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Full Details on Madden NFL 18 Target Passing

Madden NFL 18

Full Details on Madden NFL 18 Target Passing

EA has released another Madden NFL 18 blog this evening, providing full details on the target passing feature. Users can finally see their intended passing target while placing it anywhere on the field.

The control scheme is intuitive, providing a straight-forward way for users to place the ball in the most advantageous place. The better players are at utilizing the Target Passing mechanic, the more efficient and tactical they will become at picking apart coverage. The ability to visualize the placement of the ball exactly where you want offers another level of user control.

Target Passing Breakdown

  • See exactly where the ball is going to go before the throw
  • Lead shallow routes up the field before reaching the sideline
  • Place the ball between zones, forcing your receiver to throttle down
  • Lead the ball to where only your receiver can get it
  • Throw timing routes before the cut or even while your receiver is being pressed

Target Passing Mechanic

  • Select your primary receiver: Pre-play, activate coach cam with RT/R2, and press the button of the desired receiver to make him the Primary Receiver on the play.
  • Bring up your target:  After the snap, hold LT/L2 and your target will come up as your Primary Receiver.
  • Move the target:  Use LS to move your target. As your target changes the QB will turn to face the target.
  • Switch Targeted Receiver:  While holding LT/L2, press the button of a receiver other than the receiver that is currently targeted, and the target will switch to that receiver.
  • Throw to Receiver:  Press the button of the receiver icon that is displayed. Use the same throw mechanics for lob, touch, and bullet.
  • Neutral Target Passing:  If you release LT/L2, then it becomes Neutral Target Passing. This allows you to press the button of the desired receiver and throw to him immediately instead of having to switch the target, then throw.
  • Turn Off Target Passing:  Simply press LT/L2 again and you turn off the Target Passing mechanic.

Note: Now that Target Passing is on LT/L2, low pass controls have changed. You now hold LB/L1 to activate the high low modifier, and push LS up or down to throw high or low.

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Discussion
  1. G burn14
    This looks great ! Hopefully it works the way they intend , and there's a difference when it comes to Tom Brady and a 3rd string bum
    Sent from my SM-N920V using Operation Sports mobile app

    Yeah I think Rex said that that shouldnt happen this year, in madden 17 kody kessler was putting up stats in franchise mode like drew brees
    yotileintruder1
    Yeah I think Rex said that that shouldnt happen this year, in madden 17 kody kessler was putting up stats in franchise mode like drew brees

    Yeah no one wants to see that anymore , this sim mode should fix it 🤞
    Sent from my SM-N920V using Operation Sports mobile app
    yotileintruder1
    Yeah I think Rex said that that shouldnt happen this year, in madden 17 kody kessler was putting up stats in franchise mode like drew brees

    Unfortunately, I think it was said that in target passing ratings aren't taken into account. Just user skill.
    I could be wrong, but pretty sure that's the case.
    PVarck31
    Unfortunately, I think it was said that in target passing ratings aren't taken into account. Just user skill.
    I could be wrong, but pretty sure that's the case.

    I wasn't talking about target passing at all, I was replying to someone else about how qbs last with even a 76 overall had amazing accuracy almost all the time
    Sent from my N9136 using Operation Sports mobile app
    yotileintruder1
    I wasn't talking about target passing at all, I was replying to someone else about how qbs last with even a 76 overall had amazing accuracy almost all the time
    Sent from my N9136 using Operation Sports mobile app

    My bad. I thought he was talking about target passing and you were as well since this is the target passing thread.
    PVarck31
    My bad. I thought he was talking about target passing and you were as well since this is the target passing thread.

    Haha............................................................................ha...................................................................................................................................................ha
    Armor and Sword
    Ok......can this be toggled off. Or is this being forced on us in our control scheme.
    That’s all I want to know.

    Presumably, if you never hit L2 / LT - which is required to activate target passing - you'll never see it.
    When I played M18 at EA PLAY, I didn't know how to activate target passing, and I was playing the game just fine without it.
    CM Hooe
    Presumably, if you never hit L2 / LT - which is required to activate target passing - you'll never see it.
    When I played M18 at EA PLAY, I didn't know how to activate target passing, and I was playing the game just fine without it.

    Yep...I read it again....and they re-mapped the low trajectory pass mechanic to L1.
    Good to know it is strictly optional.
    I do wonder though..watching Brady turn his shoulders toward the receiver he intends to throw to...would the CPU turn like this as well??
    I ask this because ever since the QB vision cone was removed, which I believed was a very promising concept, it's more of a guessing game when playing against the CPU as opposed to being able to anticipate and capitalize on route recognition when you see something specific coming. User Safety has lost its luster because you can no longer lurk, anticipate and jump certain throws due to the CPU seemingly being programmed now to keep passes completely away from said user safety, regardless of other options..
    So yes, I wonder, if the CPU does give the shoulder/head turn toward the receiver they intend to throw to. It would bring real value back to playing on the deep half even though true dangers like ED REED are no longer around..
    I wish I could like last comment a thousand times! I don't have time to play user leagues these days but man do I miss a good jump on a pass for a pick six with old Ed Reed.
    OrganizedChaos
    I wish I could like last comment a thousand times! I don't have time to play user leagues these days but man do I miss a good jump on a pass for a pick six with old Ed Reed.

    Yes sir, those were the days!! And to speak on the Target Passing mechanic, just as it would be better for safetys, it would also be better for QB's..it would be perfect for lookoff opportunitys and luring someone into a horrible defensive mistake. I'm just saying..would like a little clarity on this before I let myself get excited...
    I cant wait to use this and get used to it, could be a massive, massive upgrade to an outdated passing system. I just wish ratings were taken into account
    I would definitely use this feature if ratings were taken into account. Such a bad decision to not at least make that an option. Could have been the jolt the stagnant passing game needed.
    But hopefully the new WR/DB interactions will help.
    reverend_heat
    Blogs are 0-2 on giving new info

    Have anything productive to add?
    Why are they 0-2?
    Please be more specific. I'm not saying you're wrong, but we as a whole need to start adding specifics.
    Hit and run posts like this aren't going to work anymore.
    Def going to try this out for awhile. I'm really curious to see if the animations look good for this. This can truly untether the ball so that more dynamic outcomes occur. However, u could also see MASSIVE sliding by WRs to make the catch, u know? Lol.
    But, I have a feeling that after playing with it for awhile, I think it will become clear what routes work best with it. So, I can see having certain plays that u know u want to aim the ball as opposed to throwing to a WR. And, truly, this is somewhat realistic. Some plays require a QB to throw to a spot more and let the WR make a play. Some routes are more about aiming at your WR, specifically. If this is the case, I'll enjoy the ability of choice, at the very least. And, I've said in an earlier thread about the possibilities of target passing, I really like the idea of target passing in the red zone and getting that extra bit of control and precision on exactly where u want the ball thrown. I hope to see some wicked fades, in general, and back shoulders, especially.
    However, I must also be realistic, here, and say that it's still quite possible that u might aim a great ball somewhere, but the game/code doesn't register the throw correctly, and your WR completely spaces out and doesn't even attempt a catch. Lol. I'm betting I'll see this more than once. To be fair to madden team, I see these things in FIFA as well when trying to make fantastic passes and the game doesn't understand who I'm passing to and I get screwed out of an amazing goal or something. Lol. It happens in all vid games. I'll hope for the best, and def think this will be coolest in the red zone.
    Sent from my iPhone using Tapatalk
    yotileintruder1
    Haha............................................................................ha...................................................................................................................................................ha

