Madden 11 Impressions
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Re: Madden 11 Impressions
It's funny.. NHL seems to get released in stable condition every year for the past few years.
They need to get a new pro football development team.
They need to get a new pro football development team.
Re: Madden 11 Impressions
I really like this years game, I've just beem holding off playing it until opening day rosters and the patch for the old audible system comes out.
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- Danimal
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Re: Madden 11 Impressions
I was reading at OS some guys have started a game planning project. Making Plans for every team both Off and Def. Apparently you can transfer these things on the 360 via usb the same way the BB roster stuff works.
Then you need to go into a game, set the cpu game plans first then yours.
Anyone tried this out?
Then you need to go into a game, set the cpu game plans first then yours.
Anyone tried this out?
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Re: Madden 11 Impressions
I've spent I don't know how many games just tinkering with sliders, which I never do. I just see so much hope underneath the hood that I keep playing with stuff to get it to play well for me. As far as an online league, I'll never do one this year I don't think. Just way too many variables for it to work consistently.
I tried the My Skill, but it fluctuates so much depending on how your last game went, so I stuck with a Custom set.
Now my tailbacks are going to get about 5.0 ypc on a great game, or down to 2.x if I run impatiently and miss the gaps. I'm completing about 55% of my passes with Jason Campbell at about a 2:1 TD to INT clip. CPU QBs still need some tuning, as the good ones will go something like 24 of 27 for 350 yards against me before the last tweak I did adjusting accuracy and blocking. It seems if you drop the blocking more, the CPU QB offloads the ball quicker, and with lower accuracy, leads to more misfires.
The CPU tailbacks will gash me for anywhere between 3.5 and 6.0 per carry, and some games they've gone over 150 yards against me. I have to spread the ball around or I'll get picked off, and a lot of routes seem to be useable that weren't in previous years (hitch routes where you can pick a side and the receiver will actually catch and spin up field to that side. I had a great slant-and-hitch route that my backup TE caught in front of an overpursuing linebacker, who then was out of position to make a tackle. My TE caught it, turned upfield away from him and turned it into a 15 yard gain).
Overall, I'm becoming more and more pleased. But the pisser is that sliders are so subjective--what works for me won't work for Vader or anybody else, because I know Vader runs the ball much better than I do. I know I can pick off passes with quick reactions in the secondary quicker. For example, I had a buddy try what I was running and he ran for like 250 yards--but a mediocre QB put up 400+ yards passing on him.
It's so frustrating, because I am having some awesome games against the CPU now, but we're back in the stone ages of completely disconnected offline play.
I tried the My Skill, but it fluctuates so much depending on how your last game went, so I stuck with a Custom set.
Now my tailbacks are going to get about 5.0 ypc on a great game, or down to 2.x if I run impatiently and miss the gaps. I'm completing about 55% of my passes with Jason Campbell at about a 2:1 TD to INT clip. CPU QBs still need some tuning, as the good ones will go something like 24 of 27 for 350 yards against me before the last tweak I did adjusting accuracy and blocking. It seems if you drop the blocking more, the CPU QB offloads the ball quicker, and with lower accuracy, leads to more misfires.
The CPU tailbacks will gash me for anywhere between 3.5 and 6.0 per carry, and some games they've gone over 150 yards against me. I have to spread the ball around or I'll get picked off, and a lot of routes seem to be useable that weren't in previous years (hitch routes where you can pick a side and the receiver will actually catch and spin up field to that side. I had a great slant-and-hitch route that my backup TE caught in front of an overpursuing linebacker, who then was out of position to make a tackle. My TE caught it, turned upfield away from him and turned it into a 15 yard gain).
Overall, I'm becoming more and more pleased. But the pisser is that sliders are so subjective--what works for me won't work for Vader or anybody else, because I know Vader runs the ball much better than I do. I know I can pick off passes with quick reactions in the secondary quicker. For example, I had a buddy try what I was running and he ran for like 250 yards--but a mediocre QB put up 400+ yards passing on him.
It's so frustrating, because I am having some awesome games against the CPU now, but we're back in the stone ages of completely disconnected offline play.
Re: Madden 11 Impressions
TCrouch, you pretty much described my issues with the game. It feels like a good game is in there, but the sliders are touchy. Not only are they subjective based on who is playing, but I find that I have to continually update them as I play. There is something really wonky with how this game plays, because this is not a common problem for me.
I keep leaning towards NCAA just because I feel like the game is just more consistent, and I feel less need to alter the sliders all the time.
If you want to get real distraught, try changing up teams. I thought I had a nice set, but then played a game as the Falcons. Michael Turner had over 200 yards, and Norwood tacked on 100 himself. The goal would be to have poor teams play poorly, and good team play well. But if I balance it for the Rams, then when I use the colts, I put up 70 points. If I balance it for the Colts, then I throw 6 picks a game with the Rams and lose 50-0. There really doesn't seem to be any balance. If the sliders tip in the wrong direction, big plays on offense and defense are the result.
