GTHobbes wrote:For PS3 owners, Reebok has some contest that, when you enter online, you're given a free code for the AFL download. I don't know that I'll ever use it, but I'm all for free stuff when it comes to things that EA is otherwise charging money for. Here's the link:
Brando70 wrote:
1) wrong info about a team's history (putting up a Bengals fact for the Bears)
I noticed this in my first post-patch game too. I was the Seahawks playing the Lions, and they had Bengals facts pop up for the Lions.
I only played one game since the patch, but I agree that they adjusted the QB awareness for the worse. They all have eyes in the back of thier head now. I also noticed their "fix" for passes in the flats. Looks ike they just slowed down the recievers. Cheap way to to fix this, as it messes up the animations and the timing.
GTHobbes wrote:For PS3 owners, Reebok has some contest that, when you enter online, you're given a free code for the AFL download. I don't know that I'll ever use it, but I'm all for free stuff when it comes to things that EA is otherwise charging money for. Here's the link:
Got the code. Now I just have to wait all day until I get home from work to try it
I was finally able to try it last night, and I would've felt completely ripped off if I had paid $8 for it, but for free it's worth having. Thanks, Reebok!
AJColossal wrote:So what's the consensus on the patch: do you think overall it adds or detracts from the game?
I think it's a minor improvement. The CPU offense does seem more effective, especially with some run slider adjustments. I also think you can get a little more separation with receivers on deep routes.
The two things I really don't like:
-- The way they tried to reduce big outside runs and fix outside run pursuit by making RBs slower. Very cheap and very noticeable.
-- Sacking the CPU. People complained about this pre-patch, but I could actually do it fairly well. Now it seems like the CPU QBs either make a pass or throw up a fluttering duck. I'll have to see if this still happens with lesser QBs -- I suspect those with high AWR tend to get rid of the ball sooner.
Overall, I think the CPU offensive difficulty makes this a positive improvement.
Brando70 wrote:
-- The way they tried to reduce big outside runs and fix outside run pursuit by making RBs slower. Very cheap and very noticeable.
They did the same thing also for crossing routes and slants. Yeah it's a shitty way to fix it but it certainly does fix it. My guess is that this is all they could come up with that didn't screw something else up. I'd be shocked if they come up with another fix for patch two.
Brando70 wrote:
-- Sacking the CPU. People complained about this pre-patch, but I could actually do it fairly well. Now it seems like the CPU QBs either make a pass or throw up a fluttering duck. I'll have to see if this still happens with lesser QBs -- I suspect those with high AWR tend to get rid of the ball sooner.
I'm seeing the exact opposite, before the patch it was floating ducks like crazy, now I am getting sacks without much issue and in fact I think the interaction of the linemen is more like what I saw in the videos leading up to the game. I can now steer them when engaged and actually break out of suction blocks.
It took me about a half dozen games to get use to some of the changes but the patch makes the game a little better IMO. Running lanes open up more, DB / WR play is better. The CPU can generate something of a running game now on default sliders.
It's not perfect but I think it is worth installing.
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I've actually been having some success with sacks again. I lowered CPU pass blocking to 40, and while they still get good protection, I'm seeing better results. I had four sacks against the Browns in my Bears franchise, three by Tommie Harris (who does not suck like he does in real life) and one by Ogunleye.
While the hitching motion certainly has cut down on big plays, it hasn't eliminated them. I scored on a WR screen that Hester took 68 yards for a TD. The CPU blitzed (no surprise) and my line held long enough to hit Hester (actual surprise). I had one safety to beat, and I was able to juke him and outrun the FS coming over to catch me.
I still believe, about 20-ish games into playing Madden 10, that it's been the first next-gen version worth the money. I'm having fun both with my offline and online franchises, and while I suspect the offseason will showcase the standard illogical AI management, the onfield action has been a lot of fun. I could see myself still playing the single-player even after Uncharted 2 and Modern Warfare 2 hit.
One thing I do notice is (I play MLB) my player seems to get sucked into an animation with an opposing player more often than in NCAA. I seem to make more tackles in NCAA than I do in Madden - almost feels like they are magnets in Madden.
MizzouRah wrote:I still like NCAA 10 better, but I'm probably in the minority on that one.
Actually I like NCAA much better also. The family mode is great to play with my son, and being able to create your own schools is awesome. Feel free to give my local York College Spartans a try.
Ive only played two games in my franchise (post patch) but I havent had a problem with sacks. I think they have all come on blitz plays, but it hasn't been an issue for me.
No problem with sacks here either, but the same problem a couple of others have had elsewhere:
matthewk wrote:
Brando70 wrote:
1) wrong info about a team's history (putting up a Bengals fact for the Bears)
I noticed this in my first post-patch game too. I was the Seahawks playing the Lions, and they had Bengals facts pop up for the Lions.
I'm getting Bengals facts popping up for the Vikings. I'd be fascinated to learn whether there's a team in the game whose facts haven't been taken over by the Bengals.
