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Madden NFL 17 News Post


A new Madden NFL 17 blog has just arrived going over many new details on the running game, including special moves, takeout interaction system and much more.

Quote:
"Madden NFL 17 will feature a broad cast of new Ball Carrier mechanics to keep all Madden players engaged, from beginners to the hard core. Using modifiers, there are now four unique tactics available to customize the running game. In combination with the Fakeout Interactions, all carry their own risks and rewards. The four special-move types are: Standard, Speed (RT/R2), Precision (LT/L2) & Steerable (RT/R2 + LT/L2)."

I won't lie, I'm worried some of this stuff is getting a bit too complicated (think: fighting games and their convoluted control schemes) -- as there are a lot of different combinations to now memorize. Thankfully, the Madden team has thought about this with a couple of smart design decisions.

Quote:
"There’s some new tools available in Madden NFL 17 to make the user a better and more creative ball carrier, including recommended special-move prompts, projected path indicator, special-move feedback text and a setting-specific ball-carrier threat cone."

This will obviously be something which is able to be toggle on/off (On by default in Rookie/Pro modes). This on-screen feedback will help you figure out what you are doing right and wrong which should, in theory, make you better at using the moves. That's a nice little touch.

NOTE: Tackle Battle is on for all difficulty levels with no way to turn it off.

Quote:
"There are three unique ways to experience running the ball via the Ball Carrier Special Moves setting, which allows the user to customize the ground-game experience to his or her own liking (Auto, Assist, Manual)"

These three settings will allow anyone to take advantage of the new moves and not feel overwhelmed. Auto will be what it sounds like, the AI will make the moves as you simply steer the player. Assist will be a nice mix between full manual and full auto control.

The special moves sound like they're taking every level of Madden user into account, which makes them more appealing on the surface. What do you think? Read the full post and leave a comment below!

Source - Madden NFL 17 Gameplay Deep Dive - Ball Carrier Special Moves

Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 16 - View All
Member Comments
# 1 Scott @ 05/18/16 05:18 PM
Promising

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# 2 jpdavis82 @ 05/18/16 05:18 PM
You beat me to it but I can't find this anywhere at least on mobile.


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# 3 NateDogPack12 @ 05/18/16 05:29 PM
Alright, baby. The hype train has officially launched. Choo-choo.
 
# 4 SolidSquid @ 05/18/16 05:32 PM
Tackle Battle? Really? Can this be turned off? Like everything else in there though.
 
# 5 Cowboy008 @ 05/18/16 05:34 PM
Sounds good as long as the AI will use these moves as well. The only thing that I didn't like is the "Tackle Battles".
 
# 6 CM Hooe @ 05/18/16 05:36 PM
As someone who is kinda terrible using the ballcarrier special moves, the timing feedback option immediately interests me. The rest of the assists I'm not as hot on but I also know that they aren't for me; if they can ease new and more people into playing the game, I'm all for them.

Other than that - I do hope that the ballcarrier move ratings are appropriately spread out to take advantage of the new mechanics that are on the table here.
 
# 7 SolidSquid @ 05/18/16 05:36 PM
Quote:
Originally Posted by Cowboy008
Sounds good as long as the AI will use these moves as well. The only thing that I didn't like is the "Tackle Battles".
Really reminds me of the fight for the fumble mechanic
 
# 8 Steve_OS @ 05/18/16 05:40 PM
Quote:
Originally Posted by SolidSquid
Tackle Battle? Really? Can this be turned off? Like everything else in there though.
Unless I'm reading it wrong, a lot of the stuff is on by default in Rookie and Pro modes. That one in particular wasn't mentioned as being on of them though, so I'll try and check in w/ some guys.
 
# 9 OhMrHanky @ 05/18/16 05:41 PM
Yeah. Overall, I like what they're doing, and I def appreciate the fact that all of these things have 'learning tools' as sometimes what/when I think a juke will work in madden is NOT what/when madden thinks it will work. So, even though I have played madden for years, I will actually play a game or 2 with the assists on just to get a feel for what madden expects. However, while I normally enjoy complicated tier level control in all game types (sports, shooters, whatever), I will have to play the game to see how the 'steerable' runs play out. That option seems the hardest for me, personally, to envision exactly how those play out. And, I have not been a fan of the precision modifier up to this point, lol, so that's still a minor sticking point with me. But, at the end of the day, if everything has been improved, and I can better 'feel' the timing window of jukes/trucks/etc, and the bigger backs now truck better and small backs now are better at elusive moves, I think things will play out nicely. And, again, maybe after playing a few games, the precision mod and steerable options will actually feel good/correct. Not sure if I like the 'tackle battle' item, and I wonder what online guys will think about it. I play mostly CFM vs CPU, so I wouldn't want to dominate the CPU with it or something. All in all, I dig the direction of madden under Rex, so I'm hopeful these new moves will only add to the game and make it better.


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# 10 SolidSquid @ 05/18/16 05:42 PM
Quote:
Originally Posted by Steve_OS
Unless I'm reading it wrong, a lot of the stuff is on by default in Rookie and Pro modes. That one in particular wasn't mentioned as being on of them though, so I'll try and check in w/ some guys.
Yea i noticed that too, they didn't say if it was on by default on any particular difficulty but if Fight for the Fumble was able to be turned off I can only imagine this is too.
 
