Post them here...
P.S. I love how the game starts... awesome scenario!
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Post them here...
P.S. I love how the game starts... awesome scenario!
So just some running commentary based on 30 minutes with the game (in practise mode)...
1. I concur that the NEW play calling screen is as clunky as hell.
2. the camera options are truly excellent and so easy to access
3. the player/stadium visuals are fantastic!
4. the game feels different for sure (in the sense of gameplay)
5. playing around with the defensive tackling will take some time to get used to
Looking forward to playing this more later.
Happy Madden Day!
Another hour wait for me. Some one is picking up my copy from best buy.
Happy Madden Day as well!!
I plaid the 6 day trail thing. Everything so far looked great in each game mode. Graphically it looked awesome. presentation is well improved but not great yet. It's getting there. I just hope hopefully in the next madden or so that Superstar gets more work on the next madden.
It's really important to do the kicking and defense skills trainer. There are a lot of great tips in there. Kicking is very easy once you get it and yes, the D actually is a lot of fun.
I take back my punting comment. In game it is actually very challenging as the arc disappears quickly. I have shanked a few. As well, the wind does impact your kicks in a major way.
So I played my first full game versus the cpu on ALL PRO. I played as Washington @ Minnesota in snow/wind. I would recommend for your first game you NOT play in the snow as it is a lot more challenging to see the field. Anyways, I got roughed up pretty good and lost 13-0.
I turned FATIGUE and INJURIES to 65 respectively and turned the gameplay to SLOW. TO me slow feels right but it is faster than last years slow. I am also using the standard camera but I did a lot of player lock. Dline player lock is somewhat boring but it is a lot of fun to player lock as a LB. Lining up your hit on a player can be a real challenge and I missed a number of them.
Game stats:
Passing:
Cassel 10/13 106 yards 1 td
Griffin III 10/16 84 yards 1 int.
** cpu accuracy and perfect passes are the norm. I only saw one poor pass that was thrown behind a reciever. Every other pass was pretty much perfect. Plus, the cpu never went deep. Every pass was within 15 yards of the L.O.S.
Running:
Peterson 15/96 6.4ypc
Morris 5/11 2.2ypc
Asiata 4/4 1ypc
Helu Jr. 1/5 5ypc
If you have a strong RB and a good line you will get a lot of yards. However, running to the outside is a bad idea. Expect to lose a lot of yards if you do that. Also, n the case of Minny, backup RB's are not very good.
Receiving:
TE Jordan Reed 5 rec 52 yards
TE Kyle Rudolph 4 rec 39 yards
Since most passes are short, it seems as though the cpu hits the tight end more than anyone else. One thing that bother me is that MY receivers NEVER fought for the ball versus the DB's. Not once! There were less ridiculous DB interceptions but the WR still does not do anything to go for the ball.
Well, it appears that the challenge system is still broken. In my 2nd game Morris fumbles and the replay clearly shows he loses the ball before he hits the ground yet the play is reversed. I do however like the new visual which shows the ref checking out the replay.
I would love to see 2k's system which allowed you to choose what would be challenged (and it worked!).
My experiment for game two featured Washington @ Seattle (in their classic 1980's unis... please bring them back!!!)
This game scares me upon reflection. I (Seattle) won 6-0. The game had great defense as advertised but my concerns stem from the stats. For the most part Seattles stats are good.
Wilson 13/21 116 yards
Lynch 18/84 4.6 ypc
However, the Washington numbers are scary.
RGIII 4/6 14 yards
Morris 5/12 2.4 ypc
Washington had -3 yards of total offense compared to 165 for Seattle.
Washington had 2 first downs compared to Seattle's 15.
Washington had 7:04 possession compared to Seattle's 16:53.
For All Pro settings I am very surprised to see that weak an offensive performance.
Looking at the game the sliders will need some love. My focus next will be:
1. auto subs
2. cpu passing
3. OL blocking
P.S. Don't expect to many penalties... in two games I have seen one penalty and it was my fault (a late hit) as I hit the button by mistake.