Having some major problems with AI kick returns in preseason on my franchise. Played the Chiefs in week 2 and they had no offense to speak of but damn near beat me. They ran 3 kickoffs back for touchdowns and had a 4th return in the dying seconds pulled back on a holding call. Week 3 against the Texans and straight from the kick off, they ran it back 96 yards for yet another TD. For some reason, post-patch I suck royally at almost every aspect of special teams play.
MizzouRah wrote:I still like NCAA 10 better, but I'm probably in the minority on that one.
Actually I like NCAA much better also. The family mode is great to play with my son, and being able to create your own schools is awesome. Feel free to give my local York College Spartans a try.
So what are people using for a fatigue setting and sub in/ sub out? I just lost to the Chargers 16-13 in OT...but the whole 4th quarter my top wide receivers and Ronnie Brown were not playing... they weren't injured so i assume it was fatigue...i could understand for a few plays and then at some point they would come back in, but no...they never came back.
Right now that's the only issue/tweaking I need for this game.
icvu42 wrote:So what are people using for a fatigue setting and sub in/ sub out? I just lost to the Chargers 16-13 in OT...but the whole 4th quarter my top wide receivers and Ronnie Brown were not playing... they weren't injured so i assume it was fatigue...i could understand for a few plays and then at some point they would come back in, but no...they never came back.
Right now that's the only issue/tweaking I need for this game.
Rick
That's a bug in the game, Rick. I'm not sure if it's tied to the sub in/sub out or the fatigue slider or both, but messing with those will cause guys to get subbed out and not come back. I think it's an issue with the sub in/sub out, but I haven't tested it to be sure.
I'd try the defaults again -- since the patch, fatigue seems more of an issue, especially for RBs and WRs. Defensive lineman don't fatigue quite the way they should, but you'll probably see some guys get worn down on longer drives.
icvu42 wrote:Brando...thanks for the info! Ill reset my sub-in and out sliders.
Rick
I had that problem with Matt Forte and Devin Hester disappearing. Once I went to the defaults it stopped. However, I also started a new franchise at the same time, so if it still keeps happening, you might have to go that route. Hopefully not.
icvu42 wrote:Brando...thanks for the info! Ill reset my sub-in and out sliders.
Rick
I had that problem with Matt Forte and Devin Hester disappearing. Once I went to the defaults it stopped. However, I also started a new franchise at the same time, so if it still keeps happening, you might have to go that route. Hopefully not.
I'm only 3 games in so it wouldn't be horrible if I have to re-start...I'd just hate to lose my victory of the Colts.... I earned that win!!!!!
I'm having a weird issue or at least what i think is an issue in year 2 of my offline franchise and was wondering if anyone else is having it.
Scores are off the charts. On 12 min, ACC clock my games are all in the 40's and 50's. Since me going to season 2 occurred around the time of the patch I am wondering if it's the patch or the effects of the game.
In year one my games varied, Defensive slig fests, some high scoring but like 35-31 type things.
So far 5 games into year two with the bears and this is what i have scored
38
41
55
42
35
It's totally sucked the fun out of the game for me. I could amp up the sliders but the CPU is now scoring at will on me as well. It's almost like the longer the game goes on the defense gets worn out and then can't stop anyone.
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Dan - I think the patch may be affecting the scoring.
Since I've had it, I cannot stop the CPU offense. I can score decently, but the patch has appeared to make the defense either dumber, slower, or just less effective. part of it may be that the QB seems to know exactly when he needs to get rid of the ball in order to avoid taking a sack.
I prettymuch give up at this point. I'm glad they fixed the holding penalties on kicks, but there are too many things that really bug me that I can't seem to get past. It is still nearly imposible to play an effective 3-4 defense, robo-QB/lack of pass rush, and way too many completions over the middle are killing tha game for me.
I average 2 sacks a game and I generate a lot of pressure, not sure why you're having problems. I also think the RoboQB term is thrown around to loosely, I don't see RoboQB like last year. Yeah the QB tends to throw to many ducks to get rid of the ball but thats not the same as delivering a pass in half a second to a receiver.
Having said that something they did is making defense less effective, I think so many people bitched about the running game and blocking that now it's too easy. I can average 150 yards a game with just about any decent back against the CPU and now the CPU is getting 100 plus games on me. I liked how the running game worked before.
We'll see what patch 2 brings, details coming this week.
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To me, roboQB is being able to complete passes at will and not take a sack. Those are the things I'm seeing lately, and it bugs me. The overabundance of ducks are due to the QBs uncanny ability to get rid of the ball. I'm also seeing way too many crossing patterns get completed before my DEs even have a chance to get near the QB. If they were untouched they would never reach him in time.
I was having a lot of fun with this game until I started noticing these things. I've tried sliders, playcalling, and different playing techniques to try and get past these things, but it just hasn't worked.
If you're getting killed by crossing patterns, run zone from your LBs and man up on the outside. That way you have your linebackers sitting in the 5-10 yard zone behind the line of scrimmage, just waiting for the crossing patterns. It works if that's how the offense is beating you.