I can sit in the pocket for 5 or 6 seconds every play. I don't know how they're getting such pressure against you, but all I do is keep a back in to block and then do aggressive slide protect. I can run all the deep routes I want.
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I can sit in the pocket for 5 or 6 seconds every play. I don't know how they're getting such pressure against you, but all I do is keep a back in to block and then do aggressive slide protect. I can run all the deep routes I want.
dude, i'm no dummy, ive done the exact same thing and a guy can still user rush like a demon LOL maybe theres a detail i'm missing ..granted , it was in MUT with a lower ranked team LOL ..but what you describe ive done for 3 years like alot of people..I understand quite a bit of football and video game tactics as it is..but I still think the game plays , or rather the defensive line seems fast aagainst me..que sara
lol- edited- i meant i'm no dummy LOL
I don't think Madden does a good job of differentiating between pass rush and run stopping ability for DL/LBs. I've never understood why EA doesn't have a specific pass rush rating for defensive players when they have pass block ratings for OL. To simply have block shedding, strength, power and finesse move ratings for defensive players, how does that differentiate between the pass rusher and run stuffer?
There are many NTs in this league that can stuff the run completely but can't sniff the QB and are taken out on passing downs. There are other guys that can rush the passer like crazy and are brought in on passing downs yet are lousy in run support. I think this is the problem with the DTs getting too much pressure compared to the DEs. The current defensive ratings just aren't good enough to capture these differences.
I'd also love to see a 3rd down DL depth chart. We have a 3rd down RB slot on the depth chart but what about obvious passing downs on 3rd down? Many teams have a specific combination of DL/LBs on obvious passing downs. For a team like Miami that means a guy like Paul Soliai gets removed and a guy like Odrick comes in. If there was a depth chart for 3rd down DL it would also help the cpu bring in better pass rushers for those situations. Having a full formation sub menu like NCAA 12 might make that unnecessary IF the cpu utilized formation subs properly as well but down and distance is also a factor. Just a thought.
I'm getting sacks against my opponents quite well. On the flip side they get pressure on me as well.
I play with the Steelers or match up depending on what my opponent wants to do. Again though I don't play ranked or lobby games. Strictly unranked All-Madden against people I know who play under community rules.
I think I've found a way to shut down most of the garbage passing concepts people online use. I don't particular like putting 9 guys into coverage, another as a spy, and then only rushing one player, but whatever. I'm also kind of confused on something I noticed on defense. When I run that defense, I pick a Cover 3 that has a buzz zone to the weak side of the formation, which naturally leaves the sideline open to the other side. When I hot route a defender to a buzz zone on the other side, he doesn't go quite as deep as he should, while the defender in the designed buzz zone does. Weird.
I believe Madden has gone to a custom slider set where it's like 2K5 and you are all on the same difficulty level but just different base sets of sliders. This is fine with a true 100 point scale but the sliders have to have some real teeth to them. Madden's sliders do not and are far too weak imo, especially when you can't adjust the difficulty level to make things harder or easier. The cpu passing game is weak in this game and it's starting to concern me. They will go nuts every once in awhile but most of the time they struggle more than they should. If I drop human pass reaction to 0 the cpu should be lighting me up but they don't. I don't know if the Madden team will patch this but I truly think the sliders should have double or triple the amount of power to them. I find making simple 5 point adjustments have only a subtle effect. If you have a true 100 point scale then a 2 point adjustment should be subtle, not 5. Especially when 0 is supposed to be rookie and 100 All-Madden.
I've always been more of a NCAA guy and since we are one income I decided to go with NCAA only this year.
My wife surprised me and bought me Madden for my birthday yesterday.
I gave it a shot last night, I only played 1 game but here are my impressions so far: (keep in mind they may change the more I get to play).
I like from the football side of it, (unless I haven't figured out the controls/button yet) there is no pass commit, no run commit. There are no game plan options.
I like this on the real football side of things. I understand in real life the coach can "tell them" to watch out for the pass or run, but on NCAA if your pass commit they seem to break up or PICK all the passes. Seems overboard, maybe they can turn that down a bit. Same with run commit, if you run commit the correct direction in NCAA you stop them 100% of the time, seems kinda cheap.
I also don't care for the game plan options in NCAA, where you can make the defense aggressive to the pass. It seems like the defense will jump all the routes and they (DBs) somehow become better and more aware than any WR I have on my team.
These are not options in Madden, or atleast I haven't found them yet. I like that the play I call is agains the play the CPU called. Yes you can hot route and audible your players still but you can't "stack the deck" in your favor by saying "DEFENSE PICK OFF EVERY PASS".
