead TD to make it 31-24 with about 30 seconds left. Safe, right?
I select the squib. The kickoff, rather than bounce, line drives to an Eagle OL, who has time to get about 15 yards of a return, with another 15 added because I of course draw a facemask penalty. So half a minute left, Eagles are on my 40. Two plays and 20 seconds later, McNabb hits Brian Westbrook, who gets behind my CB and then makes my safety miss, for the TD. 31-31 with about 10 seconds left, and I am girding myself for the classic Madden screwgee.
Except that I get a seam with Devin Hester on the kickoff. I break through clean, and there's just one guy between me and the TD. As I make it to the Eagle 30 with three seconds left, I debate running out of bounds to set up the FG, but decide to hell with it. The defender does get a hand on Hester, but I shake the tackle and sprint into the endzone with no time left on the clock.
Second craziest ending I have ever had in a Madden game.
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This one is starting to fizzle out for me.
It definitely made strides this year, but the passing game still isn't quite there. Simply put, it should be easier to complete passes over the top than the game lets you (epecially to the outside receivers), and more difficult to complete passes over the middle and flats.
Granted, the real NFL kind of works that way, but not to the degree of imbalance in this game. It just forces every team to pass more or less the same way, and it takes away the feeling you are playing different teams with different strengths and weaknesses.
It definitely made strides this year, but the passing game still isn't quite there. Simply put, it should be easier to complete passes over the top than the game lets you (epecially to the outside receivers), and more difficult to complete passes over the middle and flats.
Granted, the real NFL kind of works that way, but not to the degree of imbalance in this game. It just forces every team to pass more or less the same way, and it takes away the feeling you are playing different teams with different strengths and weaknesses.
Funny. I think the vertical game in this version is spot on. I particularly like that you can lead a fast WR and he can make up ground to get past a DB, something that virtually never happened in previoius versions.
I've always been a conservative passer in earlier versions, but I go deep 3-4x per half now, with some success.
I've always been a conservative passer in earlier versions, but I go deep 3-4x per half now, with some success.
XBL Gamertag: RobVarak
"Ok I'm an elitist, but I have a healthy respect for people who don't measure up." --Aaron Sorkin
"Ok I'm an elitist, but I have a healthy respect for people who don't measure up." --Aaron Sorkin
Recently i've decided to take the less frustrating route wrt sports video games. I treat them as a video game first that I can have a fun time with rather than nitpicking all of it's issues and why it doesn't mirror the sport in it's finite subtleties. I have found my frustration level drops down dramatically. So when I see a game quirk rear it's ugly head I either laugh it off or just move on.
Wrt Madden 10, this is the first Madden in years I have actually had fun playing.
Wrt Madden 10, this is the first Madden in years I have actually had fun playing.
Some updates on the second Madden patch, which sounds like it will be out very soon:
http://insideblog.easports.com/archive/ ... tails.aspx
Good news is that the patch will work without having to restart existing franchises.
http://insideblog.easports.com/archive/ ... tails.aspx
Good news is that the patch will work without having to restart existing franchises.
Here ya go:GameSeven wrote:Can someone post the details here as it is host-blocked from where I am?
Hey there Maddens fans, I hope everyone had a great Thanksgiving! There is nothing better than sitting around with family and friends stuffing yourself with Turkey, all the sides and Pumpkin Pie while watching football all day long. My Mom and Wife might disagree, but for me and my Dad it doesn't get any better.
Just like the NFL Season is in full swing, the Development Team here at Tiburon has been full steam ahead since shipping Madden NFL 10. We have been closely monitoring the message boards and forums looking for feedback on how we can improve for Madden NFL 11. With that in mind, we have spent some time focusing on some of the more pressing concerns for our second title update. Unfortunately we can't fix every issue you guys have found as we are limited as to what we can actually address, but we feel like we have hit some of the more burning issues.
Awhile back we posted some initial info on what would be in the second title update. That info can be found here.
The first update mostly talked about some of the planned Gameplay fixes but we've also focused on some other important, non-gameplay related fixes as well including Uniforms, Franchise Stat tuning, Replays and Scriptables. The uniform updates include updating the Seattle Seahawks' home uniform to default their home pants to be blue instead of white as well as adding in their new eye popping Neon Green uniforms that they wore in Week 3 against the Bears. We've also added tribute stickers to the Titans' helmets for Steve McNair and the Eagles' helmets for former Defensive Coordinator Jim Johnson.
Some more updates that we have made based on the community feedback center around Replays. We've doubled the amount of time a replay could be recorded so longer plays, such as kick/punt returns or long interception/fumble returns would not have the beginning part of the play cut off. We have also increased the frequency of Auto Instant replays (especially after touchdowns), based on your feedback that told us they weren't appearing enough. Other updates include reducing the number of times the Chain Gang Measurement scene will trigger during the game and extending the time that we are in postplay by 2 seconds to give more time for the presentation of certain shots to finish before being cut off too early. The user will still of course be able to button through these if they want.