    Looks like you put a lot of work into this post. :duck:
    Just a reminder, Rex told me at EA Play, this "Is Not" a pick-n-Play mechanism meant for the entire community.
    So when some notes it's difficulty, or complains they're taking too many sacks, or throwing way off target on wide open players and starts to suggest that it's broke or needs to be tuned (esp in the first couple of weeks), they may need to be reminded that it's wasn't meant for everyone to able to use.
    Some serious lab time is going to be needed in order to add this to your arsenal.
    Even when I wanted to use it, I found myself doing the safe thing and just pressing the buttons.
    The downside to just relying on buttons is that Passing windows seem really small and tight with the WR/DB interaction being closer longer throughout the passing play unlike previous years.
    Clint won't say right now until his blocking blog is realeased next week, but there may/may not be a penalty applied when throwing to a WR you're not looking at (aka invisible Vision Cone w/out the flashlight).
    Hope so, but we'll find out next week.
    Great "optional" mechanic!!!
    Blog was of little help. I was hoping to see some gameplay video of this in action.
    If I were to make a prediction prior to seeing it in action and using it myself, I don't think this feature will catch on. It may be vision cone 2.0
    I love the idea of this. However, if ratings don't matter it has no value to me. Would love to be able to use it to make games more cometetive on a lower difficulty setting where players play more realistic to ratings. But, with it not being tied to ratings it makes speed, acceleration and Agility the only ratings that matter for a qb. I know they just programed it in so maybe they will eventually code ratings to affect it.
    I like it. I really REALLY hope it works like I hope. In the trailer I noticed a thrown pass in a tight window to the receiver as a result of the Target Passing. That's what I want.
    Quarterbacks like Peyton Manning used timing routes and threw to spots. I'm all for this if it works. I've always said I wanted more control in the passing game for Madden. I hope to God they got this right
    Sent from my SM-G920V using Tapatalk
    I'll be interested to see how responsive toggling the target passing on and off is. If there's a lot of pressure coming your way, you won't be able to stand still like a statue. If the toggling is quick and responsive, then you can turn it off, escape the pass rush and turn it back on.
    I'll definitely be trying this in practice mode first lol.
    The only downer for me with this IMO (and of course we have not played with it yet) is the fact QB ratings don’t matter. That means a guy like Ryan Fitzpatrick with a great user controlling the sticks (and a user who has mastered the mechanic) can make him have games like Aaron Rodgers every game. No reason to use this offline or in an online simulation league.
    Oh well. This is clearly for the online competitive community. And that’s cool. They are a huge part of the overall Madden community (the largest part let’s be honest).
    Hopefully they can code it to make ratings matter if you use “simulation" style game mode (when you trigger the mechanic) in a future iteration.
    SuperSeahawks
    I'll be interested to see how responsive toggling the target passing on and off is. If there's a lot of pressure coming your way, you won't be able to stand still like a statue. If the toggling is quick and responsive, then you can turn it off, escape the pass rush and turn it back on.
    I'll definitely be trying this in practice mode first lol.
    I highly doubt you would use it in that situation. To me this feature is only for the scripted plays that work the way they were drawn up. I am skeptical that you would use it for anyone other than the primary receiver because it would take too long. Once you are freelancing it then precision is unlikely.
    I really like the idea for fade routes as someone mentioned and out and up paterrns to RBs out of the backfield.
    Sent from my SM-G920V using Tapatalk
    noplace
    I normally have issues with art on the field during game play but this sounds interesting. I've it makes the game more difficult I'm all for it.
    Sent from my STV100-2 using Operation Sports mobile app

    It should make the game easier if you are able to utilize the controls.
    Love the idea of this mechanic and see potential. That being said my concerns are:
    1. Ratings. Instead of not applying they should be the determining factor. Specifically awareness. Low awareness should reduce the speed you can switch receivers. Perhaps this could be modified in simulation mode since that's where I see the most people like myself would want something like this to apply to ratings.
    2. The CPU does not use the feature. Believe it or not there are still plenty of people playing mostly CPU. Adding features that are solely for the benefit of the human player tilts the balance of power even more than it is currently.
    Sent from my SAMSUNG-SM-G930A using Tapatalk
    patsfan1993
    Love the idea of this mechanic and see potential. That being said my concerns are:
    1. Ratings. Instead of not applying they should be the determining factor. Specifically awareness. Low awareness should reduce the speed you can switch receivers. Perhaps this could be modified in simulation mode since that's where I see the most people like myself would want something like this to apply to ratings.
    2. The CPU does not use the feature. Believe it or not there are still plenty of people playing mostly CPU. Adding features that are solely for the benefit of the human player tilts the balance of power even more than it is currently.
    Sent from my SAMSUNG-SM-G930A using Tapatalk

    Yep, because of these two reasons, I won't be using this mechanic.
    patsfan1993
    Love the idea of this mechanic and see potential. That being said my concerns are:
    1. Ratings. Instead of not applying they should be the determining factor. Specifically awareness. Low awareness should reduce the speed you can switch receivers. Perhaps this could be modified in simulation mode since that's where I see the most people like myself would want something like this to apply to ratings.
    2. The CPU does not use the feature. Believe it or not there are still plenty of people playing mostly CPU. Adding features that are solely for the benefit of the human player tilts the balance of power even more than it is currently.
    Sent from my SAMSUNG-SM-G930A using Tapatalk

    For simulation, they need to tie ratings into target passing.
    What about if for inaccurate quarterbacks, the target passing spot would slightly moved around, depending on your accuracy rating? Brady or Rodgers you'd have complete control, but with the bad qbs, the target indicator would slightly move around (in a small random circle pattern or something). This would still allow you to put the ball in a "spot" without being 100% of where you want to out it (because you are not accurate).
    pimpycraig
    What about if for inaccurate quarterbacks, the target passing spot would slightly moved around, depending on your accuracy rating? Brady or Rodgers you'd have complete control, but with the bad qbs, the target indicator would slightly move around (in a small random circle pattern or something). This would still allow you to put the ball in a "spot" without being 100% of where you want to out it (because you are not accurate).
    If it's tied to ratings sure
    Sent from my SAMSUNG-SM-G930A using Tapatalk
    Armor and Sword
    The only downer for me with this IMO (and of course we have not played with it yet) is the fact QB ratings don’t matter. That means a guy like Ryan Fitzpatrick with a great user controlling the sticks (and a user who has mastered the mechanic) can make him have games like Aaron Rodgers every game. No reason to use this offline or in an online simulation league.
    Oh well. This is clearly for the online competitive community. And that’s cool. They are a huge part of the overall Madden community (the largest part let’s be honest).
    Hopefully they can code it to make ratings matter if you use “simulation" style game mode (when you trigger the mechanic) in a future iteration.

    The more people that message rex on twitter about making ratings matter for TP on sim the better, that would be a huge addition on top of what looks like a great mechanic
    pimpycraig
    What about if for inaccurate quarterbacks, the target passing spot would slightly moved around, depending on your accuracy rating? Brady or Rodgers you'd have complete control, but with the bad qbs, the target indicator would slightly move around (in a small random circle pattern or something). This would still allow you to put the ball in a "spot" without being 100% of where you want to out it (because you are not accurate).

    Yeah, I could go for this. Like, the icon is jiggling around some, so your putting the ball on a 'general spot' or a 'possible spot'. And, the speed of the movement of the icon could def be sped up or slowed down. And, yeah, that would be great if they tied this to sim setting or something. I think the sim community would mostly be down for this. Probably 80-90% of sim players want the ratings to affect everything in some fashion (if not 100%, lol).
    Sent from my iPhone using Tapatalk
    patsfan1993
    Love the idea of this mechanic and see potential. That being said my concerns are:
    1. Ratings. Instead of not applying they should be the determining factor. Specifically awareness. Low awareness should reduce the speed you can switch receivers. Perhaps this could be modified in simulation mode since that's where I see the most people like myself would want something like this to apply to ratings.
    2. The CPU does not use the feature. Believe it or not there are still plenty of people playing mostly CPU. Adding features that are solely for the benefit of the human player tilts the balance of power even more than it is currently.
    Sent from my SAMSUNG-SM-G930A using Tapatalk

    Neither of these are accurate.
    Target Passing is just L-Stick Sensitivity (i.e. Pass Lead Sensitivity) that was hidded to the User, now made User available via button, to trigger the Sensitivity at the defined threshold (not 100% because we would be throwing all over the place and complaint more)
    Ratings has always and still do matter.
    Even with TP triggered, other ratings such as CIT/SPC are still active in deciding inaccurate throws and/or the win/loss on catch attempts.
    People just lack understanding to the "functionality and role" of Ratings being used in the game and misinterpret what should/shouldn't be happening.
    ***Rex said they're going to try and release information to the community on the actual functionality of a rating during gameplay to help
    The AI doesn't need to trigger an increased "L-Stick Sensitivity" on passes, so the usage (User only) is correctly applied in this case.
    It sounds and looks good on the surface. I hope that controlling the reticle is relatively easy; it would be nice if stick sensitivity was adjustable in game, but I doubt it would be; though this feature reminds me of targeting an enemy in a First Person Shooter (FPS), and I believe users who are good at the FPS games might find this mechanic easier to grasp and run with.
    khaliib
    Neither of these are accurate.
    Target Passing is just L-Stick Sensitivity (i.e. Pass Lead Sensitivity) that was hidded to the User, now made User available via button, to trigger the Sensitivity at the defined threshold (not 100% because we would be throwing all over the place and complaint more)
    Ratings has always and still do matter.
    Even with TP triggered, other ratings such as CIT/SPC are still active in deciding inaccurate throws and/or the win/loss on catch attempts.
    People just lack understanding to the "functionality and/role" of Ratings being used in the game misinterpret what should/shouldn't be happening.
    ***Rex said they're going to try and release information to the community on the actual functionality of a rating during gameplay to help
    The AI doesn't need to trigger an increased "L-Stick Sensitivity" on passes, so the usage (User only) is correctly applied in this case.

