TRI wrote:The new cheese in Madden 2006 is the lob throw on deep passes especially in single coverage. The receiver has a big advantage over the defensive back on high throws. This is abused big time online.
What's really funny is that wouldn't pro teams do that anyway? If you got Randy Moss in single coverage...with ANY DB...they are gonna go deep to him and a majority of the time, he's going to come down with it. Same thing goes for most of the big play receivers in the league. One on one with a star....it's guaranteed money.
Still holding off on my impreesions but that Burnout Demos was pretty fun and looking awfully sharp. Makes me wish some of those guys at Criterion in the graphics dept could have stopped by the Tiburon office.
Edit forgot to add the first thing I did when I got the game.
No to EA Trax
No to Remixing of the NFL Films Music (Shame on you EA. EA Trax is bad enough. Stop screwing withe classics.)
Yes to NFL Films Music.
Last edited by bdoughty on Tue Aug 09, 2005 7:02 pm, edited 1 time in total.
I played a few online games. I do notice more streaks caught and a lot of receptions are the WR jumping. Even when you try to lead the WR away from the defender like last year, Precision doesn't lead them away. The WR has to get airborne so it's hard to get RAC like last year.
Plus the defense doesn't seem to react quite as well, especially in zones. Just got done playing a guy and held him scoreless because he was forcing passes. But he had like 2 or 3 passes which he forced and still caught. One really strange example was him forcing a slant to an outside guy against a cover 2. The CB was holding him up but Keyshawh Johnson caught it as the slot CB and the safety on that side converged onto the ball, in addition to the outside CB.
I've seen a couple of other instances where I had the right zone called but the ball was literally squeezed through a crowd. Now I did play with the 49ers a couple of times but last year, those kinds of situations would lead to interceptions and rarely a completion.
So long before this Vision and Precision thing, the game is behaving differently. As for these features, I find it easier to switch using the shoulder and face button combo rather than using the right stick. One advantage is if you choose a WR this way, the cone locks in so on a crossing pattern, the cone moves with him. You don't want the cone on one WR too long but a lot of times, you don't have a choice.
As for Precision, like I said, you seem to have LESS capability to lead a WR away from the defender. So corners and drag routes are more difficult to complete sometimes, because as your WR is separating, you can't lead him away enough. The OL protection audibles are fine but you can't see which scheme you've selected in the Coach's Cam. I just assume Up has the OL fan out, left or right to slide protection in those directions, down to pinch the line.
Bill_Abner wrote:Franchise impressions, as posted on Ye Ol Blog.
I've played only with the practice mode thus far, so I have nothing to say yet about the whole cone thing. I did jump into franchise mode to see if in fact it was a carbon copy of 2005. Well, it is and it isn't. Here's some observations:
The Gameplan feature is kinda cool. You go to practice mode and work on plays that your opponent likes to run. I barely touched this but it seems like a good idea on the surface. There is a Total Control Sim option which sorta works like a Sim to End feature, only in reverse. If you start a game using TCS you can jump in and play the game and then quit later if you want and it'll sim to the end.
Some basic tests:
The IR Test: Fail
The CPU still refuses to place players on the IR, which would (should) free up roster space. This is not that hard to do, folks. Come on.
The Crazy Trade Test: Pass.
No trades at all during the season. Only 1 trade on draft day which saw the Vikings give up the 29th pick for a 2nd and a 4th. Too few trades is better than too many.
Sim Stat Test: Pass.
Nothing out of the ordinary that I could see off hand.
The Retirement Test: Fail
First off Belichick retired, which I thought was hilarious. Still, WAY too many 90+ players retire after year one. Why? Age. Trent Green had a Pro Bowl year in the 2005 sim, is still a 91 overall, and he quit at 36. In fact, 9 90+ players retired, 26 80+ and a total of 67 in all. That seems way out of whack to me. If a guy can still play at that level he is NOT retiring. Make the guy's ratings fall off a cliff, and it would make more sense.
Off- Season:
You still re-sign restricted FAs before seeing the draft pool, which is just dumb. The first thing you should see after your retirements is the draft class. It's vital to know what kind of players are coming out before you offer FA contracts. For example in the 2006 class there was not one first round talent WR. That would be kinda good to know...
Draft AI Test: Better, but still fail
I did see some teams draft for need while others, well...
Why would the Bears draft a RB in round 1 when they already have Jones and Benson? Odd, eh? The most bizarro thing I saw was that EIGHT teams drafted a kicker in round 2. EIGHT TEAMS! Including the Vikings, who made that trade. Doh.
I love the draft scouting. It's just like last year, but I love it.
I do not love the Draft Grades. All 32 teams got an A or an A-. Come on guys...
The first five picks were: QB, DT, QB, FS, RT. No centers, punters, or kickers went in Rnd 1. Of course the kickers went in round 2 but hey...
FA Signing Test: Pass
This is VERY hard this year. I tried my best to bring some FAs to Cleveland but they all passed. Ouch. I have to bring my pocketbook, which is nice.
At the strat of year 2 there were 29 players in the league rated 98 or 99. Seem high to you guys?
