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Complete List of Coaching Adjustments in Madden NFL 18

Madden NFL 18

Complete List of Coaching Adjustments in Madden NFL 18

EA Sports today unveiled the list of coaching adjustments you’ll be able to employ in Madden NFL 18 in a new blog.

The coaching adjustments feature was initially in NCAA Football, and many of these are going to be familiar to fans of that series (we want you back!).

Here’s a list:

Defensive Adjustments

  • Auto Flip Defense
    • On – The CPU will flip your defensive play to best match the offensive formation
    • Off – Disables auto flip defensive play call
  • Ball In Air Defense
    • Play Ball — AI will play the ball in two-man catch situations
      • Pro:  Increased chance of an interception
      • Con: Increased chance of WR catching ball and increased chance of a broken tackle
    • Play Receiver – AI will play the receiver in two-man catch situations
      • Pro:  Decreased chance of a broken tackle
      • Con:  No chance of an interception
    • Swat Ball –AI will attempt a swat in two-man catch situations
      • Pro:  Increased chance of knocking out ball
      • Con:  No chance of an interception
  • Option
    • Conservative
      • Pro:  Focused on QB on the option
      • Con:  Dive and Pitch left open on the option
    • Aggressive
      • Pro: Focused on the Dive and Pitch on the option
      • Con: QB left open on the option
  • Pass Rush
    • Conservative
      • Pro:  Outside rushers play QB Contain and AI defensive line will look to swat passes
      • Con:  No Jump Snap bonus and more time in pocket for QB
    • Aggressive
      • Pro:  AI pass rushers will attempt to jump the snap
      • Con:  Higher chance of off sides penalty versus hard count
      • New Addition:  Pass Rushers also see an increase in fatigue
  • Strip Ball
    • Conservative
      • Pro:  Lowers break tackle chances
      • Con:  AI will not attempt to strip
    • Aggressive
      • Pro:  Higher chance for AI to attempt a strip for a higher fumble chance
      • Con:  Higher chance of a broken tackle and face mask penalty
  • Tackling
    • Conservative
      • Pro:  AI defenders tackle conservatively
      • Con:  Increases chances of allowing yards after contact
    • Aggressive:
      • Pro:  AI defenders attempt Hit Stick tackles for higher fumble chance
      • Con:  Higher chances of missed tackles

Offensive Adjustments

  • Ball Carrier
    • Conservative
      • Pro:  Ball carrier protects the ball, decreased fumble chances
      • Con:  Decreased ability to break tackles
    • Aggressive
      • Pro:  Higher chance of triggering auto break tackles
      • Con:  Increased fumble chances
  • Blocking
    • Conservative:
      • Pro:  Decreased chances of holding penalty
      • Con:  Hold blocks less for run and pass
    • Aggressive:
      • Hold blocks longer for run and pass
      • Increased chances of holding penalty
  • Deep Pass Catching
    • Conservative:
      • Pro:  Receivers will attempt a RAC catch, increases run after catch chances
      • Con:  Increased interception chance
    • Aggressive:
      • Pro:  Receivers will attempt an Aggressive catch
      • Con:  Decreases run after catch chance
  • Intermediate Pass Catching
    • Conservative:
      • Pro:  Receivers will attempt a Possession catch
      • Con:  Decreased run after catch chance
    • Aggressive:
      • Pro: Receivers will attempt a RAC or Aggressive catch
      • Con:  Increased chances of ball being knocked out

Cornerback Matchups

  • By Overall – Highest-rated cornerback will matchup vs. highest rated receiver
  • By Speed – Fastest cornerback will matchup vs. fastest receiver
  • By Height – Tallest cornerback will matchup vs. tallest receiver
  • By Route Running – Highest-rated man coverage cornerback will matchup vs. highest rated route run receiver
  • By Depth Chart – Matchup based on cornerback’s depth chart position vs. receivers overall rating