    Yeah, the WR ratings matter, sure. But, Rex even said in an interview somewhere the QB accuracy ratings won't matter with this. Wherever u aim is where the ball goes. He didn't mention any speed of movement or anything.
    I think that's what most are talking about when differentiating QBs with target passing. It's the QB accuracy ratings that are lost. QB throw power should still factor, I believe. But, a qb's accuracy is kind of important in real life. With target passing, it's just not there.
    Again, if they change the speed of moving the target or something, that tied specifically into accuracy ratings, that would allow for separation of difficulty for tom Brady and Joe Shmoe. But, as it's been explained thus far, it sounds like if Joe Shmoe has a stronger arm than Brady, if he uses target passing, he'll prob be better than Brady.
    Sent from my iPhone using Tapatalk
    khaliib
    Neither of these are accurate.
    Target Passing is just L-Stick Sensitivity (i.e. Pass Lead Sensitivity) that was hidded to the User, now made User available via button, to trigger the Sensitivity at the defined threshold (not 100% because we would be throwing all over the place and complaint more)
    Ratings has always and still do matter.
    Even with TP triggered, other ratings such as CIT/SPC are still active in deciding inaccurate throws and/or the win/loss on catch attempts.
    People just lack understanding to the "functionality and role" of Ratings being used in the game and misinterpret what should/shouldn't be happening.
    ***Rex said they're going to try and release information to the community on the actual functionality of a rating during gameplay to help
    The AI doesn't need to trigger an increased "L-Stick Sensitivity" on passes, so the usage (User only) is correctly applied in this case.
    Rex disagrees
    Sent from my SAMSUNG-SM-G930A using Tapatalk
    They should just make the default ball placement better (less correction you have to make) or maybe have like an aim assist mechanic the higher your accuracy rating.
    I don't understand how you implement this but don't take into account ratings. Once your good with this all QBs are exactly the same. I really don't get why they would think that's a good idea.
    Sent from my iPhone using Operation Sports
    I have 0 interest in this if ratings aren't taken into account. That kills it for me. Why draft or develop or sign a great QB in Franchise if they will all throw the same?
    khaliib
    Neither of these are accurate.
    Target Passing is just L-Stick Sensitivity (i.e. Pass Lead Sensitivity) that was hidded to the User, now made User available via button, to trigger the Sensitivity at the defined threshold (not 100% because we would be throwing all over the place and complaint more)
    Ratings has always and still do matter.
    Even with TP triggered, other ratings such as CIT/SPC are still active in deciding inaccurate throws and/or the win/loss on catch attempts.
    People just lack understanding to the "functionality and role" of Ratings being used in the game and misinterpret what should/shouldn't be happening.
    ***Rex said they're going to try and release information to the community on the actual functionality of a rating during gameplay to help
    The AI doesn't need to trigger an increased "L-Stick Sensitivity" on passes, so the usage (User only) is correctly applied in this case.
    Yes they are accurate, they ignore the accuracy rating of the qb, it doesnt matter if other ratings of other positions are taken into account. Youre not hearing people and its not hard to understand. Wherever you put the reticle thats where the ball is going no matter who youre quarterback is. He could have an accuracy rating of zero and the ball will go exactly where you put the reticle just as if his rating were 99. Stop changing the argument. Target passing is brilliant except for the fact that THA ratings of youre qb dont matter. Thats it, thats all people are upset about.
    michapop9
    I cant wait to use this and get used to it, could be a massive, massive upgrade to an outdated passing system. I just wish ratings were taken into account

    That's the only bad deal about this ,it don't take ratings into account only throw power! This was said in. One of the interviews. Maybe if we push for ratings to affect only in sim style play they would adjust it . It should just be smoother for Brady and hard to master for a backup qb !
    Sent from my iPhone using Operation Sports
    Armor and Sword
    The only downer for me with this IMO (and of course we have not played with it yet) is the fact QB ratings don’t matter. That means a guy like Ryan Fitzpatrick with a great user controlling the sticks (and a user who has mastered the mechanic) can make him have games like Aaron Rodgers every game. No reason to use this offline or in an online simulation league.
    Oh well. This is clearly for the online competitive community. And that’s cool. They are a huge part of the overall Madden community (the largest part let’s be honest).
    Hopefully they can code it to make ratings matter if you use “simulation" style game mode (when you trigger the mechanic) in a future iteration.

    Off topic but I'm going to disagree with you there. The online competitive community is NOT the largest in Madden. Not by a longshot.
    I grant that they drive sales disproportionately relative to their size, but they don't represent the largest number of players.
    Shifting gears a bit, you know what this feature may be good for? When we ask for features specific to simulation gamestyle and they respond they don't develop features for just one game style. Hey remember target passing?
    While on the subject, what is the reaction to this coming out of the online competitive crowd? Probably mixed, but anyone know how so?
    As far as Target Passing not being tied to ratings, let me play devil's advocate. The Devs have stressed that this feature will require a lot practice, and maybe if the feature was tied to ratings you'd have a situation where ( for many ) the feature would only be useable with the likes of Brady and Rodgers.
    Allball76
    That's the only bad things about with this ,it don't take ratings into account only throw power! This was said in. One of the interviews. Maybe if we push for ratings to affect only in sim style play they would adjust it . It should just be smoother for Brady and hard to master for a backup qb !
    Sent from my iPhone using Operation Sports

    Sent from my iPhone using Operation Sports
    Greenblood60
    As far as Target Passing not being tied to ratings, let me play devil's advocate. The Devs have stressed that this feature will require a lot practice, and maybe if the feature was tied to ratings you'd have a situation where ( for many ) the feature would only be useable with the likes of Brady and Rodgers.

    Easy fix simulation tied to ratings and arcade and competitive not tied too ratings .
    Sent from my iPhone using Operation Sports
    There are so many ways to make this work with ratings. Have the marker move slower/shake/zig zag more with Less accurate QBs, etc.
    Honestly if we asked for ideas on how to implement this with ratings OS would have about 100 amazing ideas in an hour.
    Sent from my iPhone using Operation Sports
    DocHolliday
    There are so many ways to make this work with ratings. Have the marker move slower/shake/zig zag more with Less accurate QBs, etc.
    Honestly if we asked for ideas on how to implement this with ratings OS would have about 100 amazing ideas in an hour.
    Sent from my iPhone using Operation Sports

    I agree. Just off the top of my head, you tie awareness to the icon showing where the receiver is going to be. Guys like Brady and Rodgers it would be there the whole time. Middle tier guys maybe it blinks or has less opacity or shows up in a wrong spot. And then guys with really low AWR don't get that icon at all.
    Greenblood60
    As far as Target Passing not being tied to ratings, let me play devil's advocate. The Devs have stressed that this feature will require a lot practice, and maybe if the feature was tied to ratings you'd have a situation where ( for many ) the feature would only be useable with the likes of Brady and Rodgers.