# 11 adub88 @ 05/18/16 05:44 PM
Need to see all this in motion before I get overly excited. Been waiting forever for better running animations
 
# 12 jpdavis82 @ 05/18/16 05:44 PM
Worst part about this blog is at the bottom, a link to run fits blog that isn't working[emoji53]


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# 13 SolidSquid @ 05/18/16 05:46 PM
Quote:
Originally Posted by jpdavis82
Worst part about this blog is at the bottom, a link to run fits blog that isn't working[emoji53]


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JP work your Twitter magic get us some info on the whole tackle battle thing. Whom ever presses a button first doesn't seem very sim to me.
 
# 14 DeuceDouglas @ 05/18/16 05:50 PM
Quote:
Also noteworthy is the impact fatigue can have on the special moves. When the ball carrier is completely out of stamina, the moves he will use will go down one level from his default – when an elite player runs out of gas, he’ll perform moves as if he’s rated in the 80’s instead of the 90’s – so make sure not to overuse that Acceleration Burst!
I'll be interested to see what "completely out of stamina" means. It would be nice if maybe they went down one level as they got progressively more tired and when they were completely out of stamina everything was at rock bottom. Hopefully this also means auto subs will finally work properly so that the CPU doesn't have a guy carrying the ball the whole game doing sub par moves because he's exhausted.

Quote:
These can be 2 player interactions up to 6- player interactions, all depending on the type of move used, the ball carries skill level and the user’s own stick skills.
Something tells me we might see the return of that Pro-Tak beast mode play where the player is wrapped up by a ton of players and magically breaks free for the auto TD lol. Hope not but either way this sounds good in theory.

Quote:
Whenever a defender and ball carrier get locked up in a standing tackle, a random face-button will appear on screen – the first player in the tackle battle to hit that button, wins the tackle battle. For the defender, this means completing the tackle and for the ball carrier, a win is breaking the tackle. The size of the timing window and the frequency of tackle battles are determined by the ratings and styles of both players in the tackle battle. A bruiser running back is more likely to get a tackle battle with a linebacker than a cornerback.
Don't like this but I'm sure it will be able to be turned off.

I like that they provide a few different options for these moves as well. Once you get past the basic moves it's hard for me to anticipate and start hitting button combos on the fly so I like the idea of the assist option and even the auto but that might be a little too much out of my control for my liking. All of this sounds great but we need videos to get some real impressions. Hopefully with all of these moves they aren't like previous Madden's where basically the ball carrier is an indestructible force when they're active and defenders can interrupt them as well as show better AI instead of just going into zombie mode when it seems like the ball carrier is going down.

Side notes: Lighting seems better but I'm not sure if it's just because it's the practice field. The Steelers actually look black as opposed to dark grey and the yellow pops. Eagles player has a different style of gloves I haven't seen and it appears as if they may have thickened the facemask bars. Still haven't seen a Speed Flex helmet, hope those made it in.
 
# 15 Godgers12 @ 05/18/16 05:51 PM
Fight for the fumble, tackle addition, lovely. They just couldn't overhaul the run game without tossing a gimmick in there for good measure. Everything else looks promising though.

Also, did anyone else notice the roster management screen? Hopefully that all NFL screen is in franchise.
 
# 16 trey2k198003 @ 05/18/16 05:51 PM
nice i love to run ! i find myself passing more in madden 16 so hopefully with some of the new moves i can get better at running again
 
# 17 MajorSupreme @ 05/18/16 05:52 PM
Quote:
Originally Posted by CM Hooe
As someone who is kinda terrible using the ballcarrier special moves, the timing feedback option immediately interests me. The rest of the assists I'm not as hot on but I also know that they aren't for me; if they can ease new and more people into playing the game, I'm all for them.

Other than that - I do hope that the ballcarrier move ratings are appropriately spread out to take advantage of the new mechanics that are on the table here.
As another who struggles with the ballcarrier, I liked that there was an option to have it be set on "auto" and "assist"
 
# 18 kbomb1upc @ 05/18/16 05:52 PM
Wow, that was a lot of info. I love to see all the changes in the run game. I really hope they fix the big hit stick because there is no risk vs reward for that. People tackle solely with it.

But from what I've heard already I'm excited. Nice changes to the running game. I also wonder if they've made changes to the jukes behind the line of scrimmage. They were never successfully and too slow. Stop using them all together. I also hope they worked on the ability to hit cut back lines. Your RB's agility behind the line of scrimmage was terrible. Spent more time running up a lineman's butt than actually hitting a cut back line.
 
# 19 SolidSquid @ 05/18/16 05:52 PM
Quote:
Originally Posted by Gridiron
Yeah, I don't like a lot of indicators myself. But I get why they put that stuff in for the casuals.

My thing is though, why not just put the Tap feature in if they're going to keep adding things on to ballcarrier functions? I know there are people who didn't like the Tap, particularly non-2K fans. But the way I see it, some of this stuff is just a roundabout and less effective method than the actual Tap feature. At least make it where you turn if on or off depending on if you want it or not.

And speaking of turning on and off, I agree this tackle battle feature needs that as well. I imagine they will do that, but if not, they need to make it as non-distracting as possible. I'm talking making it an icon super small and right down at the bottom next to the ballcarriers text name.
Agreed. Even for some vets they will use the indicates for a few games just to learn, I know I will then I'll shut them all off. I don't like the tackle battle thing but I could deal with a super small icon by the players name like you stated but i worry for the coach mode players who are basically going to lose every tackle battle since they don't control the players
 
# 20 Nakazo @ 05/18/16 05:53 PM
I realize they state these helpers are off on All Pro and All Madden, but last year in Cfm even at at All madden they are still available for individuals to turn back on. There better be a commissioner tool to keep them off

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