AI Usage and Game Styles

  • Ball Carrier Conservative
    • When ahead, late in the game, and running the ball in an effort to keep the clock running
  • Cornerback Matchups
    • By Overall rating, when it has a cornerback on its team with at least a 90 OVR, and the offense has a receiver with at least a 90 OVR
  • Pass Rush Aggressive
    • In certain passing situations.
  • Strip Ball Aggressive
    • When trailing late in a close game, when the offense is trying to keep the clock running
  • Strip Ball Conservative
    • During late-game, two-minute situations, when ahead
  • Tackling Aggressive
    • In some short yardage situations, also late in games when trailing in a close game
  • Tackling Conservative
    • During late-game, two-minute situations, when ahead

Overall

This collection of features, if implemented with the proper amount of effect on gameplay, could end up being a significant addition to the game. I personally didn’t use the NCAA adjustments much as I didn’t feel you were ever punished much for just keeping things balanced.

If there’s noticeable changes from balanced to conservative to aggressive this feature will make a lot of sense. I can see me using the cornerback matchups much more — though the game styles could get interesting too.

What do you think of the new adjustments?

49 Comments

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Discussion
  1. The Pass Rush Conservative adjustment makes me really hope the AI scramblers will be some kind of threat. I remember a game a few years ago where the Chiefs played the Raiders and Terrelle Pryor and this was their entire game plan. Their outside rushers basically played contain rush and forced him to stay in the pocket and ended up sacking him 9 times. But if AI QB's are like last year there's no reason to ever use this IMO. I really like the Aggressive side also causing fatigue increases as well.
    Like that the AI uses them as well although they seem quite limited in what they can do which is understandable but it's better than nothing. The fact that certain situations trigger them is good and hopefully this is something they can continue to expand.
    This is really nice. One thing that should really not be happening is "I know my opponent is going to run this play in this way and i still cant stop it." Hopefully this is another tool against that.
    Also, this is a good start on coaching adjustments. But this should be continued to be developed year over year and even integrated which coach attributes and tendancies. For example maybe by defaults certain coaches are set to certain setting which can be changed by user and cpu but maybe certain setting have ratings boosts/penalties depending on coach style.
    Really happy with this making it over from NCAA. Given how long it was used over there I believe there should be little issue transitioning it to Madden and it should function well out of the gate.
    My only question is why the AI seems to be limited to using only the certain situations that the blogs spelled out?
    The Coaching Adjustments that the AI will use are:
    Ball Carrier Conservative
    When ahead, late in the game, and running the ball in an effort to keep the clock running
    Cornerback Matchups
    By Overall rating, when it has a cornerback on its team with at least a 90 OVR, and the offense has a receiver with at least a 90 OVR
    Pass Rush Aggressive
    In certain passing situations.
    Strip Ball Aggressive
    When trailing late in a close game, when the offense is trying to keep the clock running
    Strip Ball Conservative
    During late-game, two-minute situations, when ahead
    Tackling Aggressive
    In some short yardage situations, also late in games when trailing in a close game
    Tackling Conservative
    During late-game, two-minute situations, when ahead.

    Maybe in the future they can tie these into different coach styles so each coach can influence the game and help lend a different feel to AI controlled teams
    Yoooo... mind blown! They got the AI to use this too???

    I've been waiting for this feature to make it's way into Madden for a while... like before my beard started going grey. The NCAA game that first had it was some of the most fun video game football I have ever played.
    Couple of things, though... will the playclock stop for you while you're making your adjustments? I would assume/hope so and the screenshot doesn't show the clock ticking but I think that's something to watch.
    Also, in the NCAA version, I remember a developer giving out a tip that if you set the Option to conservative to focus on the QB then it had the benefit of the defenders playing their zone coverage better. That was before the new pattern match logic and all but I wonder if that will still hold true.
    And I LOVE that the AGGRESSIVE Pass Rush is going to impact fatigue. Great addition. I always prided myself on building a deep defensive line. Looks likes this year it will matter more than ever.
    Looks like I got a month to get caught up on my work, because if this is legit, I don't expect to be too productive come late August.
    I like that the cpu AI will use coaching adjustments. One thing I didn't like is that it if it had an impact on a play a banner will drop down and tell you. Hopefully we are able to turn the notification off.
    ATLBrayden
    It would be nice if you could set these before the game starts.
    Sent from my iPhone using Tapatalk

