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Full Details on Madden NFL 18 WR/DB Interactions and Mechanics

Madden NFL 18

Full Details on Madden NFL 18 WR/DB Interactions and Mechanics

EA has been busy this evening, posting another Madden NFL 18 blog, this one covering the wide receiver and defensive back interactions and mechanics in the game this year. These are tailored for MUT Squads, but available for use in all game modes, the battle that happens between wide receivers and defensive backs will have a big impact on the passing game.

The blog goes over the highlighting coverage indicator, press mechanics, contextual auto chucks, wide receiver release mechanics, cut-out-of-press mechanic, route running and cut move mechanics, call-for-ball mechanic and so much more. We’ve posted some details below, but read the entire blog and post your thoughts!

Another big game-changer for defensive coverage is the new auto-interactions. When a receiver and defender run into each other during a route, you’ll see contextually appropriate two-player animations that take into account the assignments of both players, as well as their Awareness ratings. In some cases, this can throw off the timing of your routes just long enough to get the pass rush home, or even take one of the players completely out of the play if they aren’t aware enough to know what do on contact.

The meta-game between the WR and the DB lies in the direction each player chooses when the ball is snapped, as well as a heavy influence by the ratings of the players involved.  If the receiver wants to release to the inside, but the defender is pressing to the inside, the defender will have a much higher chance to win that interaction and prevent the receiver from getting into his route on time, or get any separation. You’ll also see different outcomes from elite players that are not available for players who aren’t rated as highly.

 

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  1. Jr.
    Big question.. will these be used by non-user players?
    I'm gonna guess no

    From the blog:
    While these mechanics were spawned for the Team Play style of MUT Squads, all are available to be used in all modes, including Franchise, MUT, and online H2H. Even the AI-controlled players will be using the mechanics, again based heavily on their assignment on the given play call and their relevant ratings to each situation.
    That's some interesting stuff. Sounds like that bit about route-running/cut moves was put in to combat the swerve.
    Route-Running and Cut-Move Mechanics: Once you are into your route-stem and out of any interactions that may trigger off the line, there's some important mechanics to note when finishing your route. The LS will steer the receiver anywhere you want him to go, but when using only LS, you cannot make any sharp cuts to gain separation. To make sharp cuts, you must hold down the RB/R1 button to lock in your current moving direction and then flick the RS in one of eight directions to make a sharp cut. This can be used as a combo, as well to make double moves and fake out man coverage defenders. LS control will not be returned until the RB/R1 button is released.
    Yeah, totally cool that AI uses this. And, that makes sense. That's what great games are all about. U gotta define what happens when and then make the AI do it. Hopefully, it's implemented well. This will really be cool to see if your WR completely wins off the line on deep patterns. I'm assuming this will be the least likely scenario (a completely clean win for WR), so when it does happen, gotta see it as QB, then make the throw at the right time (depending on safety help).
    But, here, again, this is another spot where we get to see multiple scenarios, hopefully, and should make the game more dynamic as a whole.
    Sent from my iPhone using Tapatalk
    I am SUPER excited about this especially since I love running a CB Franchise. Adds a lot more to guarding WRs.
    I also believe they wanted to counter user WRs from being able to just run all types of routes to get open that was very hard to guard for a user CB with their controls on cutting.
    Sent from my iPhone using Tapatalk
    I love how they said there will be contact between players running routes and receivers with low awareness will react differently to contact from the defensive backs. For a while I've thought awareness didn't do anything for receivers. I'm glad that's changing.
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    OhMrHanky
    Yeah, totally cool that AI uses this. And, that makes sense. That's what great games are all about. U gotta define what happens when and then make the AI do it. Hopefully, it's implemented well. This will really be cool to see if your WR completely wins off the line on deep patterns. I'm assuming this will be the least likely scenario (a completely clean win for WR), so when it does happen, gotta see it as QB, then make the throw at the right time (depending on safety help).
    But, here, again, this is another spot where we get to see multiple scenarios, hopefully, and should make the game more dynamic as a whole.
    Sent from my iPhone using Tapatalk