    That's kind of the point though, I think. The blog even states "NFL quarterbacks like Tom Brady have an uncanny ability to throw with precision." This should be something that makes elite QB's more elite and separates them, not something that can propel sub-par QB's to making elite throws just because you're good with the mechanic, at least on simulation. It should be something that is far more difficult to use with guys like Mark Sanchez or Blaine Gabbert as opposed to the likes of Brady or Rodgers.
    DocHolliday
    There are so many ways to make this work with ratings. Have the marker move slower/shake/zig zag more with Less accurate QBs, etc.
    Honestly if we asked for ideas on how to implement this with ratings OS would have about 100 amazing ideas in an hour.
    Sent from my iPhone using Operation Sports

    So quick question because this is good discussion when kept in the context of feasible application and not something that would require stepping outside of current functionality of ratings (i.e. Rebuild/restructure which is not going to happen)
    If tied to a rating or combination of ratings, what would be the end game per say or sought after "impact" upon a diverse community of Users with various skill levels?
    - Is it to replicate the NFL counterpart no matter the User's input and/or skill level is?
    - Is it to provide a mechanism that increases/decreases the "challenge" aspect placed upon the User?
    Every successful project, starts with an achievable end goal, so for those that say link Target Passing to certain rating(s), what's the end goal to be achieve by doing this?
    I want a mix
    All my reads given equal...I want to perform better with Tom Brady than Brian Hoyer.
    I hate this lead passing mechanic in Madden. It needs to be within a catch radius IMO as opposed to completely changing the route.
    It's just too unreal and gimmicky at this point. It's great for the competitive madden tourney crowd so they can override actual football. It sucks for those of us who want a 50 AWR WR and 50 AWR QB to not have access to easily changeable routes on the fly.
    khaliib
    - Is it to replicate the NFL counterpart no matter the User's input and/or skill level is?

    On the simulation setting, absolutely. By making it a mechanic solely based on user skill, you essentially largely exclude it from the simulation realm. Same as if you implemented the mechanic solely based on ratings, the competitive side would hate the random nature of it.
    Even with ratings playing a role user input would still be a factor as where you placed the icon would still matter, it would just become significantly more difficult to succeed with low-tier QB's even if user input was great which is what the simulation setting, in my mind, should always aim to provide and strive for and that's prioritizing ratings over user input. Without doing that then you can end up with a pseudo-sim setting that is more a mash-up of Sim and Competitive.
    NDAlum
    I want a mix
    All my reads given equal...I want to perform better with Tom Brady than Brian Hoyer.
    I hate this lead passing mechanic in Madden. It needs to be within a catch radius IMO as opposed to completely changing the route.
    It's just too unreal and gimmicky at this point. It's great for the competitive madden tourney crowd so they can override actual football. It sucks for those of us who want a 50 AWR WR and 50 AWR QB to not have access to easily changeable routes on the fly.

    I love the part from blog that said we can throw the ball into the middle of two zones, making receiver settle down into that spot. Man, if this is possible kudos for them.
    Another point to consider is that we will not be able to use on every situation so qb ratings do really matter, except in rare occasions when you have a clean perfect pocket to make those passes.
    So, basically we are getting another possibility to get realism into the game. With some flaws (no ratings) of course, but a step ahead from last year. And for who plays vs cpu.. Just don't use it.
    Sent from my XT1635-02 using Operation Sports mobile app
    DeuceDouglas
    On the simulation setting, absolutely. By making it a mechanic solely based on user skill, you essentially largely exclude it from the simulation realm. Same as if you implemented the mechanic solely based on ratings, the competitive side would hate the random nature of it.
    Even with ratings playing a role user input would still be a factor as where you placed the icon would still matter, it would just become significantly more difficult to succeed with low-tier QB's even if user input was great which is what the simulation setting, in my mind, should always aim to provide and strive for and that's prioritizing ratings over user input. Without doing that then you can end up with a pseudo-sim setting that is more a mash-up of Sim and Competitive.

    This is a perfect answer.
    It's clear that with the way that Target Passing is currently tuned, that it is a completely competitive mechanic, and that if one chooses to use it, even on sim mode, then one is making a decision to circumvent ratings based passing.
    As we've been discussing, maybe in the future a refinement of the mechanic based on ratings can be implemented, but I doubt that it will be this year.
    Revisiting something else that has been talked about for a while now, I think that a fair amount of Madden players who think of themselves as sim or competitive gamers respectively , may end up switching styles in Madden 18.
    DeuceDouglas
    That's kind of the point though, I think. The blog even states "NFL quarterbacks like Tom Brady have an uncanny ability to throw with precision." This should be something that makes elite QB's more elite and separates them, not something that can propel sub-par QB's to making elite throws just because you're good with the mechanic, at least on simulation. It should be something that is far more difficult to use with guys like Mark Sanchez or Blaine Gabbert as opposed to the likes of Brady or Rodgers.

    Yes, theoretically only the Brady's of the world should be able to throw with precision, but if you have a feature that is only relevant with a handful of quarterbacks the future of that feature might be in question. Target Passing may go the way of the vision cone.
    I would like some variance as to the placement of the ball. Meaning (even with the most accurate passer ) the ball will not go exactly where you want it every single time.
    One thing about this target passing is it leaves you completely immobile so it's best know where u want to go..so in theory no ratings tied is offset by not being able to move around .if your playing a better defense you may not have many chances to get off the ball.. scrambling then settling into a target pass seems it would be hard to do without QB getting rocked.
    Sent from my Pixel XL using Tapatalk
    does the new target passing have a distance limit according to the strength of the QB throwing?
    it looks like you're supposed to move the cursor to the spot you want to throw it, so does that mean it just won't let you move it past where the qb is able to throw?
    Ok, I had no choice but to find some of these responses amusing. Let me preface the following comment by saying I was actually excited for this new "Target Passing" mechanic, EVEN after discovering that the CPU would not be utilizing it, which I have to assume will effectively mean their tendencies will remain exactly the same as 17'..
    However, reading that ratings will NOT matter whatsoever from the passing mechanic is very disappointing. What's more disappointing though is that some of you say that it's completely fine and it's a good trade since utilizing this mechanic limits your pocket mobility...seriously?? That sounds like yet another cop out. Everyone is entitled to their own opinion though so I digress. I really hope that if not this year (as much of a letdown as that would be) than next year they will make ratings matter because if they don't, then it really will be a "highly touted, big change" that us simulation/offline CFM guys will likely never use. And shouldn't such a "Big" addition be something each section of supporters can enjoy? After all, they DID add the much needed gameplay styles so..
    This feature is stupid if the CPU does not use it. It still does not solve the defensive anticipation problem on defense. What is the point of having a ball hawking safety if he can't see where the QB is looking. What is the point of changing anything if I can't use this to look off defenders.
    Sent from my SAMSUNG-SM-G900A using Tapatalk
    jjoneshbk
    Ok, I had no choice but to find some of these responses amusing. Let me preface the following comment by saying I was actually excited for this new "Target Passing" mechanic, EVEN after discovering that the CPU would not be utilizing it, which I have to assume will effectively mean their tendencies will remain exactly the same as 17'..
    However, reading that ratings will NOT matter whatsoever from the passing mechanic is very disappointing. What's more disappointing though is that some of you say that it's completely fine and it's a good trade since utilizing this mechanic limits your pocket mobility...seriously?? That sounds like yet another cop out. Everyone is entitled to their own opinion though so I digress. I really hope that if not this year (as much of a letdown as that would be) than next year they will make ratings matter because if they don't, then it really will be a "highly touted, big change" that us simulation/offline CFM guys will likely never use. And shouldn't such a "Big" addition be something each section of supporters can enjoy? After all, they DID add the much needed gameplay styles so..
    I would love for ratings to matter,but it doesn't but limiting mobility does help reduce cheese factor..if you could target pass and on the move would be silly to me..so for now it's good offset for me..based on what I've read so far this isn't a mechanic that will easily be picked up so even without tying to ratings it's still hard to pull based on movement of target to the right spot.. honestly until the game is in hand I'm not sure of the effectiveness during H2H scenario.
    Sent from my Pixel XL using Tapatalk
    No ratings tied to it at all? This a feature designed for competitive mode. I see online guys labbing it to death, finding a money route that they throw to over and over again. They'll also be able to pick a team like Minnesota with a great defense and destroy people because Sam Bradford will become a hall of famer.
    The news that ratings won't affect this is worse than the news the wr/db mechanics were designed for MUT squads. At least those mechanics are supposed to be used by the ai on some level.
    I like the sound of these mechanics, but can the visual aspect of it be turned off similar to turning off PCI on The Show?
    With some practice, I think I'd prefer a cleaner screen.
    Sent from my SM-G930P using Tapatalk
    Mike Lowe
    I like the sound of these mechanics, but can the visual aspect of it be turned off similar to turning off PCI on The Show?
    With some practice, I think I'd prefer a cleaner screen.
    Sent from my SM-G930P using Tapatalk
    Actually, after reading that the AI does not use it and that the mechanic does not take into account ratings, I'll be keeping this feature OFF and hoping it gets enhanced next year.
    Sent from my SM-G930P using Tapatalk
    So if ratings is to be tied to TP when activated, what becomes of those same ratings when TP is not activated?
    What would be the purpose of replicating basically what we've been using up until now?
    - were ratings have been used to set the boundaries of L-Stick impact on ball placement by the User.
    - Who loved trying to throw a deep over-the-shoulder pass towards the sideline, only for it to sail out of bounds because of very low QB Deep Acc ratings across the board?
    - part of the fix in the update was increasing QB's Deep Acc across the board which limited Users L-Stick push from being as sensitive, thus balls going 15yrds out or bounds.
    So using ratings to affect/impact User L-Stick ball placement will still be used in M18.
    TP is attempting to provide the "flip side" of ratings deciding L-Stick ball placement (i.e. Sensitivity) and placing more of the onus (i.e. responsibility for an error or fault; blame) of possible negative outcome upon the User.
    This actually is a win/win for Users right?
    khaliib
    So if ratings is to be tied to TP when activated, what becomes of those same ratings when TP is not activated?
    What would be the purpose of replicating basically what we've been using up until now?
    - were ratings have been used to set the boundaries of L-Stick impact on ball placement by the User.
    - Who loved trying to throw a deep over-the-shoulder pass towards the sideline, only for it to sail out of bounds because of very low QB Deep Acc ratings across the board?
    - part of the fix in the update was increasing QB's Deep Acc across the board which limited Users L-Stick push from being as sensitive, thus balls going 15yrds out or bounds.
    So using ratings to affect/impact User L-Stick ball placement will still be used in M18.
    TP is attempting to provide the "flip side" of ratings deciding L-Stick ball placement (i.e. Sensitivity) and placing more of the onus (i.e. responsibility for an error or fault; blame) of possible negative outcome upon the User.
    This actually is a win/win for Users right?
    So sensitivity to the Lstick has been fixed..well that's great news
    Sent from my Pixel XL using Tapatalk
    khaliib
    So if ratings is to be tied to TP when activated, what becomes of those same ratings when TP is not activated?
    What would be the purpose of replicating basically what we've been using up until now?
    - were ratings have been used to set the boundaries of L-Stick impact on ball placement by the User.
    - Who loved trying to throw a deep over-the-shoulder pass towards the sideline, only for it to sail out of bounds because of very low QB Deep Acc ratings across the board?
    - part of the fix in the update was increasing QB's Deep Acc across the board which limited Users L-Stick push from being as sensitive, thus balls going 15yrds out or bounds.
    So using ratings to affect/impact User L-Stick ball placement will still be used in M18.
    TP is attempting to provide the "flip side" of ratings deciding L-Stick ball placement (i.e. Sensitivity) and placing more of the onus (i.e. responsibility for an error or fault; blame) of possible negative outcome upon the User.
    This actually is a win/win for Users right?
    Perhaps additional ratings may be implemented such as back shoulder throw accuracy as an example.. Whether ratings are tied to this or not..we just want to see a larger separation between top tier qbs and average qb and so forth without user skill input. Maybe an idea would be that only 90+ awareness qbs can even turn it on to begin with.
    Sent from my E6833 using Tapatalk
    VinnyVegas28
    Perhaps additional ratings may be implemented such as back shoulder throw accuracy as an example.. Whether ratings are tied to this or not..we just want to see a larger separation between top tier qbs and average qb and so forth without user skill input. Maybe an idea would be that only 90+ awareness qbs can even turn it on to begin with.
    Sent from my E6833 using Tapatalk