I keep leaning towards NCAA just because I feel like the game is just more consistent, and I feel less need to alter the sliders all the time.
If you want to get real distraught, try changing up teams. I thought I had a nice set, but then played a game as the Falcons. Michael Turner had over 200 yards, and Norwood tacked on 100 himself. The goal would be to have poor teams play poorly, and good team play well. But if I balance it for the Rams, then when I use the colts, I put up 70 points. If I balance it for the Colts, then I throw 6 picks a game with the Rams and lose 50-0. There really doesn't seem to be any balance. If the sliders tip in the wrong direction, big plays on offense and defense are the result.
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Re: Madden 11 Impressions
It seems almost futile to spend time on sliders with a patch coming which is going to change things and require a whole new set of sliders. This is why I am going with the My Skill setting, it is giving me enjoyable games at least.
The issue with Madden is even with My Skill I never for a second in any game think I am going to lose, in NCAA I feel that can happen in any game.
The issue with Madden is even with My Skill I never for a second in any game think I am going to lose, in NCAA I feel that can happen in any game.
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Re: Madden 11 Impressions
That sounds like a petty realistic slider set.Aristo wrote:If I balance it for the Colts, then I throw 6 picks a game with the Rams and lose 50-0.
Re: Madden 11 Impressions
True!Brando70 wrote:That sounds like a petty realistic slider set.Aristo wrote:If I balance it for the Colts, then I throw 6 picks a game with the Rams and lose 50-0.
But I mean against anyone I play with the Rams. But maybe they weren't a good example...
Re: Madden 11 Impressions
Yeah, that's the hard thing. I've had different results than Danimal using the Bears and it's all because of sliders and difference in the skill level of the user (I have little doubt Danimal is much better than me). I'm 3-1 using them in various games and they've all been fun. I beat TB 34-21, Dallas 23-20, Detroit 27-13, and lost to GB 24-14. I played one game as Indy vs. NE where Brady tourched me for 21 in the first quarter. I've probably played 20-25 random exhibition games and won 60%.TCrouch wrote:Overall, I'm becoming more and more pleased. But the pisser is that sliders are so subjective--what works for me won't work for Vader or anybody else
I've lowered the kickoff power to 10 and the average field position is spot on for the CPU but the problem is that I still haven't let them past the 30...so they average around the 25 but it is 21, 19, 27, 18, 24, 27, 25, 26, 24 etc. instead of 15, 21, 22, 15, 18, 27, 21, TD, 19, 18, 23, etc
Re: Madden 11 Impressions
Hey question about sliders. Once you change the sliders to custom does it matter if you start with Rookie, Pro, All Pro or All Madden difficulty? I read in the past that certain games like the 2K series it mattered IIRC and other games it doesn't.
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Re: Madden 11 Impressions
You know I think there is something to this game plan thing. EA really did a piss poor job in the game plans.
I played Carolina last night in my franchise and their QB (forget his name Webb?) threw 4 picks. Now IMO Carolina should be running the ball and in fact a look at their 2009 tendencies showed that they liked to. But the game plan is not skewed to this and frankly everyone should edit their own teams game plan and remove every instance of 4 WR verticals, it is in a lot of situations multiple times with a 5 star rating.
Anyway I went in and set up a game plan for Carolina, I didn't put in 15 plays in every situation but I put in anywhere from 5-10 and I tried to match their tendencies. I can't recall the specifics at work but if they like to run 40% of the time on first down, PA Pass 20% and Pass 30% I put in enough plays to balance that.
I then played a second game and it played a ton better, pseudo effect?....maybe. Now I really don't want to go in and set up new plans for all the teams you'retalking 64 GP, but it sure seemed to help.
I played Carolina last night in my franchise and their QB (forget his name Webb?) threw 4 picks. Now IMO Carolina should be running the ball and in fact a look at their 2009 tendencies showed that they liked to. But the game plan is not skewed to this and frankly everyone should edit their own teams game plan and remove every instance of 4 WR verticals, it is in a lot of situations multiple times with a 5 star rating.
Anyway I went in and set up a game plan for Carolina, I didn't put in 15 plays in every situation but I put in anywhere from 5-10 and I tried to match their tendencies. I can't recall the specifics at work but if they like to run 40% of the time on first down, PA Pass 20% and Pass 30% I put in enough plays to balance that.
I then played a second game and it played a ton better, pseudo effect?....maybe. Now I really don't want to go in and set up new plans for all the teams you'retalking 64 GP, but it sure seemed to help.
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Re: Madden 11 Impressions
I read a post somewhere that the guys at OS are building gameplans for every team, and that they're transferrable via USB stick--I think it may have even been in this thread?