Anyway, franchise mode seems like it's been tweaked some, but still has issues. That kicker thing is just weird, and I can't believe they still don't allow us to see the draft class sooner than this.
Thanks. Now I'm about 50-50 on this game. Some improvements in franchise mode, but is it enough over 2005? Sounds like most of you are liking the game so far, which is good news. Keep the impressions coming.
I played another couple of games and I didn't still haven't seen any Mario running. Dare I dream that it has been addressed finally? There's only been a couple of instances where my running back will get caught up in the linemen and using the truck stick ends that really quick. The cpu jukes and jives and doesn't get caught up either.
Oh, and I'm really digging the game. I can easily say it's better than 2005 but I'm not ready to proclaim it better than NCAA 2006 yet but it might just be.
I can't stress enough how this years game is vastly different than last years. It feels and plays like a completely different game.
I am a patient boy.
I wait, I wait, I wait, I wait.
My time is water down a drain.
ScoopBrady wrote:I played another couple of games and I didn't still haven't seen any Mario running. Dare I dream that it has been addressed finally? There's only been a couple of instances where my running back will get caught up in the linemen and using the truck stick ends that really quick. The cpu jukes and jives and doesn't get caught up either.
Oh, and I'm really digging the game. I can easily say it's better than 2005 but I'm not ready to proclaim it better than NCAA 2006 yet but it might just be.
I can't stress enough how this years game is vastly different than last years. It feels and plays like a completely different game.
The mario running appears to have been replaced by the auto-hurdle this year.
Game is f***in good. Nuff said and i've almost the entire day with it.
ScoopBrady wrote:I played another couple of games and I didn't still haven't seen any Mario running. Dare I dream that it has been addressed finally? There's only been a couple of instances where my running back will get caught up in the linemen and using the truck stick ends that really quick. The cpu jukes and jives and doesn't get caught up either.
Oh, and I'm really digging the game. I can easily say it's better than 2005 but I'm not ready to proclaim it better than NCAA 2006 yet but it might just be.
I can't stress enough how this years game is vastly different than last years. It feels and plays like a completely different game.
The mario running appears to have been replaced by the auto-hurdle this year.
Game is f***in good. Nuff said and i've almost the entire day with it.
Auto hurdle was there last year. There seems to be more pinball running physics than last year however.
Badgun wrote:
Actually, it is true. My son found it in a game he was playing. Completed like 5 straight bombs just by lobbing it.
Please tell me someone else sees the irony in this?
Not sure what you're implying here, but I really don't care anyway. If you've played enough NCAA and you throw the deep ball at all then you know if you're going to do a user catch then you take control of your receiver and push up on the stick to run him to the ball. In Madden, this makes you throw the ball high if you press up before you throw the ball. Pretty accidental how he discovered it and no, he didn't throw the bomb 5 straight plays, he completed about 5 in a row by throwing it high.
Several guys here have played my son. Boltman and Jared I know for sure and I know they didn't have any complaints.
I find it humerous how you guys can pile on me when all I did was verify what someone else said.
For what it's worth, longtime OS poster Erod contends that slant patterns remain money again in Madden 06.
Again, for what it's worth. I haven't played the game, so I'm simply tossing his observation from the OS Forum out there. And then again, slants usually are high-percentage passes in the NFL, too.
pk500 wrote:For what it's worth, longtime OS poster Erod contends that slant patterns remain money again in Madden 06.
Again, for what it's worth. I haven't played the game, so I'm simply tossing his observation from the OS Forum out there. And then again, slants usually are high-percentage passes in the NFL, too.
To me a money play is something that works EVERYTIME. The slant play is by no means money and I have no idea why he would say that. As a matter of fact, I'm almost scared to throw another slant because it seems I always get picked off when I throw them.
Just put it in the xbox but really early impressions.
It seems like there is a fog around the stadiums on the xbox version. Graphics looked washed out again, but shucks I guess, dont want to buy the ps2 version .
Game is slower, good thing since it was too fast on xbox last year.
Thanks to your impressions I went to Frys to take advantage of their $37 sale price.
The impressions on vastly improved playbooks and the precision passing sold me. I loved read and lead from Fever and if this surpasses it then I am sold.
ScoopBrady wrote:I played another couple of games and I didn't still haven't seen any Mario running. Dare I dream that it has been addressed finally? There's only been a couple of instances where my running back will get caught up in the linemen and using the truck stick ends that really quick. The cpu jukes and jives and doesn't get caught up either.
Oh, and I'm really digging the game. I can easily say it's better than 2005 but I'm not ready to proclaim it better than NCAA 2006 yet but it might just be.
I can't stress enough how this years game is vastly different than last years. It feels and plays like a completely different game.
The mario running appears to have been replaced by the auto-hurdle this year.
Game is f***in good. Nuff said and i've almost the entire day with it.
Actually if you hold the Y button when heading into the line (again got this from the strat guide) he will do more then auto hurdle. It is a good way to avoid those slamming hits that drive you backwards.
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well i just wanted to give my 2 cents...i like it, basicly it's 2005 but with the cone and some nice touches, but to say something i have never before..i have been sold on the cone, i like it! it just makes sense to me as in the head of a QB thinking on the field