    Wouldn't this be replicating Coach Mode?
    AWR rating is linked to so many other aspects, we're still trying to detangle some of its use in the game, so that would be the last rating to bring anything new into it.
    The idea of toggling its availability for use based on "something" to distinguish between the different capabilities of QB's sounds intriguing and possibly doable.
    The question is what is that "something" that would be used?
    Maybe for "Sim Style" it could be "Trait" based with different levels within the Trait that dictate how much L-Stick influence the User can use.
    - maybe on a 30-60-90 % applied influence or similar set up
    - with it being dynamic in nature tied to performance
    Just exploring out loud to find that happy median with this mechanic.
    Def don't want it to follow the same path as the vision cone.
    khaliib
    Wouldn't this be replicating Coach Mode?
    AWR rating is linked to so many other aspects, we're still trying to detangle some of its use in the game, so that would be the last rating to bring anything new into it.
    The idea of toggling its availability for use based on "something" to distinguish between the different capabilities of QB's sounds intriguing and possibly doable.
    The question is what is that "something" that would be used?
    Maybe for "Sim Style" it could be "Trait" based with different levels within the Trait that dictate how much L-Stick influence the User can use.
    - maybe on a 30-60-90 % applied influence or similar set up
    - with it being dynamic in nature tied to performance
    Just exploring out loud to find that happy median with this mechanic.
    Def don't want it to follow the same path as the vision cone.

    Best way I can describe what I want (personally) is to use a really dumb but simple analogy.
    I prefer ratings to play a large part of the role in the outcome but as the player with the controller in hand, I just want to be driving the bus.
    I can drive any car you give me the keys to, but they shouldn't all drive the same.
    If I get in my car, save the jokes for later, a 2006 Huyndai Santa Fe, it can hardly get up a hill if I just went grocery shopping and have the back loaded with groceries.
    That isn't a reflection of me being able to press the gas pedal but instead is a reflection of the car itself.
    If I get in a corvette, I can get it up the same hill in no time.
    Getting back to the game, I want a Brock Osweiler to perform more like the Santa Fe and less like a corvette.
    The difference between the two should be extremely noticeable.
    kehlis
    Best way I can describe what I want (personally) is to use a really dumb but simple analogy.
    I prefer ratings to play a large part of the role in the outcome but as the player with the controller in hand, I just want to be driving the bus.
    I can drive any car you give me the keys to, but they shouldn't all drive the same.
    If I get in my car, save the jokes for later, a 2006 Huyndai Santa Fe, it can hardly get up a hill if I just went grocery shopping and have the back loaded with groceries.
    That isn't a reflection of me being able to press the gas pedal but instead is a reflection of the car itself.
    If I get in a corvette, I can get it up the same hill in no time.
    Getting back to the game, I want a Brock Osweiler to perform more like the Santa Fe and less like a corvette.
    The difference between the two should be extremely noticeable.

    Poor Brock, referenced as the standard of a bad QB.
    Poor "rich" guy!!! lol
    Player Differentiation is definetly in this year.
    There were Acc issues with a lot of gamers using Cam.
    - Def have to account for QB's "Arm Strength" as many balls zipped past the WR's because what was the norm of past Maddens.
    Maybe they could weight the QB Acc Slider to +/- impact Target Passing in some form as an option.
    khaliib
    Poor Brock, referenced as the standard of a bad QB.
    Poor "rich" guy!!! lol
    Player Differentiation is definetly in this year.
    There were Acc issues with a lot of gamers using Cam.
    - Def have to account for QB's "Arm Strength" as many balls zipped past the WR's because what was the norm of past Maddens.
    Maybe they could weight the QB Acc Slider to +/- impact Target Passing in some form as an option.

    It is a really easy solution to me. The worse the accuracy rating the bigger the circle on the field, and the ball can land anywhere inside that circle.
    XtremeDunkz
    It is a really easy solution to me. The worse the accuracy rating the bigger the circle on the field, and the ball can land anywhere inside that circle.

    This is something I think is really feasible and they could just bring the defensive play art to this.
    Great idea!!!
    Tweeted Rex n Clint
    Maybe Deuce could could give ideas on how to put this thought into a visual example for all to see.
    Actually the best idea of combining both ratings and TP into what's already structured.
    Without tying it to ratings Target Passing seems like something for the competitive/tourney guys. Any qb can make anythrow with this which is exactly what they want. It would be nice if in sim mode there was some kind of differentiation. For example Aj Mccarons reticle would "wobble" while Tom Brady's was dead on. Or maybe a bigger reticle for lower rated qbs meaning a bigger area for the ball to land, while better qbs reticles would be smaller for "pinpoint" accuracy.
    Hopefully next year they continue to build on it.
    This is a major feature this year, correct? For who?
    Not solo CFM. The CPU doesn't use it so it's only 50% implemented. Some may use it but I don't see the majority using it.
    Not online CFM. Good users can virtually eliminate the need for a high rated QB and the accompanying high salaries. I would think this is a potential detriment for sim style CFMs.
    Be Good Or Be Gone
    Sent from Galaxy S8+
    GT roll2tide
    Let's play Madden or Fifa!
    I don't understand how people think the CPU would use target passing. The concept doesn't make sense to me. It's an alternate control method. The AI doesn't really use "controls" like a human does so what would it look like if it was using it?
    fballturkey
    I don't understand how people think the CPU would use target passing. The concept doesn't make sense to me. It's an alternate control method. The AI doesn't really use "controls" like a human does so what would it look like if it was using it?

