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The ball "bouncing" off players is so true. I played the demo last night (which is starting to grow on me...) and Manning throws a bomb to the endzone with no time left in the 2nd quarter. My player (Revis) swats the ball, it then bounces off Garcon, bounces from Garcon off of Santi's helmet and falls into Wayne's fingertips.... I guess it was convenient that they had three receivers in reach yet I only had one DB.
I threw a pass out in the flats the other night and it hit the RB right on the facemask :D :D :D
From everything I have read, the flats are once again money. I can't believe EA would allow this in their game, once again. I just don't get it. If it's been an issue, why wouldn't they test it to make sure it's not an issue again?
Honestly, I find passing in general to be far, far, far easier in Madden than NCAA this year. In the demo I have no problem going 90-100% comp % with Sanchez. Meanwhile, I find that Madden's cpu passing seems far worse this year. Most of the demo game I have played have Manning well under 50% comp %.
So with the shorter games using gameflow.... I just finished a game using gameflow and it took 47 minutes. Not one game I have played has finished within a half hour. In Madden 10 I played 12 min qrtrs with accelerated clock. I don't see gameflow making any real time difference.
Could it be because of the game speed in Madden is defaulted as slow and the game speed in NCAA is defaulted at normal? Plus NFL QBs should be throwing better than college QB's....I know I'm reaching on that last one.
Oh and we don't know if Madden has "God Mode man coverage yet"
I see at OS that the people who have the game early seem to stress that Madden 11 is definitely a better game than 10 but not as "fun" as NCAA 11. I would love to have some compelling reason to buy this game but I just can't find it...
Okay kids, the embargo has been lifted. I can try to answer some questions if you have them.
Have you simmed ahead a year?
I'd love to know if stats are outta whack in franchise, if draft logic blows (ie Rams drafting Jake Locker), if FA is a joke (ie user can get the lion's share of available FAs / CPU sits tens of millions under the Cap / Colts release Manning because of salary etc).
I know they didn't add anything to Franchise, but I didn't buy Madden 10 (first time since it became a console game) because I hadn't been happy with Franchise Mode since last gen. For me, the NFL is much harder to replicate in a video game in that statistical anomalies will stick out like a guy in sweat pants at a scrip club.
Thanks for anything you can comment on these issues.
How does the new kicking meter differentiate (spelling) from kicker to kicker?
If you could test out the worst kicker on all-madden, then use Kaeding from the Chargers on the same.
How close with each do you need to be to kick it fairly straight and is the meter speed based on attributes?
Thanks man
I will try to sim through a season. The FA issue should be fixed, but not sure. What exactly do you want to see stat-wise?
I know that during the season the top FA's sit in FA unless someone gets injured. Westbrook, Owens, etc. are still out there....of course I'm working with default rosters.
To my knowledge it's not different from kicker to kicker. It does go faster from pro to all-pro. But once you get the hang of it, it's not too hard...it's no different than a 3-click swing in the old Tiger Woods system. I don't like the kick meter at all.
I know atleast from the demo that it appeared depending on the attribute of the kicker was how close you needed to be to the accuracy bar. There were more than a few instances when I kicked with the Jets kicker that I thought I was fairly close to the accuracy bar only to have the kick shank, whereas I didn't need to be so close when I kicked with the Colts kicker
I''m always for playing games in less time, but this just isn't the case with gameflow. The only reason they are saying it's faster is because the default is 5 minute quarters with accell clock on. Not a dealbreaker by any stretch for me, as I'll be playing 12 minutes as always, but I was hoping to be able to play games in less than an hour.
What's funny is I can play a game of ncaa faster than madden, despite time being a back of the box feature for madden this year.
JB- I assume in-game saves are not in? You mind confirming this for me?
How is the kicking game with a bad kicker, does it make a difference with the new meter?
In NCAA the computer running back would always cut to the middle of the field when he had a wide open outside run, how is it in Madden?
What do you feel is the best speed for Madden 11 and what speed did you use for Madden 10?
Thanks!