Jaymo, from what I've read all-pro will be best for most. Just need to tweak sliders to help CPU since robo QB is supposedly bad on all Madden which has always been an issue. I still see the CPU underthrowing deep balls when they do (from videos).
The funny thing is the CPU QB's looked dumb in the TGT videos I have seen so you confirming this on all pro makes sense. Haven't read many similar complaints on OS though.
I feel like the Game Speed (even on SLOW) increases on higher difficulties. Personally, I'd like a separate speed option for the kick meter. I don't mind how the game plays on higher difficulty, but hate how fast the kick meter goes.
Anyone on PS4 noticing that sometimes that what you are trying to select 'skips' past it? I'm seeing it on menus (not front end) mainly.
A few more observtions ( I played until 4AM last night and my wife was PO'd this morning :).
1. The commentary is very stale and only minimally improved over last year. many of Simms annoying lines still play. Nantz says "it was a game we'll always remember," after most games. In many circumstances the commentary will be incorrect (referring to wrong team, wrong type of play, wrong result, etc.). The QB intros are cool but they will get very repetitive in CFM.
2. Stealing game tempo from NCAA was an excellent move by Madden. It works great and is easy to turn on and off. However, I am unaware if the cpu teams use it. It seems like they do not IMO.
3. Wind definitely impacts kicks this year. I really don't know if it impacts passing. It didn't seem like it but more testing is required. Kicking can also be pretty challenging at times.
4. I am considering turning off the previous play info/images. The screen is cluttered yes but there is just so much info coming at you. I am also using suggestions for play calls because I find if you use formations or concepts it is so slow to move between screens. I like how you are told of key information about a play/defense/offense but the way it's presented is very awkward.
5. Day games, clear, windy, snowy and night games all look beautiful. Rain games not so much. Plus uni degradation is extreme in the rain. Playing as Cleveland @ TB, in the 4th Hoyer's uni was so dirty that I could not even see his number six on his back. Outside games are really nice but domes are very dull in comparison.
P.S. Awkward... my first Madden 15 TD pass... was thrown by Manziel...:fp: damn!
Right off top, love the game. Plays completely different than PS3 Madden 25 and 15.
I didn't get 25 for PS4 last year so can only compare to PS3 one.
Love the game and I'm not one of those people who likes a game then 4-5 weeks later hates it. As long as it's better and had things improve that I was looking for (Gameplay), then I'm excited.
Playcall screen is very annoying as I figured it would be. Way too much clutter. I like looking at my plays horizontally as well, not vertically. I don't need to know if the play worked and how much yards it got, or the concept of the play or the % it was used. All of that is useless to me. I've been playing this game for a good part of my life, I know the concepts.
A turn off or traditional option would be nice. It takes entirely too much time to select "PAT Attempt" or FG or Punt than it should. That I always end up hitting coach suggestions.
However I can get use to it, just may be difficult switching back and forth from NCAA to this.
I lowered hum cpu acc to 35 and RGIII passed at 61%. However, I lowered the cpu all the way down to 20 and Cassel went 7/8 for 94 yards. I just don't know if cpu acc can be addressed through sliders. I also lowered the wr catch to 45 but I may go the other way as regardless of the pass, WR DO NOT COME BACK TO THE BALL, NOR FIGHT FOR IT UNLESS USER CONTROLLED! If that could be addressed this game would be over the top IMO.
Auto subs seem to work pretty well in play now. Let's hope that transfers over to CFM.
A few other things:
1. Madden moments are a blast!
2. Skills trainer takes well over an hour to complete but it's well worth it.
3. The gauntlet... meh... doesn't do it for me but if you like mini games it will be fun.
Playing around with sliders and I haven't really found them to be very effective. I have also decided to move penalty sliders back to 50 (default). I swear the game plays different once you move them. Versus Adrian Peterson he tore me up on default but when I changed penalty sliders he averged 3 yards er carry. I guess gameplay and penalty sliders are still together?