    There's no answer because this mechanism is 100% about L-Stick usery by human input and you're dead on, the AI doesn't use button/Stick inputs to function, so suggesting that the AI should use it has no logic.
    Alternate Control Method for the User is exactly what it is, but some people are dead set against it, even before trying it.
    One of the great things I saw was an Flat route by a RB turned into a wheel Route using this.
    Ball sailed over the RB's head by 2yrds, but it was pretty to see it used on an attempted change of the route under one control and on the fly.
    Never really used "Playmaker" because it was awkward to initiate accurately in the midst of the play.
    A common theme reverberated about Madden throughout EA Play was people are going to have to play it to experience how much better M18 plays.
    Look forward to people's feedback after some hands on with this mechanism.
    This sounds like what we've had for a while, but without a vision indicator or it stopping you from scrambling. So it comes off more as another gimmick than a real feature. I've been using the left stick for ages to guide the ball where I want it though, along with the lob & low ball LB/LT buttons. I'm confused on what makes this so fresh and new compared to what we've already had without the on field icons?
    khaliib
    Wouldn't this be replicating Coach Mode?
    AWR rating is linked to so many other aspects, we're still trying to detangle some of its use in the game, so that would be the last rating to bring anything new into it.
    The idea of toggling its availability for use based on "something" to distinguish between the different capabilities of QB's sounds intriguing and possibly doable.
    The question is what is that "something" that would be used?
    Maybe for "Sim Style" it could be "Trait" based with different levels within the Trait that dictate how much L-Stick influence the User can use.
    - maybe on a 30-60-90 % applied influence or similar set up
    - with it being dynamic in nature tied to performance
    Just exploring out loud to find that happy median with this mechanic.
    Def don't want it to follow the same path as the vision cone.

    Well, I mean with the vision come, adding 'accuracy' ratings was easy. They just skinnied the cone. And, that actually made sense for what it was. So, even the cone implemented 'accuracy' ratings into it. So, that's what people are asking for with the new target passing.
    As for me, I could see either of the 2 main ways I've heard or suggested thus far.
    1. Bigger/smaller circle where ball will be.
    2. The circle could actually wobble some so u don't know 'exactly' where you're throwing it.
    Interestingly enough, at the end of the day, they could simply continue to use the accuracy in roughly the same matter.
    3. Circle/icon is always the same size, but depending on accuracy of your QB is how accurately he hits the 'spot' u select. This would completely be done under the hood. And, here's where u would also need difference between sim and comp modes, lol. Because, comp would want the ball to always go to spot, and sim would simply want some variance.
    Really, I think 3 would work, and, in essence, would work similarly to acc right now. And, even short, med, and deep acc. The game should be able to figure that out on the fly, and then simply put the ball somewhere in the vicinity of the icon dependent upon the acc ratings of the QB. I could see them implementing this if enough community requests get at them specifically for sim mode.
    Sent from my iPhone using Tapatalk
    fballturkey
    I don't understand how people think the CPU would use target passing. The concept doesn't make sense to me. It's an alternate control method. The AI doesn't really use "controls" like a human does so what would it look like if it was using it?

    I was hoping it'd end up being something like the ball-carrier moves. Obviously this is a bit more of a freewheeling mechanic and if the CPU was allowed to use the mechanic itself it'd probably be OP as hell. But what I'd liked to have seen is something to go alongside it where the AI was made smarter in terms of how they threw routes and where they placed balls to at least create the illusion that they could do some of the things the user can now do. AI QB's need some serious attention on multiple fronts and it could have been a step towards that. This seems closer to the DL moves they implemented though where he CPU couldn't steer blocks and such like the user could.
    Find_the_Door
    They should just make the default ball placement better (less correction you have to make) or maybe have like an aim assist mechanic the higher your accuracy rating.
    I feel like people missed this. It'd be similar to the vision cone being bigger for higher rated qbs back in the day.
    Sent from my SM-G955U using Tapatalk
    XtremeDunkz
    It is a really easy solution to me. The worse the accuracy rating the bigger the circle on the field, and the ball can land anywhere inside that circle.

    My ideal solution would be: The left stick sensitivity is a function that takes qb accuracy into account.
    The more sensitive the left stick, the harder it will be to place the place the reticule where you would like without overshooting the target.
    stick_senistivity = (100 - qb_accuracy) * 100;
    stick_sensitivity = (100 - 99) * 100 = 100;
    stick_sensitivity = (100 - 70) * 100 = 300;
    A qb with 99 qb accuracy would have the ideal sensitivity, when you push the stick it moves at a perfect speed. A qb with 70 accuracy would have exaggerated sensitivity, when you push the stick it moves very fast and it is very hard to pinpoint the location you would like.
    SolidSquid
    Without tying it to ratings Target Passing seems like something for the competitive/tourney guys. Any qb can make anythrow with this which is exactly what they want. It would be nice if in sim mode there was some kind of differentiation. For example Aj Mccarons reticle would "wobble" while Tom Brady's was dead on. Or maybe a bigger reticle for lower rated qbs meaning a bigger area for the ball to land, while better qbs reticles would be smaller for "pinpoint" accuracy.
    Hopefully next year they continue to build on it.

    I think the differentiation between quarterbacks will show through when users are forced to use neutral passing.
    Take this typical scenario: you select your primary receiver in coach cam; you snap the ball and hold RT/R2 to activate target passing only to find that your primary receiver is covered, so you're forced to throw the ball to your second or third read. In all likelihood you're not going to have time to throw it to your second read ( and definitely not your third ) with the target passing feature, and you can't scramble while using target passing, so you're either going to have to pass the ball neutrally, or press RT/R2 to turn the feature off.
    Users will frequently have to use neutral passing to throw to someone other then their primary receiver--where ratings do come into play, so if you're using someone like Jared Goff you can still expect to throw more inaccurate passes than you would with Brady.
    crbarbon
    I love the part from blog that said we can throw the ball into the middle of two zones, making receiver settle down into that spot. Man, if this is possible kudos for them.
    Another point to consider is that we will not be able to use on every situation so qb ratings do really matter, except in rare occasions when you have a clean perfect pocket to make those passes.
    So, basically we are getting another possibility to get realism into the game. With some flaws (no ratings) of course, but a step ahead from last year. And for who plays vs cpu.. Just don't use it.
    Sent from my XT1635-02 using Operation Sports mobile app

    Isn't this what separates the elite QB's from the avg ? The Tom Brady's of the world and Arron Rodgers hit tight windows. This seems like are new vision cone if done right . Someone mention already Elite QB's should see where the WR is going and non elite don't see anything. all tied to a trait or awareness . Next accuracy should affect if you hit that target place on the spot 8/10 times for Elite Qb' s and less for avg QB and so on . This could work without changing anything . Otherwise it's just 100% a competitive mechanic if it throws out the Ratings . They can tune gameplay separate so at minimum give us inaccurate passes with this .
    Sent from my iPhone using Operation Sports
    Greenblood60
    I think the differentiation between quarterbacks will show through when users are forced to use neutral passing.
    Take this typical scenario: you select your primary receiver in coach cam; you snap the ball and hold RT/R2 to activate target passing only to find that your primary receiver is covered, so you're forced to throw the ball to you're second or third read. In all likelihood you're not going to have time to throw it to your second read ( and definitely not your third ) with the target passing feature, and you can't scramble while using target passing, so you're either going to have to pass the ball neutrally, or press RT/R2 to turn the feature off.
    Users will frequently have to use neutral passing to throw to someone other then their primary receiver--where ratings do come into play, so if you're using someone like Jared Goff you can still expect to throw more inaccurate passes than you would with Brady.
    I was thinking same thing I reread blog and watched some game changer videos review of it..that's the sense I got..to me may be my preference to use that way..I think it will have to be situational if you can read the blitz before hand and ID Mike correctly you should inherit extra time to use mechanic
    Sent from my Pixel XL using Tapatalk
    fballturkey
    I don't understand how people think the CPU would use target passing. The concept doesn't make sense to me. It's an alternate control method. The AI doesn't really use "controls" like a human does so what would it look like if it was using it?