Finally, our resident Franchise guru Josh Looman, has been working hard at tuning stats for Franchise mode. He has increased the number of touchdowns HB's score in a season, decreased QB passing yards and touchdown passes per season, and increased sacks for 3-4 OLB's while decreasing sacks for MLB's and DT's. He has also decreased the injury chances for players with high injury ratings. Needless to say, Josh has been extremely busy and you can see his full post about these updates here.
Another update we have added is to include each player's draft info. This can be found in the front end as well as in Franchise Mode in the Awards Screen. None of these Franchise updates will force you to have to restart an existing Franchise. We know that was a major concern, so we tried our best to make these updates that would allow you to continue any existing Franchises (I know I have a few!).
So, as you can see, we have made some important changes in this second title update and hope you all enjoy the updates that we have made. Thanks again for all of your feedback and we look forward to hearing from you soon!
Some gameplay stuff from the earlier October blog:
If the flats coverage and the excessive QB duck issues are really fixed, I'll be pretty happy with this game. Still a lot of issues left but those are the two annoying me the most offline.In this second title update we focused on some of the more debated topics from our loyal and passionate fan base. We appreciate all the feedback so please keep it coming! In this update you will be happy to hear that we have tuned our Flat Zone assignments to cover the flats more effectively. Defenders will not chuck a WR if another receiver is running a route towards their zone. This will help the defender be in better position to react to a quickly throw flat route and allow him to make a play. The flat zone defenders will also play the ball better if a pass is thrown behind the line of scrimmage as well as taking better pursuit angles after the catch to prevent the ball carrier from being able to get around the corner. This has been one of the top complaints that we have heard about and realized it was definitely something that we needed to address.
Along with tuning the pursuit angles for flat zone defenders, we have also improved the pursuit all defenders take - especially during a catch animation. This will help them get in better position to make a tackle on the receiver after the catch has been made. Another feature we have gotten a ton of feedback on is "Throwing out of Sacks". We scaled back the height of which the ball is released when throwing out of a sack. By randomizing the trajectory of the ball to be lower, it helps cut down the number of interceptions thrown when trying to throw out of a sack. We have also added better arm tracking to determine if it should be an inaccurate or uncontrolled throw. For example, the further you are in your passing animation when you get hit, the more likely you will get an inaccurate pass versus an uncontrolled pass. Inaccurate passes are just like they sound and will more than likely be passes the go lower and right into the ground towards the receiver you are passing towards. However, uncontrolled passes are more likely to go higher in the air and have a better chance of being intercepted. The final part of our Throw out of Sack tuning focuses on the CPU QB. We have heard several people mention how difficult it is to sack the CPU QB, so we increased the chance of the CPU QB to hold the ball longer and actually take a sack instead of being able to get a throw out of sack pass off before he is brought to the ground.
I still play this game a ton. Most I've played Madden in years. Last night alone I played 4 games sandwiched around watching the MNF game--3 offline in a franchise and 1 online.
Offline, I'm having a bunch of fun with the scouting and personnel stuff. The "busts and gems" aspect is really incredible. Some seasons I've just blasted through the games and drafted based on potential rating and measurables.
Yesterday I simulated the entire 2009 season with just depth chart moves and more in-depth scouting of the rookie class. Based on those scouting reports I was able to nab 5 rookie starters in 8 draft picks. My 5th rounder was a QB with 85 awareness and A potential--a 77 OVR with 96 THP--in the 5th round!
Pretty fun game, even with the flats stuff and QB ducks IMO.
Offline, I'm having a bunch of fun with the scouting and personnel stuff. The "busts and gems" aspect is really incredible. Some seasons I've just blasted through the games and drafted based on potential rating and measurables.
Yesterday I simulated the entire 2009 season with just depth chart moves and more in-depth scouting of the rookie class. Based on those scouting reports I was able to nab 5 rookie starters in 8 draft picks. My 5th rounder was a QB with 85 awareness and A potential--a 77 OVR with 96 THP--in the 5th round!
Pretty fun game, even with the flats stuff and QB ducks IMO.
- Danimal
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My biggest issue is broken tackles they are absurd as you get deeper into your franchise and guys progress. IMO this aspect should of been tuned for the 2nd patch, but since this was their big sell feature toning it down would never fly I am sure.
I also never knew auto replays worked, apparently if you select hard core play calling mode this disables them. I was surprised to see 3 auto replays in a game last night.
I also never knew auto replays worked, apparently if you select hard core play calling mode this disables them. I was surprised to see 3 auto replays in a game last night.
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I thought the addition of broadcast cam would keep me hooked, but I haven't played this game in months. For those of you who really like and have kept playing the game, can you say whether the roster updates were successful in ridding the game of the terrible pursuit angles? Or are there still too many pick-6s/fumble returns taken back for scores, with guys chasing the ball carrier single file down the field.
I'm looking forward to the patch, but my enthusiasm for football is basically nil at this point due to the lousy season the Steelers are having. For that reason, I sure wish they had dropped the patch weeks ago.
I'm looking forward to the patch, but my enthusiasm for football is basically nil at this point due to the lousy season the Steelers are having. For that reason, I sure wish they had dropped the patch weeks ago.