The game Madden LOOKS very nice. I haven't heard that bad of commentary, yes they get a little behind sometimes but I can tune that out.
I played as the Texans vs Cinn in a play now game. I won pretty easily so I'm not sure what the settings are but I had some good rushing and passing. I was also able to play some good D. I'm sure the more I play the more I'll learn and come to more pros vs cons between the 2 games. So far I'm glad she bought it for me.
It's nice to have a good solid football game. To me some of the pass/run commit, gameplan stuff...makes it too "video game" especially when it's so over powering. If they tuned it down a bit, then I'd accept it. I don't like to use it that much but I can't stop my opponent from doing it so it's out of my hands.
Finished my first franchise season. Overall the game is great except for the absolutely awful commentary, complete lack of immersion, and removal of the extra point!?!? However, the SCOUTING/COMBINE and DRAFT really miss the mark and need to be redone. Basically for those who have not drafted, you can scout very few players so during the draft pretty much 90% of the players have question marks for everything. Basically drafting has become meaningless. This needs huge attention for Madden 13.
Beside Gameplay, Commentary is one of the most important part of sports games. Great commentary can make a gamer feel part of a game instead of just playing it. Audio is horrible. I know it is Audio that makes commentary sound horrible, but I like them cut ties with Gus and Chris. Two different types of commentators. The script is terrible too. They really should have commentary specifically for Franchise. Besides milestones, it feels like you are just playing 16+ play now games. Pre-game commentary and QB needs to be fix.
Draft and scouting really needs to be improved. It is more of hopefully scouting the right players. You dont go into drafts knowing nothing alot about the players. They should add a mock draft thing like 2k12 is. A player description would be perfect. Telling you strengths and weaknesses with telling POT or OVRs
I like Chris Collinsworth in real life. He gets repetitive in the game but I still think he does a decent job. Maybe it's because its new to me it doesn't bother me but I can live with the commentary. Gus does need to go though and so does the EA guy in charge of commentary. The disjointed audio is awful and that's 100% EA. And how can EA defend not having every name in the game? I can understand some obscure guys but the guys coming out of the tunnel during the hyped pre-game intros don't all have names! Josh Cribbs doesn't have his name in the game, neither does Tebow. It's just very poorly put together. EA needs to go out and hire one of the 2K audio guys to run the show.
What drives me nuts about the commentary is how the wrong lines play in certain situations. Eg you throw a pic six and then Gus breaks into a soliloquy about how he went for the pic and it cost him???
So I just started super star mode in Madden such a disappointment.It basically puts you right into preseason with no pre draft coverage or work outs for your player for pro days or even interviews with teams and coaches.I just with this mode could be so much more.I will be sticking to franchise mode from now on.I did import my QB from NCAA 12 into Madden.Just such a big let down!
Has any one had a problem loading draft classes
I dont see in online menues where you can search or set up an unranked game to use a created team or anything like that ?
Even though I only did it 3 times, I am having more sucess running out of Shotgun than I am on a regular pitch plays. It seems like the CPU knows it is a pitch play because the safety always drops and defense shifts towards the pitch side. I dont even call it anymore. I think the best way to run out of the gun is with a fast elusive RB.I scored off a huge shotgun run once.
I dont have a problem getting sacks. But, I am having problems getting user sacks. I might be able to pull off a DL Move sometimes, but most of the time I either got pushed down quickly or get stuck into a "patty cake" animation. I cant get no sacks in the 3-4 from my OLBs. I have good ones in Orakpo and Kerrigan, but cant get any pressure.
I get pressure from Wake pretty good. My CPU teammates do better than me sometimes. Just remember to only hit the dl move once. Let the move play out and don't be afraid to push down with a quick player on r-stick.
I love how organic Madden is. I'm still seeing some new animations. It feels fresh while NCAA felt stale.
I do think QBs are too inaccurate down the field near the sidelines. The game makes it a ton easier to hit deeper passes down the middle as QBs are more accurate and safeties seem hell bent on cheating to the outside and leaving the slot WR open far more open.
I actually blocked a FG (not myself but a cpu teammate). I can't remember seeing this before. I was tied 10-10 with the Redskins and with no time left on the clock my team blocked this 49 yard attempt and I went on to win the game 13-10 in OT! Sweet!
http://www.youtube.com/watch?v=rygzApi6-Jw
On another note, I just love the running game in Madden. It's a blast. Every time I see a player in real life (college or NFL) that jukes or makes a defender miss in the open field it ticks me off about NCAA Football since it was so ridiculously hard. Between the neutered RB moves in NCAA 12 and the lack of player momentum where defenders can mirror every move, NCAA 12 just sucked the fun out of the running game for me. I know others feel differently but that really hurt the fun factor. Madden feels just right.