    So what I individually meant when asking that the CPU utilize this, wasn't actually the TP function itself. However, if you watch the video where it's advertised from the drawn back camera view with tom Brady, he turns his body and shoulders toward the throw he's intending to make before he throws. Which in itself is both realistic and enables more nuanced play from both the CPU and Users alike since now we're speaking of possible lookoffs and things of that nature depending on how quickly one is able to switch targets. This of course would be varied based on line play, affected by the pass rush and so on down the line and now all the sudden we're talking football..
    OF COURSE nobody expects the CPU to be able to use the TP as if it were a human with a controller but the on-screen action of it would atleast lend itself to more simulation-like gameplay outside of the CPU just snapping the ball and throwing it wherever it sees fit with no tells or indicators beforehand which is pretty unrealistic especially if you happen to watch/play the game IRL.
    Allball76
    Isn't this what separates the elite QB's from the avg ? The Tom Brady's of the world and Arron Rodgers hit tight windows. This seems like are new vision cone if done right . Someone mention already Elite QB's should see where the WR is going and non elite don't see anything. all tied to a trait or awareness . Next accuracy should affect if you hit that target place on the spot 8/10 times for Elite Qb' s and less for avg QB and so on . This could work without changing anything . Otherwise it's just 100% a competitive mechanic if it throws out the Ratings . They can tune gameplay separate so at minimum give us inaccurate passes with this .
    Sent from my iPhone using Operation Sports

    I agree. For Sim, rating must have be tied with accuracy on throw into that spot.
    I was just saying that even with flaws, this mechanic possibilite some kinds of interactions with wr and some passes that made the game more realistic than a year ago. Of course with a accuracy variation this would be nearly prefect.
    Sent from my XT1635-02 using Operation Sports mobile app
    deiied
    My ideal solution would be: The left stick sensitivity is a function that takes qb accuracy into account.
    The more sensitive the left stick, the harder it will be to place the place the reticule where you would like without overshooting the target.
    stick_senistivity = (100 - qb_accuracy) * 100;
    stick_sensitivity = (100 - 99) * 100 = 100;
    stick_sensitivity = (100 - 70) * 100 = 300;
    A qb with 99 qb accuracy would have the ideal sensitivity, when you push the stick it moves at a perfect speed. A qb with 70 accuracy would have exaggerated sensitivity, when you push the stick it moves very fast and it is very hard to pinpoint the location you would like.

    I like this idea, but there is a bit of an issue with it - being ideal sensitivity for you may be horrible for the next person.
    I feel like what you are suggesting could lead to some people finding a low rated QB that matches their ideal sensitivity and then we are right back here saying how EA should fix the broken mechanic that allows some scrub to go all world on ya
    I mean not only does QB rating have to go into it...so does the WR rating.
    You can have Tom Brady out there throwing to a spot but that's not going to make a physical specimen like Aaron Dobson be able to understand the game and get to that spot where he should be.
    Trick13
    I like this idea, but there is a bit of an issue with it - being ideal sensitivity for you may be horrible for the next person.
    I feel like what you are suggesting could lead to some people finding a low rated QB that matches their ideal sensitivity and then we are right back here saying how EA should fix the broken mechanic that allows some scrub to go all world on ya

    My vision would be that a low rated QB with low QB accuracy would be so difficult that even attempting target passing would be risky.
    An elite QB with 99 QB ACC would push the stick 5 "units" and the reticule would move 5 units. A scrub QB with 70 QB ACC would push the stick 5 "units and the reticule would move 50 units.
    MY ideal sensitivity for an elite QB with 99 accuracy would be slightly more difficult than it is to currently lead a receiver with the lead mechanic. As the QB accuracy rating drops, the sensitivity would increase exponentially.
    Perhaps this mechanic is akin to pitch meter in MLB The Show....where Pitch Meter is more user influenced and Classic Pitching is more heavily influenced by ratings
    Sent from my iPhone using Tapatalk
    roll2tide
    This is a major feature this year, correct? For who?

    It's a skill ceiling feature for any advanced Madden player who wishes to throw a forward pass with a greater degree of control than what the game previously provided. In that sense it is for everyone provided you have the skill to use it successfully.
    Where you will probably see it used the most is in competitive, because those guys are likely going to be the ones figuring out how and when to use it the best. If you know how to use target passing well, you're going to be better than someone who doesn't use it at all.
    I can't wait to try the mechanic out tbh.
    I'm also curious if a more simple and elegant option could ever work. An LS feet/RS pass. Similar (but not a precise comparison) to the "skill stick" introduced in NHL 07 that changed the game for the better, or even analog pitching in The Show (as others have brought up),.
    LS would control your movement, and depending on if you're moving or not it, would affect the accuracy and quality of passes—as striding instead of gliding (skating/moving with LS) or stopped (no LS input) in NHL affects the quality and accuracy of your shot. Obviously ratings and pass rush would have an effect on how well the QB is able to execute the pass you make as well.
    Anyway, the entire field of view would be open and passing would be entirely manual (would require receivers to not be tethered to animations and actually go get a placed ball within a route). You pull RS back to determine power and push it forward in the direction you want to put the ball. For little passes you would just push the RS forward and not pull back (like quick snapshots in NHL).
    I'm not sure how you could incorporate early (backwards) passes to RB's, or even horizontal dump offs, although I believe NHL limits wind up for slap shots to about a 45-55 degree field on the lower 180 degrees of the RS. Still It would be pretty awkward to pull back and then push sideways in the same lower 180 to dump off to a RB behind the LoS.
    Anyway:
    Even the speed at which you go through the RS passing motion would affect the the type of pass. For instance quickly pulling back and pushing forward in a direction would be an intermediate bullet, however, to really get the ball deep you'd have to be a bit slower and hold RS back a bit longer. Similar to how in NHL you can can quickly pull RS back and push it forward for a slapshot, but it's not as powerful as holding back RS for a pause and pushing forward hard. Additionally, in the NHL slapshot mechanic, if you push forward slowly out of the windup, you get a slow floaty shot. In any case, the point is, using NHL's RS shooting and deking as an example, there is so much subtle variety you could map to simulate the depth of passing a football into a single input source.
    I think you'd still need a modifier for lobbed passes (maybe hold LT while passing), and some way to to high or low (maybe hold LB or RB respectively).
    In some ways I think it would feel like a hybrid of NHL's skill stick and manual passing in FIFA (especially older versions). Manual passing in FIFA, with the whole field available, is tough to master given how much space and how many subtle directional options there are available on the LS combined with pass types and weights. Imo though, manual passing the experience makes the game so much richer and enjoyable than assisted passing—which almost feels like the tethered timing mini game that is Madden's passing system.
    Can you imagine how good it would feel if you're in a goal line situation, you drop back, set your feet, hold LT or RB, pull RS back just a touch, and give it a gentle push forward at maybe 130 degrees or so, and you throw up a nice fade that your receiver pulls down. It would feel so much more rewarding than pushing two buttons at the right time. It would also be really hard to get used to and master, but when you do, it would give the gameplay so much more depth
    I honestly think this should be the only way to pass in a competitive setting or at least for the Madden tournaments they hold. If it's truly as tough as people are making it out to be it should be something that is greatly rewarded for being good at and greatly penalized for not being adept at it.
    Made some mock-ups of "simulation" Target Passing. Only real issue with it would be the icon changing based on how deep the throw was. The icon changing while a receiver is running because he's gone from the MAC to DAC could possibly be jarring.
    This would be a QB with lower accuracy:

    A QB with even worse accuracy:

    This is what I would do for QB's with lower AWR; make the target where the WR will be low opacity:

    And then for QB's with really low AWR, no icon at all:
    DeuceDouglas
    I honestly think this should be the only way to pass in a competitive setting or at least for the Madden tournaments they hold. If it's truly as tough as people are making it out to be it should be something that is greatly rewarded for being good at and greatly penalized for not being adept at it.

    Rex and company would never do that. They would risk alienating their entire consumer base. I honestly had doubts of them ever adding a feature ( again after the vision cone ) that would create this type of a skill gap in the passing game because of risk of alienating consumers.
    Also, forcing people to use it all the time would negate throwing on the run. The left-stick is used to move the cursor.
    If it's truly as tough as people are making it out to be it should be something that is greatly rewarded for being good at and greatly penalized for not being adept at it.