I do think it improved a little, but you can "fix" the pick six problem by not using turbo on defensive returns. Annoying, yes, but an easy house rule to implement that makes the game a little more challenging.GTHobbes wrote:I thought the addition of broadcast cam would keep me hooked, but I haven't played this game in months. For those of you who really like and have kept playing the game, can you say whether the roster updates were successful in ridding the game of the terrible pursuit angles? Or are there still too many pick-6s/fumble returns taken back for scores, with guys chasing the ball carrier single file down the field.
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I think the roster updates helped the pick six, pursuit angles and a lot of other things. I has Buckhalter wide open on a screen that in past games would of gone for a TD. I caught the D in a man / blitz and got tow good blocks and there was no one near him. He got run down from a speedy CB who was literally on the other end of the field.
You'll still get your pick sixes depending on where the INT is made and who did it but it is no where near as bad.
You should try playing coach Mode GT. I am playing a franchise where I just play a game of the week, in coach mode and flip to see who I control. Lets me see lots of team for variety, use the broadcast cam and keeps it fresh. It's a lot more challenging playing in coach mode because I can't stick skill my way out of bad situations.
You'll still get your pick sixes depending on where the INT is made and who did it but it is no where near as bad.
You should try playing coach Mode GT. I am playing a franchise where I just play a game of the week, in coach mode and flip to see who I control. Lets me see lots of team for variety, use the broadcast cam and keeps it fresh. It's a lot more challenging playing in coach mode because I can't stick skill my way out of bad situations.
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- Danimal
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Patch #2 is out for PS3 ONLY it didn't pass MS certification and needs another week.
Of course this means one of a few things.
1. All the talk about it taking weeks to make it through MS and Sony certification is utter BS if it failed and they can get it re-certified in a week.
2. They knew about this for a while and decided not to tell anyone until the PS3 one was released so they didn't have to listen to complaints for weeks.
Just another epic fail for EA
Of course this means one of a few things.
1. All the talk about it taking weeks to make it through MS and Sony certification is utter BS if it failed and they can get it re-certified in a week.
2. They knew about this for a while and decided not to tell anyone until the PS3 one was released so they didn't have to listen to complaints for weeks.
Just another epic fail for EA
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I haven't had a chance to try the patch yet, but the guys over at OS are killing EA for the simmed rushing stats (not a huge surprise). Some are reporting that upwards of 30 backs are rushing for 1,000 yards/season (with 4 or 5 rushing for 2,000 yards-plus), and LT still getting 1,500 yards at age 37. Regardless, I'm looking forward to finally getting a chance to try the patch tonight/this weekend.Danimal wrote:Patch #2 is out for PS3 ONLY it didn't pass MS certification and needs another week.
Of course this means one of a few things.
1. All the talk about it taking weeks to make it through MS and Sony certification is utter BS if it failed and they can get it re-certified in a week.
2. They knew about this for a while and decided not to tell anyone until the PS3 one was released so they didn't have to listen to complaints for weeks.
Just another epic fail for EA
- DivotMaker
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No it doesn't. The certification process DOES take weeks and it is usually dependent upon the backlog in front of any particular game. The fact that this will take another week means that once EA fixes whatever did not pass, then that patch will go to the front of the line so it does not have to wait in the normal process again.....Danimal wrote:Patch #2 is out for PS3 ONLY it didn't pass MS certification and needs another week.
Of course this means one of a few things.
1. All the talk about it taking weeks to make it through MS and Sony certification is utter BS if it failed and they can get it re-certified in a week.
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So your honestly going to sit there and say that EA didn't know the 360 patch had failed until the day after the PS3 one had dropped?DivotMaker wrote: No it doesn't. The certification process DOES take weeks and it is usually dependent upon the backlog in front of any particular game. The fact that this will take another week means that once EA fixes whatever did not pass, then that patch will go to the front of the line so it does not have to wait in the normal process again.....
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- Danimal
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He also said that in tweaking the stats to get YPC up for backups it might have other effects, welcome to the other effects.Brando70 wrote:Seems like the gameplay is a little better but the RB stats are FUBAR. The odd thing is I thought they weren't going to tweak the RB stats, because the EA stats guy said this would happen. At least their self-fulfilling prophecies aren't buggy.
Personally that stuff doesn't bother me, although I know it does some. As long as they fixed gameplay issues I'm good
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- DivotMaker
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No, all I commented on was your claim that MS certification does not take weeks when in fact it does. This is the first EA 360 patch I have ever heard of failing MS certification, so I have no idea what took place.......Danimal wrote:So your honestly going to sit there and say that EA didn't know the 360 patch had failed until the day after the PS3 one had dropped?
Leave it to those Tiburon geniuses who make Madde to come through with this new First (sorry, couldn't resist).DivotMaker wrote:This is the first EA 360 patch I have ever heard of failing MS certification, so I have no idea what took place.......Danimal wrote:So your honestly going to sit there and say that EA didn't know the 360 patch had failed until the day after the PS3 one had dropped?
Just finished my download and am about to fire up my first game.