Can you turn off Cap Penalties or Clear them like previous versions?
I love the post Super Bowl win presentation...thats how it should be.
I am actually finding it hard to play NCAA after my time with Madden. It is a shame considering I prefer college to the NFL.
Brandon Marshall is a beast after the catch. While my other WRs go down without a fight, he's always fighting and breaking tackles.
http://www.youtube.com/watch?v=DeMk-ri6vUQ
Patch details to be released on Friday.
Good. I'd like to be able to get rid of it once I know they aren't going to fix zone defense, fix the shake blitz, fix the inability to press a TE, and the other billion issues that exist with online play. I'll be utterly shocked if they "fix" one thing that is actually worthwhile.
I'd like them to make sliders more powerful but I doubt they touch that. Special teams are also way too easy for the user and yet you can't do anything since the sliders are global. I missed one FG in 16 games.
Did my first draft. It makes me feel as though all the scouting I did was completely useless, especially the early scouting during the year. You don't get much info at all and it just ends up a giant crapshoot. Disappointed in that. You don't get even basic combine numbers like 40 times.
Where the heck do I change my playbook? I can do it before a game by hitting square for settings but I can't find it in the coach options. The menus in franchise suck compared to the menu system in dynasty mode for NCAA.
Draft this year is hopefully picking the right players, rather than scouting the right player. There is no way to figure out which positions are for what scheme. There isnt really a way to find out what OLBs and DL are 4-3 or 3-4. I wish they had a Pass Rush and Rush Stop ratings.
They need to add a Mock Draft, Scheme, Stock Risers and Fallers, Player Descriptions, and Traits. This is the things that most of scouts in IRL know already. Scouts know what scheme players will fit in, players tendencies, and what type of play style a player is. I would like to see either Kiper, McShay, or Mayock do a player description with strengths and weakness.
Yeah Illwill,
I would love to see a mock draft and player descriptors re: positional play. I would also like to have a draft assistant recommend 2-3 players in the later rounds when all you do is guess.
Just picked this game up a few days ago after a very long absence from Madden. I think the last version I played had Mike Vick on the cover. Presention has definitely improved from that version lol! I am lost on the controller scheme. I thought it would be more like NCAA 12. >( That's probably about the only thing I don't like about the game so far.
Any one up for an online match up?sim only tho.I'm on psn @ stovy50
There is a long post on how to scout right. It seems retarded that EA did it this way but you only scout certain positions at certain times to max out your usefulness: http://www.operationsports.com/forum...-scouting.html
I'll just post the recap but read more at OS if you want all the details. This list is based on what info gets revealed early on and that info is useless for certain positions.
Only Scout in Regular Season: OL
Scout w/Further Scouting Needed: HB, DB
Do Not Scout: QB, FB, WR, TE, DE, DT, LB, K, P
Only Scout in Combine/Finish Scouting: HB, WR, LB
If Needed/To Gather Information: QB, TE, DE, DT, DB
Do Not Scout: FB, OL, K, P
Only Scout in Pro Days/Finish Scouting: QB, FB, TE, DE, DT, LB, DB
Do Not Scout: HB, WR, OL, K, P
Scouting Needed to Receive Accurate Ratings Individual Workouts: HB, WR, LB, DB
Do Not Scout: QB, FB, TE, OL, DE, DT
If You Absolutely Need One: K, P
I have a decent scouting cheat sheet, but at this time it doesn't apply to imported drafts. I haven't done enough work to see if there is any pattern to certain attributes showing up during in-season scouting for good imported rookies like there is with madden generated draft rookies.
edit*** Imported draft data based on round by round draft projections: 1st rd talent (78-84 OVR) 2nd (76-78 OVR) 3rd (73-75 OVR) 4th (70-72 OVR) 5th (68-70 OVR) 6th (66-68 OVR) 7th (64-66 OVR) NA/0 (62-64 OVR)
On a sidenote regarding the drafts: I just laugh at a couple of things like the idiotic draft grade logic where I routinely get D+ grades even when I pull in 5 guys rated 75 or higher. The other is the trade logic when I see the CPU teams successfully trade with each other in the first round and I offer same thing only to get denied everytime. CPU team A will offer current 1st rd pick say #7 overall along with their 3rd rd pick that year to CPU team B to move up 3 spots in 1st rd to #4 overall and the trade goes through. First time I see that I turn around and offer my #24 pick n 3rd rd pick that year to the team with the #21 overall pick only to get denied. In fact a few minutes later I see the CPU team at #26 trade with the #21 team for their 1st and 3rd. I LOL hard at the simply retarded trade logic.