    To the bold, the one thing I didn't like when I played was that AI safeties still seem to break on the ball too fast which means their Zone Ratings are still on the high end (even though we couldn't see ratings) since this rating really impacts how fast def player will break on the ball as it's released from QB's hand.
    Rex tweeted Gameplay has been improved since EA Play, so this may not be an issue for me at release.
    Need to see video of outcomes before I can render any kind of judgement.
    If the outcomes are all or nothing then I don't think this will be much of an improvement
    extremeskins04
    This is great about the AI using this too. It's great for the coach mode players.

    Can we direct our AI teamates on how we want them to press or do they decide on there own ?
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    Anyone know if we can manually press in a zone coverage call that hasn't have press built in. I. E. Call cover 3 match. Hot route to press. In 17 cb step down to press but won't actually press. I want to call a press get a hand on the wr knock the timing off a bit and fall into zone assignments.
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    adembroski
    I hope they do something like this for pass rushing next year.
    Sent from my SM-G930P using Operation Sports mobile app

    They definitely have made improvements to pass rushing this year. Not as intuitive but some really good things being done to hit stick, reach tackles, and ratings based wins and losses.
    OhMrHanky
    Yeah, totally cool that AI uses this. And, that makes sense. That's what great games are all about. U gotta define what happens when and then make the AI do it. Hopefully, it's implemented well. This will really be cool to see if your WR completely wins off the line on deep patterns. I'm assuming this will be the least likely scenario (a completely clean win for WR), so when it does happen, gotta see it as QB, then make the throw at the right time (depending on safety help).
    But, here, again, this is another spot where we get to see multiple scenarios, hopefully, and should make the game more dynamic as a whole.
    Sent from my iPhone using Tapatalk

    Hopefully, this will end reading cover 1 press as an easy td. If they can combine this with pass rusher disruption realistically it will change the way we have been making reads for years.
    TDKing
    Can we direct our AI teamates on how we want them to press or do they decide on there own ?
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    Sorry I'm not sure about that yet.
    adembroski
    I hope they do something like this for pass rushing next year.
    Sent from my SM-G930P using Operation Sports mobile app

    Agreed, been waiting for the pass blocking pass rushing to get a overhaul for years, you would think something this fundamental in the game would have received more attention by now. For this year though, I hope they tuned down the spin move on the speed rush, in fact no every player should be able to do the spin move on a pass rush.
    Pretty much all for MUT squads. Rarely if ever in madden does a player take control of a db in press coverage or a wr at the snap of the ball. I don't see these mechanics as useful at all in most situations.
    I also don't like this..
    "When a receiver and defender run into each other during a route, you'll see contextually appropriate two-player animations that take into account the assignments of both players, as well as their Awareness ratings. "
    When a wr and db run into each other during a route it's called illegal contact. The awareness ratings I want to see is the refs awareness to throw the flag for once, lol.
    timhere1970
    Hopefully, this will end reading cover 1 press as an easy td. If they can combine this with pass rusher disruption realistically it will change the way we have been making reads for years.

    Right. Exactly, unless the WR gets a free release outside. I'm all for that still being a TD. But, yeah, it'll be interesting as a QB, if u see cover 1, have a deep route (or hot route to a fly), u may need to really watch that matchup at the LOS and verify your WR beat the CB. If so, chuck a deep TD. If not, check down to other receivers.
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    kjcheezhead
    Pretty much all for MUT squads. Rarely if ever in madden does a player take control of a db in press coverage or a wr at the snap of the ball. I don't see these mechanics as useful at all in most situations.
    I also don't like this..
    "When a receiver and defender run into each other during a route, you'll see contextually appropriate two-player animations that take into account the assignments of both players, as well as their Awareness ratings. "
    When a wr and db run into each other during a route it's called illegal contact. The awareness ratings I want to see is the refs awareness to throw the flag for once, lol.