    I think it is purposely done within the game and where you can easily change it in the playcalling UI because the situation changes throughout the game.
    How will this factor into competitive sliders? I'm really not digging this if there's no risk of penalties in ranked games. Also I hope there's a limit of not allowing conservative tackling while strip ball aggressive is enabled (this was a big problem in NCAA).
    Find_the_Door
    How will this factor into competitive sliders? I'm really not digging this if there's no risk of penalties in ranked games. Also I hope there's a limit of not allowing conservative tackling while strip ball aggressive is enabled (this was a big problem in NCAA).

    While I get what you're saying, it does make some sense. We teach athletes at the school I coach at to secure the tackle first (conservative) then strip the ball (aggressive). To imagine both set at aggressive IRL would be like encouraging players to go for the kill shot and then rip the ball out, a totally unlikely scenario.
    Cowboy008
    I like that the cpu AI will use coaching adjustments. One thing I didn't like is that it if it had an impact on a play a banner will drop down and tell you. Hopefully we are able to turn the notification off.

    I understand why a lot of people would want the notifications off, but for me, seeing the "proof" that the CPU is effectively using the adjustments is a preferable scenario. If the sim community collective votes to have it turned off I'll be alright with it though.
    Also, maybe increase utilization of the coaching adjustments by the CPU is something that can be tuned for sim style during the year.
    jfsolo
    I understand why a lot of people would want the notifications off, but for me, seeing the "proof" that the CPU is effectively using the adjustments is a preferable scenario. If the sim community collective votes to have it turned off I'll be alright with it though.
    Also, maybe increase utilization of the coaching adjustments by the CPU is something that can be tuned for sim style during the year.

    Agree. I like having what the AI is doing not being hidden "under the hood". Less reason to complain about the unknown - the more information we have as the user (and on another level, the customer), the better.
    Find_the_Door
    How will this factor into competitive sliders? I'm really not digging this if there's no risk of penalties in ranked games. Also I hope there's a limit of not allowing conservative tackling while strip ball aggressive is enabled (this was a big problem in NCAA).

    Well, they did say "limited" penalties in competitive, not zero. I have a hunch that maybe in competitive, having some of these adjustments enabled is the only time you'll be subject to certain penalties (facemask and holding come to mind) That would place a much greater emphasis on the risk vs. reward element of those adjustments.
    jfsolo
    I understand why a lot of people would want the notifications off, but for me, seeing the "proof" that the CPU is effectively using the adjustments is a preferable scenario. If the sim community collective votes to have it turned off I'll be alright with it though.
    Also, maybe increase utilization of the coaching adjustments by the CPU is something that can be tuned for sim style during the year.

    For me, this also sort of replicates an assistant coach telling the coach, 'hey. They're really getting aggressive now, u might wanna think about that.' U know? So, really, for that reason, I think this is a good idea. And, yeah, it's also nice to know the CPU is doing something and actually using the 'code'. Lol.
    Sent from my iPhone using Tapatalk
    Senator Palmer
    Couple of things, though... will the playclock stop for you while you're making your adjustments? I would assume/hope so and the screenshot doesn't show the clock ticking but I think that's something to watch.

    I'm uh...not sure how you expect a screenshot to show a clock ticking lol. Were you staring at it waiting for it to tick down to :48? :duck:
    As for my feelings on the feature, its pretty much "meh."
    Great additions. This stuff should lead to team/coaching styles. Teams like the Seahawks are obviously very aggressive on defense while the patriots usually play conservative. I hope this type of stuff is portrayed correctly in the game.
    johnnyg713
    Great additions. This stuff should lead to team/coaching styles. Teams like the Seahawks are obviously very aggressive on defense while the patriots usually play conservative. I hope this type of stuff is portrayed correctly in the game.