If you guys come up with some sliders soon that 'd be great. I'm waiting for some to come out so I can get started on CFM and maybe a Superstar mode .
So I was reading reviews/breakdowns of the teams on Madden 15, they are pretty harsh when it comes to the Jaguars, kinda funny this is what is says, "The Jacksonville Jaguars are unquestionably the worst team in Madden NFL 15. Although they have improved a little from last year, unless you are a die hard Jaguars fan, you would be wise to stay away from them in this year’s game."
Most teams on their review received a rating of 7-9 on a scale of 1-10, the Jags received a 2.6!
http://www.madden-school.com/madden-...eam-breakdown/
There's a new glitch in Madden. :D :D :D :D :D
https://vine.co/v/Ml6vwDpYedA
Played quite a bit last night and basically its a much better looking and slightly improved effort from M25. I think the defense is better (but not that good) and the playcalling is really odd.
One other quirk. I was playing the CPU in MUT last night and it went to OT. I wont he toss took the ball down and with 1 second left on 1st down I called TO and kicked a game winning field goal (or so I thought). Nope the game went into "double ot" CPU takes the ball down drives on me clock runs out. Nope "triple OT" CPU then scores the game winning TD. :smh:
Sounds correct to me. Each team is allowed a possession(regardless of time) if the team receiving the ball in OT drives down the field on its first drive and kicks a field goal or if they turn the ball over. You should've scored a TD on that opening drive then the game would be over per NFL overtime rules.
Had quite a few games lastnight against users on All-Pro and All-Madden
Very impressed with this game.
The gameplay improvements (again from Madden 25 PS3 I can only compare) is substantially better. Everything from catch transitions/animations, tackling interactions, QB accuracy/inaccuracy is so much better. Defense is definitely better, especially against the run by far. It's actually difficult to run the ball I find, which last year I could get 100 a pop with ease. And I have never been a runner when playing Madden.
Movement is more realistic and it actually feels difficult to move when you have been so use to being able to change direction and fly all over the field like in the past. Still getting use to movement on offense as well and steering in the direction you want to run.
Even on All-Pro, Defense is better than it was on All-Madden in Madden 25, granted I still would prefer All-Madden. G picked off a short sit down route of 5 yards, albeit I was very late on the throw but I never had that happen on Madden 25...also too he ran it back for a pick six. Not only would have the CB have stayed there and not made a play on the ball in Madden 25...but he also would have gotten caught or only ran it back for 10 yards before being tackled.
Tackling can be a chore to do at times which I've never had a problem in previous Madden's simply because of the bad suction hit sticks and tackles you could do. I'm just so use to being able to do that so it will take a few more games to acclimate. That and I have to stop trying to hit stick everytime.
I don't play CPU so that doesn't matter to me, nor does CFM really. Only user vs user interactions in my leagues. Those areas are probably the same, which I suppose why people gravitate towards MUT.
Purely on a gameplay basis though I love the improvements I'm seeing.
I have to admit I am having some issues with tackling. It isn't as easy as I thought it would be. It can be very frustrating at times. FYI Redskins Kerrigan is beastly good at getting off the line, blowing by blocks and recording sacks.
Played my first MUT game, lost 9-7, seemed like a good game the other person ran no-huddle the entire game and went for it on 4th down every time...which I guess is just how it is.
I for one, don't mind the play call screens. I guess it's what you're used to and since I haven't played Madden in a while I'm not used to something different. I'll admit it's not like NCAA but I like how you can access the same plays from multiple different ways, it's like they combined a bunch of ways of thinking into one, similar to Windows + MAC + other ways to get you to the same point. I like it.
It really drives me nuts that I can only call one offensive hot route before everyone gets sets on the LOS and the fact that there's like a 1 second delay in between each hot route adjustment. As someone who plays online and likes to make a ton of adjustments, it really limits what I can do.