If that's the case, it would be much better.
To be perfectly honest, I'm having fantastic games now against the AI. Last night against the Cards I took a 23-10 lead and my running game could go NOWHERE. The quickness of the Cards offensive line had me getting 2.3 yards per carry. They'd shed their blocks and kill me. I threw a bad pick with Campbell, but returned a Kickoff for a TD with Jacoby Ford for the bigger lead.
Leinart started out ice cold. He was 9 of 19 for about 80 yards early on. Then, in the second half, he catches fire and starts drilling passes, my secondary starts losing track of receivers and suddenly I'm down 23-31 in the 4th. Ford took a 2nd kick to the house, but a failed 2 point conversion attempt made it 29-31, and their running game started pounding my interior line. I couldn't tackle Beanie on the first or second hit, but eventually got a stop and forced a punt.
Barely got into FG range and kicked the game winner with :07 left to sneak by 32-31.
I'm using the default gameplans exclusively just to get irritated and laugh at some of the play calls--like play actions, which are a guaranteed sack 9 out of 10 times.
If that's the case, it would be much better.
To be perfectly honest, I'm having fantastic games now against the AI. Last night against the Cards I took a 23-10 lead and my running game could go NOWHERE. The quickness of the Cards offensive line had me getting 2.3 yards per carry. They'd shed their blocks and kill me. I threw a bad pick with Campbell, but returned a Kickoff for a TD with Jacoby Ford for the bigger lead.
Leinart started out ice cold. He was 9 of 19 for about 80 yards early on. Then, in the second half, he catches fire and starts drilling passes, my secondary starts losing track of receivers and suddenly I'm down 23-31 in the 4th. Ford took a 2nd kick to the house, but a failed 2 point conversion attempt made it 29-31, and their running game started pounding my interior line. I couldn't tackle Beanie on the first or second hit, but eventually got a stop and forced a punt.
Barely got into FG range and kicked the game winner with :07 left to sneak by 32-31.
I'm using the default gameplans exclusively just to get irritated and laugh at some of the play calls--like play actions, which are a guaranteed sack 9 out of 10 times.
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Re: Madden 11 Impressions
Look up 9 posts.TCrouch wrote:I read a post somewhere that the guys at OS are building gameplans for every team, and that they're transferrable via USB stick--I think it may have even been in this thread?
Are you running any better with the Raiders now that you've gotten used to the running system? I've finally started getting a more consistent running game, not the negative yards followed by a 10+ yarder, so it's evening out now that I'm getting more used to how to set up blocks a little better.
Re: Madden 11 Impressions
Terry would you post your sliders. I know it's different for everyone but I can't get the run game to be that "variable" like you describe.
Re: Madden 11 Impressions
Yeah, yeah. I figured it was here. Just didn't feel like searching. F off loldbdynsty25 wrote:Look up 9 posts.
Are you running any better with the Raiders now that you've gotten used to the running system? I've finally started getting a more consistent running game, not the negative yards followed by a 10+ yarder, so it's evening out now that I'm getting more used to how to set up blocks a little better.
And yeah, better running (some games). I figured out it was totally operator error.
I THOUGHT I was being patient and following blocks, but figured out I was being anything but. When I really focus and run extremely patiently, I can hit the holes properly and gain a couple yards at a minimum every time. It's when I get a little aggressive or overanxious, and try to plow through a hole that I THINK is going to be there that I start to have problems. Running too close to defensive linemen let them shed a block and plant me immediately, but if I wait long enough for them to make a shed move on their own, then pick the opposite side, I have much better success.
Bottom line, my issues were all revolving around lack of patience and trying too hard to beat blockers instead of just seeing who's blocking and waiting for an opportunity.
Matter of fact, my game before (against the Rams and a much weaker defensive front), McFadden was up near 7 yards per carry. So I can run it well on the weaker fronts, but the quicker, block-shedding fronts (especially 3-4's) give me fits still.
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Re: Madden 11 Impressions
Yeah that was me.TCrouch wrote:I read a post somewhere that the guys at OS are building gameplans for every team, and that they're transferrable via USB stick--I think it may have even been in this thread?
I didn't feel like doing all the usb mumbo-jumbo if I didn't think it worked. It seems to work, I plan on making a GP for my next opponent and see if it gives me good results again.
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Re: Madden 11 Impressions
I have to say the one fun thing about this game is you can control a good DT and absolutely become a destructive force. I used Tommy Harris exclusively last night against the Panthers and he was a menace, 2 sacks, 1 force fumbles, 6 tackles and was in the back field a lot of the time. Only when there were 2 guys on me did I have issues. Maybe it is just me but I never had success controlling a DT before.
