In Madden 15, throwing a deep ball would more often than not end up being intercepted but the emphasis has switched now from a conservative defensive-minded approach (not necessarily a huge amount of fun) to a risk/reward mindset. Whilst complex, these new passing and catching controls when mastered make throwing the ball incredibly dangerous. There is the RAC (run after catch), possession and aggressive catches that allow players to maximise the yards gained from a throw or just make sure they hold on for a first down. In combination with the increased complexity of passing comes the introduction of new ways to receive the ball showcased by one of last year’s standout wide receivers, Antonio Brown. The game has, thankfully, kept the tried and tested bullet pass and lob pass but introduced the double-tap touch pass to drop the ball in between defenders when throwing deep passes, the low pass to find wide receivers in tight spots and high jump throws. When looking to throw the ball, you now have a wider variety of types of “body-relative” throws to choose from. In the opening tutorial we are immediately thrown into the action as the perennial gunslinger for the Steelers, Ben Roethilsberger, to learn the new throwing and catching pass mechanics EA has designed. Off the field, even the soundtrack delivers a lot of high-intensity music to get you in the mood when it comes to game time. We are also delivered offence statistics through pop-up boxes before the ball is snapped, which is nice touch just to give the player instant feedback on how well (or badly) he or she is doing. With so many AI-controlled players it is impossible to escape the odd huge pile-up of bodies preventing you making even a short gain on a running play but, that said, there is a marked improvement on the fluidity of the action, on both running and passing downs. Nevertheless, what is immediately noticeable is how slick the action looks and feels on the field. We are introduced to the latest iteration through EA’s prediction for Superbowl 50, which unsurprisingly has pegged this year’s AFC champions as the Pittsburgh Steelers and, somewhat more controversially, chosen the Arizona Cardinals as the NFC champions for 2015-16. T he 2015-16 NFL season is very nearly upon us and it brings with it, Electronic Arts’ American football simulator Madden 16, which is arguably the closest most Brits will ever get to suiting up and taking to the field for some good old-fashioned gridiron. Losing attribute points every week, when your getting less xp this year and the costs of bumping attributes being so much, you cant afford to be losing alot of attribute points simply because they failed to do good testing. They are rather big deals for CFM players. I would not recommend starting a online CFM until these things are fixed. So why not let more people who use strictly CFM test more for them? This is so frustrating. you didnt test every aspect of what it brought to the game? Really? Man EA has some horrible Testers.They like to say, well it easier to find these things with alot of people having the game. I mean who is testing this stuff? You just added drive goals to the game this year. Mind boggling to say the least, that these types of things goes "un-noticed". Nice job on the tuning of regression ! Spent all year on tuning it. There is a screenshot of example, a LT lost 8 points in pass blocking ,and 1 point in run blocking. here is thread on this Ģ- Players are regressing starting in week 2 of CFM and can and will regress every single week. Dev says they will patch it, but who knows when. It is believed to be tied to drive goals. Somehow not really surprised these things get thru since they wont incorporate true CFM heads to help test this stuff for them earlier in the year.ġ- In-Game Progression Bug Tied To Drive Goals : In this bug, if your team is blowing out opponent, EVERY player in your depth chart gets large attribute boosts. They are basically killers to an online league. So far two major bugs have been found in CFM in madden 16.
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