    The irony is that people's biggest complaint--the ball going exactly where the target is, regardless of the quarterback--is what rewards users for being good at it and what penalizes people for not being adept at it. You can press the button of a receiver other than your targeted receiver and throw the ball, but the accuracy ratings of the quarterback will come into play. If you've got Brady or Rodgers that's no big deal, but if you're playing with Tyrod Taylor is it.
    Greenblood60
    Rex and company would never do that. They would risk alienating their entire consumer base. I honestly had doubts of them ever adding a feature ( again after the vision cone ) that would create this type of a skill gap in the passing game because of risk of alienating consumers.
    Also, forcing people to use it all the time would negate throwing on the run. The left-stick is used to move the cursor.

    Just to be clear, I don't mean forcing it to be the only way to pass for everyone, I mean that it should be the only way to pass if you're playing in a competitive setting like the Madden tournaments where the most skilled players are supposed to be on display. I also think the choice in making target passing complete negate throwing on the run was a bad decision but I agree that does throw a huge wrench into things but on the other hand it also would largely eliminate a lot of the playground style stuff seen in tourney's.
    DeuceDouglas
    Just to be clear, I don't mean forcing it to be the only way to pass for everyone, I mean that it should be the only way to pass if you're playing in a competitive setting like the Madden tournaments where the most skilled players are supposed to be on display. I also think the choice in making target passing complete negate throwing on the run was a bad decision but I agree that does throw a huge wrench into things but on the other hand it also would largely eliminate a lot of the playground style stuff seen in tourney's.

    That's part of the beauty about the game styles. Not that I think this will ever happen but I would love for it to be:
    Arcade - Standard button passing
    Sim- Target passing governed by ratings
    Comp- Free reign target passing
    Another problem with making it mandatory in the Madden tourneys is that if some nano or other blitz glitz emerges, because despite all they've done to eliminate that stuff it could still happen, then the tourneys become non functional.
    DeuceDouglas
    I honestly think this should be the only way to pass in a competitive setting or at least for the Madden tournaments they hold. If it's truly as tough as people are making it out to be it should be something that is greatly rewarded for being good at and greatly penalized for not being adept at it.

    I tell u what will be interesting to see is a tourney with draft champions or something. Or fantasy draft. The guy who knows he can rock target passing can select a garbage QB and not worry about it, u know? Lol. That gives him the ability to basically have 1 more superstar at a position other than QB if he knows he can rely on target passing. I'd like to think if that happens, Rex and company might not be happy with it. Lol. And, then u might see some changes to ratings being more tied into it.
    Sent from my iPhone using Tapatalk
    I give EA credit for bringing the vision cone back without really bringing it back. And no one seems to notice. Personally, I'm good... the vision cone never really bothered me.
    DeuceDouglas


    Oh god look at that throwing animation/motion....

    Since the ball is untethered for target passing, I wonder if that affects the whole passing game or just when target passing is activated. Would be nice if it was for all passes......
    DeuceDouglas
    Just to be clear, I don't mean forcing it to be the only way to pass for everyone, I mean that it should be the only way to pass if you're playing in a competitive setting like the Madden tournaments where the most skilled players are supposed to be on display. I also think the choice in making target passing complete negate throwing on the run was a bad decision but I agree that does throw a huge wrench into things but on the other hand it also would largely eliminate a lot of the playground style stuff seen in tourney's.

    This mechanic requires the qb to stand stall to activate. This is one thing that much people forget. Limiting the use of this feature to just clean pocket situations force the player to go after good qbs for the rest of the game anyway.
    Sent from my XT1635-02 using Operation Sports mobile app
    SageInfinite
    Oh god look at that throwing animation/motion....

    Since the ball is untethered for target passing, I wonder if that affects the whole passing game or just when target passing is activated. Would be nice if it was for all passes......
    Would be nice also if 2-5 had any idea where he was at and that play was live. Same ole same I guess there. Might want to tell that wide-out to look out for the invisible MLB who's about to clobber him.
    SageInfinite
    Oh god look at that throwing animation/motion....

    Since the ball is untethered for target passing, I wonder if that affects the whole passing game or just when target passing is activated. Would be nice if it was for all passes......

    That's Madden 17.
    DeuceDouglas
    Made some mock-ups of "simulation" Target Passing. Only real issue with it would be the icon changing based on how deep the throw was. The icon changing while a receiver is running because he's gone from the MAC to DAC could possibly be jarring.
    This would be a QB with lower accuracy:

    A QB with even worse accuracy:

    This is what I would do for QB's with lower AWR; make the target where the WR will be low opacity:

    And then for QB's with really low AWR, no icon at all:

    Man You should start a kickstarter and find a crew and make ur own football game, I'll back you up and I'm pretty sure everyone else here would too
    Sent from my iPhone using Operation Sports
    BreakingBad2013
    https://twitter.com/newbreedx/status/891055901335068672
    @RexDEAFootball @ClintOldenburg can the user on defense see the offense's target passing icons?
    @ClintOdenburg: "Yes"
    When asked why defenders can see what the QB is thinking/doing:

    "Because you don't have to throw to the receiver. You can use it to look off the coverage."

    And this is what will differentiate Tom Brady from Brian Hoyer. If you pull up target passing ( to look off coverage ) and throw to another receiver with neutral passing, with Hoyer the pass has a much higher chance of being inaccurate.
    BreakingBad2013
    https://twitter.com/newbreedx/status/891055901335068672
    @RexDEAFootball @ClintOldenburg can the user on defense see the offense's target passing icons?
    @ClintOdenburg: "Yes"
    When asked why defenders can see what the QB is thinking/doing:
    "Because you don't have to throw to the receiver. You can use it to look off the coverage."

    Yeah this will be very interesting to try out. I never really considered the ability to look off the user.
    ig0easy
    You won't able to use target passing on every play from listening to the devs. You'll need plenty of time in the pocket to do it.
    Sent from my LG-K550 using Operation Sports mobile app

    I thought the mode would be engaged as soon as you make a pre snap read. With LS moving to low pass things should get interesting. People better set their feet moving forward.
    Sent from my iPhone using Tapatalk
    Senator Palmer
    I can't believe someone asked this... actually I can believe it, but really?

    Eh, idk. I truly mean no offense to the devs, but I think they have implemented items in the past that they didn't necessarily think about this level of use for an option. Don't get me wrong, I know the vision cone was similar, I could look off WRs with that as well, so it makes sense that they thought about this.
    But, honestly, after seeing screenshots of the GIANT targets on the screen, I was thinking that in an online h2h game, that only the offensive player would see the target. But, that's actually good on their part to utilize it for looking off WRs.
    Sent from my iPhone using Tapatalk
    SyncereBlackout
    I thought the mode would be engaged as soon as you make a pre snap read. With LS moving to low pass things should get interesting. People better set their feet moving forward.
    Sent from my iPhone using Tapatalk

    U know, I'm curious about the target passing. Can we NOT throw high/low with it? Or when u move the target, do u also move the ball high and low somehow? Like, all at the same time with LT+LS?
    Because u can't do LT+LS and then throw with LB+LS (up/down) suddenly? Or can u?
    It's not a deal breaker or anything. And, I mentioned this somewhere else. What about using LB for high/low and simply using LS for total control passing? Again, not a deal breaker for me, but, I mean, with the amount of stuff they're jamming on the LS during a throw, I don't think u can combine leading someone to the sideline AND high throw? Or, u can't use target passing AND low throw?
    Am I wrong on this?
    Sent from my iPhone using Tapatalk
    I wished they had multiple target icon styles you can choose from, like The Show has different fly ball and pitching plate looks. I hope they at least give you the option to remove the second throw it here icon, just too much arcade looking stuff on the field for me, I prefer a more minimal look.
    Americas Team
    I wished they had multiple target icon styles you can choose from, like The Show has different fly ball and pitching plate looks. I hope they at least give you the option to remove the second throw it here icon, just too much arcade looking stuff on the field for me, I prefer a more minimal look.

    Yeah. I agree. Also, by showing the user where the WR and the ball will be, that seems too easy. Don't get me wrong, I'm sure it's not 'that easy', but overall, I don't like that they put the WR 'future position' as an icon. U should have to guess that. Perhaps, it is a toggle, or on harder levels, only the ball icon is there.
    And, yeah, as much I'm curious to try this, I absolutely HATE icon clutter!! Lol. So, I may find that even though I like it, maybe it gives a less tethered feel to the ball or something, I have a feeling I'm not going to like the giant icons on the field, and I may scrap it.
    Sent from my iPhone using Tapatalk
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