GameFlow for me has been turned off both coordinator audio and playcalling. I didn't like it when I saw it at the draft. Gave it a fair shake for four or five games when I got Madden, liked it, then quickly got sick of it. I've been playing 7 min quarters with a :15 runoff....and it takes over 40 mins to play, but once I made my own gameplan, there were a LOT of the same plays getting called.
The coordinator gives a lot of good insight into certain plays with certain situations....but this is definitely not for the hardcore player.
Worse accuracy will make you pay for missing the last click....but if you've ever played Hot Shots Golf, it's not too hard to hit the accuracy with practice.
Both games use the same core gameplay, so it's about the same.
Normal cuz I hate the default speed. (which is a notch below Normal)
How long would you say you spent on setting up your gameplan?
A few guys in the Madden leagues I'm in are loving the idea of setting up their gameplans but this could be a blow to that idea if it uses the same plays over and over.
Well, when setting up your gameplan, you actually have the ability to determine how often it is called in that given situation. You can add stars from 1-5 (including halves) and that will gauge how often it is called. I haven't spent a lot of time with the game but I definitely will say that in order to enjoy Gameflow, you'll have to spend a fair amount of time with your Gameplan.
Simple question: if you're happy with NCAA and you are an offline franchise only type of guy, is Madden worth buying or for those of us miffed with lack of franchise upgrades should we stay with Madden 10 and NCAA 11?
Yeah I set up one in the demo, used it for about a game if you add in the quarters I've played with it on. I didn't notice alot of the same playcalls but then again I didn't set mine up real in-depth. Say you do assign certain plays higher value...if that situation were to come up multiple times, it would seem like chances were that play was going to get called multiple times. I'll have to play around with it a little.
I assume that the Injured Reserve Issue was NOT fixed (aka... still no roster spot freed up for an IR player). This issue hurts my Raiders chise every year.
I'm curious JB, what makes it more fun than 10? I loved 10, so hopefully I'm in for a treat. Care to elaborate? Or is it just a "fun factor"?
Now that it's been lifted, I'll definitely answer some questions as well. I'll admit I haven't played it much, but I'll slug through it to answer some questions that you guys have (and to help JB with it).
I'm also like JB though, when I do play, I play on Normal speed with the Gameflow and OC audio turned off.
I'm going to sim ahead a couple of seasons and take notes on the stats and such as well.
From a lot of the OS posts, the people who have the game keep saying how "different" it feels from NCAA. By this I am confused because based on the Madden 11 demo and NCAA 11, I think this is the most similar feel between the two games since I have been playing them... is the retail really that different or is this "the honeymoon effect?" Without naming names, some of those posters spell objective with an EA if you get my drift...
Do you guys have access to online? I'd love to hear how the quality of the connection is online. You could have super connections on NCAA and it would still lag. I know Madden '10 was smooth as hell, so that definitely would be appreciated. Also, I would LOVE if someone could either get a video capture or screenshot of the online interface like the leaderboards, lobby, etc... Please and thank you!
So I tested out the kicker slider with different kicking accuracies:
Kicking 42 yard kicks (so I didn't have to max out the power every time) in practice with various created kickers all with 90 KPW and going from 90 KAC to 12 KAC with the kicking accuracy slider all the way down to 0 I was able leave the direction of the kick straight and vary my accuracy in the kicking motion while compensating for wind to pretty much nail anything from 42 yards without moving the arrow. The new kicking meter is so ridiculously easy, it's not funny (and, again, I've barely even played Madden 11 and I don't think I've used the new setup but maybe 3 or 4 times in total before this test).
Hmm. Maybe they can patch in the old kicking meter, lol. This game seems so lame compared to NCAA. Locomotion seems to be the only good add.
Old kicking meter was never hard either. Worse kicker and 55 yarders were a piece of cake.
End of year 2 of a simming. Only things I've seen so far is Jarvis Green broke the NFL sack record with 24 sacks the first season (incredibly unlikely) and Sam Bradford immediately makes the Rams a playoff team in year 2 and they go 11-5 and win their division. No real drafting issues that I've seen so far.
Stats all look good besides the one sack anomaly. Manning, Brady, and Roethlisberger are have been the top TD passes and Comp% leaders both years.
Saints won the Super Bowl over the Steelers in 2010
Patriots beat the Saints in the Super Bowl in 2011