    That is the reason I am indifferent towards this feature.
    It will not lead to what you say. This is one of those implement and forget it features. They may tune it across the board, but it is doubtful it will ever be expanded upon.
    It doesn't really add much in the way of strategic depth in my opinion.
    Great concept, but I'm not crazy about how it's being implemented. In my opinion, it should be attached to team/coach/coordinator schemes/traits. But it is what it is since we don't have coaching staffs.
    This is something they could really build on once they eventually overhaul coaches / add coordinators. Different coaches could have different tendencies for making the adjustments, making each game against the CPU feel unique based on who their coaches are. Some coaches always go aggressive, some coaches switch adjustments at halftime while others don't, etc.
    Sent from my HTC Desire 625 using Tapatalk
    ggsimmonds
    I'm uh...not sure how you expect a screenshot to show a clock ticking lol. Were you staring at it waiting for it to tick down to :48? :duck:
    As for my feelings on the feature, its pretty much "meh."

    DEFENSE PICK A PLAY to the bottom left of the screen; during a normal playcall there is a countdown clock in the little box that is currently blank in that shot.
    Senator Palmer
    DEFENSE PICK A PLAY to the bottom left of the screen; during a normal playcall there is a countdown clock in the little box that is currently blank in that shot.

    If memory serves that clock doesn't start until after the offense has selected a play. Judging by the amount of time left on the play clock that is probably the case.
    ggsimmonds
    If memory serves that clock doesn't start until after the offense has selected a play. Judging by the amount of time left on the play clock that is probably the case.

    Which is why I said it's something to keep an eye on.
    I read where it stated the settings default to balance. I may have missed it, but I didn't see where it stated if you have to set this every play, or if once you set the adjustments it stays that way until you change them again or the end of game?
    And I wonder how "simming" affects this feature? If you set your defensive assignments, will it hold throughout the game? I'm guessing that since you have to be in game to set them, any simming ahead of weeks will result in default (balance).
    I realize the game hasn't been released yet, and we haven't seen the feature in action, but it sure would be nice if they could modify this to be gameplay settings in the CFM menu/settings that you could then adjust in game, if necessary.
    Senator Palmer
    Which is why I said it's something to keep an eye on.

    I don't understand why there's even a clock if you're playing the CPU. Who is it hurting if I take 30 minutes? Lol. I obviously understand it online but it can be annoying when playing the CPU and trying to search for specific plays.
    Grey_Osprey
    I read where it stated the settings default to balance. I may have missed it, but I didn't see where it stated if you have to set this every play, or if once you set the adjustments it stays that way until you change them again or the end of game?
    And I wonder how "simming" affects this feature? If you set your defensive assignments, will it hold throughout the game? I'm guessing that since you have to be in game to set them, any simming ahead of weeks will result in default (balance).
    I realize the game hasn't been released yet, and we haven't seen the feature in action, but it sure would be nice if they could modify this to be gameplay settings in the CFM menu/settings that you could then adjust in game, if necessary.

    My guess is that it resets to default balanced at the start of every game. But, it's possible they made it something u can select outside of a game as your own personal default.
    I think it's meant to be a quick on the fly adjustment to game situations, in general. So, they tried to set it up as a quick adjustment during play call. I'm assuming once u set it in game, it stays that way until u change. I could see wanting to possibly change things on 3rd downs or something, but I think these adjustments are normally more about needing a turnover or wanting to run the ball more or whatnot, so normally I would keep the same adjustments until u gave up a TD or lost the lead or gained the lead, etc.
    I'll bet u can use this in Play the Moments, as well, though. So, if u sim in game, u could switch things up late in the game if your team is struggling and see if it helps. But, yeah, I think simming multiple weeks would reset the adjustments to default for every game.
    Sent from my iPhone using Tapatalk
    BleedGreen710
    This is something they could really build on once they eventually overhaul coaches / add coordinators. Different coaches could have different tendencies for making the adjustments, making each game against the CPU feel unique based on who their coaches are. Some coaches always go aggressive, some coaches switch adjustments at halftime while others don't, etc.