    Well, to be fair, there's incidental contact and obviously contact within 5 yards. And, I'm hoping this is more about jostling with each other and 'slightly' bumping into each other which happens on every single pass play in the NFL. So, if it's those interactions that play out, like maybe a good WR slides inside the DB getting in better position to continue the route and make a catch. Or, a bad WR slides outside (or wrong side, whatever, depending on the route, position, etc) and gets into worse position. If QB throws in that situation, it should probably be a pick. This, ultimately, would/could make so many different ratings come into play which is always a good thing.
    So, hopefully, that's the contact they're talking about. Hopefully, we won't see players colliding 10 yards down field every play and adjusting to each other with no penalties. Lol. No, I do not want that, either.
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    extremeskins04
    Sorry I'm not sure about that yet.

    I'm pretty sure u can and I think Rex mentioned that in an interview. U can probably do it individually if you're fast enough. But, in general, it's the shading that partially controls this. If u shade inside, and press (Y, Rstick left, Y, Rstick down) during pre-play, this should press with CBs lining up angled to pressing their WR outside (because they're protecting inside, they should line up angled on a WR pointing them outside).
    Now, what we def don't know at this point is the success rate. Like, even though I choose press and shade inside, I don't necessarily want my DBs to go crazy and completely lose out.
    Although, I suppose in that specific example I just gave, if the WR is running an out, maybe he should get wide open (or open enough to not worry about the DB). And, the animation of the CB would maybe even be a short step inside as he's expecting WR inside and he's trying to shade inside, so that 1 short step inside whiffs, because the WR is running the opposite direction, and therefore, u get an open easy target.
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    kjcheezhead
    Pretty much all for MUT squads. Rarely if ever in madden does a player take control of a db in press coverage or a wr at the snap of the ball. I don't see these mechanics as useful at all in most situations.
    I also don't like this..
    "When a receiver and defender run into each other during a route, you'll see contextually appropriate two-player animations that take into account the assignments of both players, as well as their Awareness ratings. "
    When a wr and db run into each other during a route it's called illegal contact. The awareness ratings I want to see is the refs awareness to throw the flag for once, lol.

    Apologize in advance for the tone of my reply, but do you watch much football?
    What you call illegal contact was a rather significant aspect of Peyton's record breaking season with the Broncos.
    Hell when reading this the sim part of my mind immediately asked if pick plays would work now.
    ggsimmonds
    Apologize in advance for the tone of my reply, but do you watch much football?
    What you call illegal contact was a rather significant aspect of Peyton's record breaking season with the Broncos.
    Hell when reading this the sim part of my mind immediately asked if pick plays would work now.

    Due to the wording of the blog, " When a receiver and defender run into each other during a route..", I'm unsure what exactly this encompasses. Like you, pick plays came to my mind, as well as potential route disruption, all within the 5 yards allowed but like KJ I also wonder about illegal contact beyond 5 yards. It's another thing I want to see it action.
    It seems like the devs definitely had a focus on getting the WR/DB mechanics correct this year and working properly. It's definitely going to benefit everyone to have a true set of counters to basically everything the opposing user does.
    Being able to finally manually press tight ends will be a HUGE addition for sure. So many times we've all been there where a TE is basically freely open on a route that otherwise he shouldn't be because there was/is no chance of contact off the line of scrimmage.
    The only thing that's a little bit of a downer about these interactions is that 95% of the changes in the interactions seem like they are geared for and will only come into play in MUT Squads
    As a 50 year old gamer...I fear there are too many button interactions coming in to play (No pun intended) with these highly anticipated additions. I am all for it, but finding myself playing tons more MLB the show, golf, Battlefield for their "Easier" control.
    If I can still get a good game out of Simulation only allowing my AI to handle the "Interactions" I will be very excited...I guess gone are the days of simply dropping back, reading and firing to my receiver...hoping the running game returns to top form although I know the current NFL cycle is pass happy. I can definitely appreciate the players who master these additions to execute a top level game plan.
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