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Re: Madden 11 Impressions
The problem with the gameplan stuff is the generic EA ones aren't tailored for anything but just throw in a bunch of plays for each situation making things crazy. I mentioned earlier that if you take the time to really delve in and modify it based upon your preferences it works much better for you and has a bigger impact on the play calling for your team. I love how you can weight the plays and put as little or as many plays in for each situation as you'd like. I don't have the patience to tailor a gameplan for each team in the game so I will definitely hop on the OS created one and focus mainly on my own. I think there is still a ton of room for improvement and refinement for the gameplan feature but I think it does a better job than a lot of people are giving it credit for. I definitely hope it is a feature EA continues to progress.Danimal wrote:I have to say the one fun thing about this game is you can control a good DT and absolutely become a destructive force. I used Tommy Harris exclusively last night against the Panthers and he was a menace, 2 sacks, 1 force fumbles, 6 tackles and was in the back field a lot of the time. Only when there were 2 guys on me did I have issues. Maybe it is just me but I never had success controlling a DT before.
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Re: Madden 11 Impressions
Yes but why should users have to do what EA promised to do, again. Right now the gameflow thing is useful if it actually did what EA promised, mirror NFL teams. It's a half-assed effort for a great idea, again.ScoopBrady wrote:The problem with the gameplan stuff is the generic EA ones aren't tailored for anything but just throw in a bunch of plays for each situation making things crazy. I mentioned earlier that if you take the time to really delve in and modify it based upon your preferences it works much better for you and has a bigger impact on the play calling for your team. I love how you can weight the plays and put as little or as many plays in for each situation as you'd like. I don't have the patience to tailor a gameplan for each team in the game so I will definitely hop on the OS created one and focus mainly on my own. I think there is still a ton of room for improvement and refinement for the gameplan feature but I think it does a better job than a lot of people are giving it credit for. I definitely hope it is a feature EA continues to progress.Danimal wrote:I have to say the one fun thing about this game is you can control a good DT and absolutely become a destructive force. I used Tommy Harris exclusively last night against the Panthers and he was a menace, 2 sacks, 1 force fumbles, 6 tackles and was in the back field a lot of the time. Only when there were 2 guys on me did I have issues. Maybe it is just me but I never had success controlling a DT before.
Re: Madden 11 Impressions
I bet like the vision cone, gameplan will be forgotten a year or two from now.
Sounds like they're already backing away from the strategy pad for the patch.
Now they just need to get rid of the stupid kick meter, which is ridiculous online.
Sounds like they're already backing away from the strategy pad for the patch.
Now they just need to get rid of the stupid kick meter, which is ridiculous online.
Re: Madden 11 Impressions
EA's features seem to have a 3 year life cycle.wco81 wrote:I bet like the vision cone, gameplan will be forgotten a year or two from now.
Sounds like they're already backing away from the strategy pad for the patch.
Now they just need to get rid of the stupid kick meter, which is ridiculous online.
Year 1 - Over hype, major selling feature.
Year 2 - Can only find it, if you turn it on, or wade through menus.
Year 3 - No where to be found.
The vision cone, the Madden skill level, and many of their features seem to follow this pattern. It's why they tend to get stagnant at times, because they design their games around selling points and have the gameplay, online and franchise modes adhere to it. If they could build off of their features that would be different. But they rarely do that.
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Re: Madden 11 Impressions
Am I the only one that likes the meter? Just wish you could make it move faster to increase the difficulty without screwing up the CPU accuracy.wco81 wrote:Now they just need to get rid of the stupid kick meter, which is ridiculous online.
And the few games online I haven't had a problem with the meter. Just have to account for the lag.
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Re: Madden 11 Impressions
TheTruth wrote:Am I the only one that likes the meter? Just wish you could make it move faster to increase the difficulty without screwing up the CPU accuracy.wco81 wrote:Now they just need to get rid of the stupid kick meter, which is ridiculous online.
And the few games online I haven't had a problem with the meter. Just have to account for the lag.
Not an issue for me. Took me a little bit to get used to it but It's fine now. Of course the accuracy of the meter has to do a lot also with the kicker, but I got used to it.
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Re: Madden 11 Impressions
I love the new meter. Kick it & get it over with! At least you can attempt 50 yarders. Last year, you might as well go for it on 4th down.10spro wrote:TheTruth wrote:Am I the only one that likes the meter? Just wish you could make it move faster to increase the difficulty without screwing up the CPU accuracy.wco81 wrote:Now they just need to get rid of the stupid kick meter, which is ridiculous online.
And the few games online I haven't had a problem with the meter. Just have to account for the lag.
Not an issue for me. Took me a little bit to get used to it but It's fine now. Of course the accuracy of the meter has to do a lot also with the kicker, but I got used to it.
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Re: Madden 11 Impressions
Meter movement just isn't consistent online.
Way more randomness than there should be for PATs and short FGs.
Way more randomness than there should be for PATs and short FGs.