    Totally agree. Andy Reid has been notorious for getting ultra conservative with a lead and then you've got guys like Mike Tomlin going for two a lot. That probably speaks more to a coach trait system but tying these coach adjustments to coach traits (and even assistant coaches) would be a nice step forward.
    DeuceDouglas
    I don't understand why there's even a clock if you're playing the CPU. Who is it hurting if I take 30 minutes? Lol. I obviously understand it online but it can be annoying when playing the CPU and trying to search for specific plays.

    I'd be a little disappointed if I wasn't under the pressure. It requires me to know my playbook and have a gameplan ahead of time. For me personally anytime I fall into that habit of "looking for a play" I tend to play my worst.
    Dig the concept but l think 99% are just going to set it to agressive and leave it there. I understand the different implications for real world situational football but it wont work out like that in the game. Agressive will be the highest percentage at the very least defensively. Everyone will just use it I think.
    Sent from my SM-A710K using Operation Sports mobile app
    sonofthedude777
    Dig the concept but l think 99% are just going to set it to agressive and leave it there. I understand the different implications for real world situational football but it wont work out like that in the game. Agressive will be the highest percentage at the very least defensively. Everyone will just use it I think.
    Sent from my SM-A710K using Operation Sports mobile app

    Yeah, u have to hope they've tuned this correctly. If u go all out aggressive, u should also give up easy TDs and miss tackles. If it's not tuned correctly, then you're right, this would be the way to go.
    But, I could envision starting a game like this and giving up 2 quick TDs to a CB overplaying for an INT and the WR scores and a Missed tackle on a juking RB or something. And, then, as the coach, u would need to dial the pressure down, u know?
    Again, it def comes down to the tuning. I'm hopeful they get it right. If done well, this could add an extra dimension to the game.
    Sent from my iPhone using Tapatalk
    sonofthedude777
    Dig the concept but l think 99% are just going to set it to agressive and leave it there. I understand the different implications for real world situational football but it wont work out like that in the game. Agressive will be the highest percentage at the very least defensively. Everyone will just use it I think.
    Sent from my SM-A710K using Operation Sports mobile app

    Isn't this what happened in NCAA? Everyone just set everything to agressive bc the reward outweighed the risk
    ggsimmonds
    I'd be a little disappointed if I wasn't under the pressure. It requires me to know my playbook and have a gameplan ahead of time. For me personally anytime I fall into that habit of "looking for a play" I tend to play my worst.

    The defense having all day to pick their play would be a decidedly non simulation feature.
    sonofthedude777
    Dig the concept but l think 99% are just going to set it to agressive and leave it there. I understand the different implications for real world situational football but it wont work out like that in the game. Agressive will be the highest percentage at the very least defensively. Everyone will just use it I think.
    Sent from my SM-A710K using Operation Sports mobile app

    People are always skeptical about any new feature implementation by the Madden development team, so while I agree that most people will probably put everything on Aggressive, I actually do expect the risk/reward factor to be tuned well.
    What I hope doesn't happen is that Users who do just put everything on Aggressive don't cry that the game is broken when they are missing too many tackles, giving up too many catches, getting more penalties, and their players are getting more fatigued.
    Toupal
    I am shocked that they didn't try to put this under the Franchise Blog....

    I'm sure that it will be there too, and despite all of the teeth gnashing that doing so will cause people here and other places, it's a justifiable choice regardless of the reality that this can be used in all modes.
    SolidSquid
    Isn't this what happened in NCAA? Everyone just set everything to agressive bc the reward outweighed the risk
    No. Aggressive tackle in NCAA led to a lot of facemask penalties so i could not use it too often. I did use strip a decent amount but it would take a few guys to bring the ball carrier down.
    Sent from my SM-G920V using Tapatalk
    jsteele14
    No. Aggressive tackle in NCAA led to a lot of facemask penalties so i could not use it too often. I did use strip a decent amount but it would take a few guys to bring the ball carrier down.
    Sent from my SM-G920V using Tapatalk