I kinda like it, maybe they'll patch it who knows, but I was listening to a video last night on youtube, it breaks down a defensive play some strategy/tips site...the point is he said the same thing, he said in Madden 15 you can no longer make multiple adjustments on defense, he said there is a delay inbetween each adjustment and there is no way to get more than 1 or 2 in before the offense snaps the ball.
Honestly, I kinda like that, run the play as it's called/drawn up and if you need to adjust 1 or 2 players that's cool, but the days of these people making strategy guides where they make 8 adjustments to a play and completely take advantage of the A.I. is over, I think that's a good thing.
I'm sure there will still be nano blitzes and it is a video game so someone will figure out how to take advantage of the A.I. but if they can limit it some what by only allowing 1 or 2 adjustments, to me that's a step in the right direction.
There is no delay on the defensive side of the ball from what I've seen. Maybe there is and it's just less noticeable than it is on offense, but I had no problem making as many adjustments as I wanted on defense.
The problem is on offense. The play clock defaults ticks down to 20 when you pick a play online, and by the time you set your line protection, perhaps hot route a RB/TE to block, you've got time for 1, MAYBE 2 adjustments to receivers' routes. You have even less if you need to incorporate motion or read something in the defense that requires you to change your play and then make additional adjustments.
It's just stupid. It doesn't prevent AI abuse, it encourages it.
Well that makes more sense, sorry I've only played offline vs my son. I pick my play on offense and it seems like I get to the LOS with somewhere around 19 sec left on the play-clock. I'm able to hot route a guy or slide adjust and put a guy in motion before I get a delay of game. I can see however, if online it doesn't allow you enough time...then again I'm not much of an online player. Maybe they will patch it.
I like it as well SF and Gig. Didn't care for the way you could call 8 hot routes and changes before you even got to the LOS.
Even with the delay I'm still able to get my 1-2, sometimes 3 adjustments in time without an issue. And this will be even quicker once I get the play call screen down and the playbook I'm using.
3 in a lot of cases, especially against random opponents, is not nearly enough. Virtually every play online you're going to have to slide protect and then hot route a RB/TE to block, especially this year since blitzing is much more effective. That leaves you with literally 1 hot route for your receivers and absolutely no time whatsoever for any motion.
It's fine in offline games. For online play, it's just stupid. The only thing is does is give the people who abuse the AI yet another crutch to help them out.
I only play in sim online leagues so I don't have to worry about the last portion. I also don't play offline whatsoever.
With the "max protect" option doesn't it already set your RB and TE to block? Almost certain I noticed that lastnight.
I typically make 3-4 hot routes quite a bit. I've played 2 random ranked games as I typically do every new release.
Some of my numbers so far in those two games is
Hot route %: 50
# of Hot routes: 41-44 I believe (have to check to be certain but I know it's in the 40's)
Can get definite numbers later but I don't have a problem with it as is. I just need to learn my playbook and get use to play call system which I cannot stand really.
On another note I don't play as many ranked randoms as you do so I'm sure it is a different story.
Max protect does block the TE and RB, but I rarely ever want them both to block. That option works fine for when I'm in a spread set without a TE and just want the RB to block, but I'm rarely ever in that situation.
It just sucks for me. I play randoms online 99% of the time and being able to hot route/audible is what allows me to have a better chance of beating them. There were numerous times in the past where I would pick a play, come out of the huddle, drop 3 or 4 hot routes before my guys even get to the line, and then realize the defense is giving me a look I don't like. I could then audible to something entirely different, set up another several hot routes, and then run the play to beat them. That situation, unfortunately, is no longer impossible.
If you audible, you've got time for maybe 1 hot route afterwards. Maybe. I also like to incorporate motion, which just takes even more time out of the equation for potential hot routes. For online ranked games and Ultimate Team Head to Head games, there is absolutely no way this system should exist.