    The only setting I kept at aggressive without a thought was pass rush. It was just about the only way to get consistent pressure. It was worth the few offsides penalties to me.
    Can't speak for others but I didn't like the missed tackles when I changed the strip ball carrier to aggressive or the fumbles when I went with aggressive ball carrier.
    I felt the reward for keeping things balanced and only strategically making changes. Like I remember starting out setting the catching to aggressive because the defensive backs were way overpowered out the box and instantly noticed receivers dropping wide open passes.
    I would like every player to have a trait in each of these categories and have an option to play to trait. Asking them to play out of trait shoud increase the chances for screw ups and and asking them to play to their traits should make them better. That way you could use the global setting situationaly and have players play their style the rest of the time. Would be another way to make players different.
    timhere1970
    I would like every player to have a trait in each of these categories and have an option to play to trait. Asking them to play out of trait shoud increase the chances for screw ups and and asking them to play to their traits should make them better. That way you could use the global setting situationaly and have players play their style the rest of the time. Would be another way to make players different.

    They actually already do have these traits like you'll see a strip ball trait for guys and big hitter trait. Pass rushers have a jump the snap trait. DB's have a play ball trait. Runners have a break tackle trait... all of which can be changed with enough XP.
    It will be interesting to see how -- if at all -- they will play with the global settings though.
    Find_the_Door
    How will this factor into competitive sliders? I'm really not digging this if there's no risk of penalties in ranked games. Also I hope there's a limit of not allowing conservative tackling while strip ball aggressive is enabled (this was a big problem in NCAA).

    On Twitter one of the devs said even on competitive style setting the ones to aggressive that trigger a penalty will increase a penalty chance.
    timhere1970
    I would like every player to have a trait in each of these categories and have an option to play to trait. Asking them to play out of trait shoud increase the chances for screw ups and and asking them to play to their traits should make them better. That way you could use the global setting situationaly and have players play their style the rest of the time. Would be another way to make players different.

    I'm not sure I follow.
    Are you saying there should be a aggressive, balanced and conservative DL?
    Is this different than playing their current play style/traits more aggressively etc
    Sent from my iPhone using Tapatalk
    callmetaternuts
    Do we know if the "Option" one even needs to be used? Will CPU QBs run? If not, then I'm not sure the option mechanic or conservative pass rush mechanic even matter.

    Good question. I had the CPU run on me though after the last patch, especially when I used to pre-snap adjustment to play the HB on the option. Last game I played vs. Tampa, Jameis wound up running for 40 something yards on me.
    It doesn't seem to be the constant threat though. I've had games vs. the Bills where Tyrod's legs were a problem and he broke contain, then I've had games vs. Seattle where Russell Wilson was relatively stationary.
    Senator Palmer
    They actually already do have these traits like you'll see a strip ball trait for guys and big hitter trait. Pass rushers have a jump the snap trait. DB's have a play ball trait. Runners have a break tackle trait... all of which can be changed with enough XP.
    It will be interesting to see how -- if at all -- they will play with the global settings though.

    Some of the traits do exist in 17 but not all of them. If by default the coaching assignment is balanced in 18 they will not play to them. We will have to wait to see for sure.
    SyncereBlackout
    I'm not sure I follow.
    Are you saying there should be a aggressive, balanced and conservative DL?
    Is this different than playing their current play style/traits more aggressively etc
    Sent from my iPhone using Tapatalk

    Yes, players should be able to play as individuals. You can have an aggresive pass rush defensive end that goes aggresively after the qb while your other de could be a conservative pass rusher. If your in a desparate situation at the end of a game you could of course tell all pass rushers to be aggresive. You can have aggresive corner that plays the ball by default and your other corner could be aggresive play the receiver guy. You could tell them all to play the ball if you need it back at the end of the game. The corners that are play the receiver types would incur a larger chance of giving up a big play or a penalty in this situation because you are asking them to play against their style.
    If it turns out everyone is just always set to aggressive then that just means that the system isn't tuned right to create the right risk/reward incentives.
    Can't be scared of every now feature because it may not be perfect day 1 while also complaining about lack of innovation.
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