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Madden NFL 18 Adds New Blocking Mechanics, Including New Blitz Recognition

Madden NFL 18

Madden NFL 18 Adds New Blocking Mechanics, Including New Blitz Recognition

EA Sports released a new blog today discussing the retooling of how Madden handles blocking schemes in Madden NFL 18. There are a lot of juicy details in the blog, let’s break them down:

What ID the Mike does is allow users to take this base protection and choose any defender on the field as the Mike or the fifth target of the offensive line. It’s essentially a spotlight tool that allows the player to direct pass protection to any defender on the field and treat that player as the Mike using our base protection principles.

How’s it work? If you think the nickel is blitzing and the middle linebacker is dropping into coverage, open-up the pass protection adjustments menu in pre-play using LB/L1, and hit the A/X button to ID the Mike. Then move the M icon with the LS or the D-Pad to the nickel who is showing blitz and lock it in with another A/X press. You’ve now set your protection to account for the most dangerous threats on the line of scrimmage, plus the defender you believe is rushing. Note, this only works on passing plays, but can also be used on running plays to bluff your opponent.

This is a cool new addition that adds a layer of pre-snap strategy to the mix for sure. The thought of rushing to identify a potential blitzer as the play clock runs down sounds like a pretty incredible mind-game you’ll be put through.

This feature starts to activate when the average awareness score of the five offensive linemen reaches 80. The ability to recognize blitzes scales. An 80-rated O-line will be able recognize heat about five percent of the time, whereas an O-line averaging 97 or higher in awareness will recognize the pressure on almost every single pass play.

But there’s a catch. Any offensive lineman will tell you that the unit is only as good as it’s center. Thus, the Center’s awareness rating counts 2X relative to everybody else, and his rating will modify the total average up or down by replacing the AWR rating of the lowest rated lineman in the unit. If you want your O-line to play together and recognize those heaters in protection, you’re going to want to make sure you have that critical cog in the middle who can get his linemates on the same page.

Obviously this has gameplay implications, but let’s look beyond that to what it does to roster building. If the difference here is truly hugely noticeable, competition to sign smart OL (especially Centers) is going to be massive. This further emphasizes your need to really think through roster building even with your OL.

In the pass game, only edge rushers using a power move (PMV) or finesse move (FMV) with a rating of 90 or higher will have the ability for a “super win” when rushing on the edge, and the difference in those ratings compared to the blocker’s pass block rating (PBK) will determine the frequency of those wins.

In the run game, the match-up delta between the blocker and defender will determine both the speed at which a block shed can occur and the frequency. The tuning has been heavily weighted to favor elite players on both sides of the ball. However, the only time any outcome will be 100 percent is when a player has a 50-point advantage on either side. So there’s always a rare chance of an elite player getting beat on occasion.

This sounds good for sure — and allows you to really see some epic matchups on the line. Anything Madden can do to emphasize the war in the trenches (championships are still won here after all) is a good thing.

You can read more details on the official blog page.

What do you think of Madden NFL 18’s changes to the blocking game?

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  1. By far the best blog yet. Absolutely love this:
    Offensive Line Unit Awareness
    In addition to new pass protection tools, another common ask is about offensive line chemistry and awareness as a unit. In Madden 18, the aggregate awareness of the whole O-line will now impact their ability to recognize and pick up blitzes. The higher the average awareness rating of the offensive line as a unit, the better they will be at recognizing and reacting to blitzes that come up over the course of a game, including the always tough zone blitz schemes our players like to create by dropping defensive linemen into coverage while bringing heat off the edge.
    This feature starts to activate when the average awareness score of the five offensive linemen reaches 80. The ability to recognize blitzes scales. An 80-rated O-line will be able recognize heat about five percent of the time, whereas an O-line averaging 97 or higher in awareness will recognize the pressure on almost every single pass play.
    But there’s a catch. Any offensive lineman will tell you that the unit is only as good as it’s center. Thus, the Center’s awareness rating counts 2X relative to everybody else, and his rating will modify the total average up or down by replacing the AWR rating of the lowest rated lineman in the unit. If you want your O-line to play together and recognize those heaters in protection, you’re going to want to make sure you have that critical cog in the middle who can get his linemates on the same page.
    This extends to running backs when in protection. While not being calculated as part of the O-line’s AWR score, any pass blocking RB will have the same ability to recognize a blitz and react to it faster as his awareness score increases.
    The unit awareness in Madden 18 will make it critical to pay up for the AWR rating in MUT Salary Cap, keep your O-line strong in MUT Ranked and MUT Draft, and to stay on top of AWR progression in Franchise mode or suffer the consequences of having a unit that is not on the same page when picking up blitzes.

    Actually making AWR matter is great and changes the way you have to progress players in franchise. Hope they do this a lot more with other positions and especially QB's.
    DeuceDouglas
    By far the best blog yet. Absolutely love this:
    Actually making AWR matter is great and changes the way you have to progress players in franchise. Hope they do this a lot more with other positions and especially QB's.

    Agree completely, this is the kind of detail we are looking for. The awareness average across the line is a great first step towards "chemistry" of units for CFM. Many have wanted this for a long time, and hopefully this moves to other position groups like secondary, WR/QB, etc. I think making the Centers account for more of the average was a nice touch to emphasis the position.
    Overall these sound like great additions!
    Maybe I'm getting too hyped but last couple of blogs to me adds so much the CFM experience. Really forcing building complete teams and progressing all players not just certain ones
    Sent from my Pixel XL using Tapatalk
    Agree, very nice blog. Sounds great. Also reads like someone with more of a football acumen wrote it. The others so far haven't. (sounds like Clint maybe wrote it since it's his specialty, but didn't see actual author credit given)
    The trench is THE most important fundamental level in football; throws everything else off if it's not solid. I really hope we're getting to a nice foundation here that will start bringing it all together finally.
    Wow that was incredible, they knocked this one out of the park. My excitement for the game just went up a lot! The average awareness of the offensive line and pass blocking backs mechanic is my favorite part of this. I want awareness to be a crucial rating and with this and the new awareness function of wide receivers reacting to contact I'm really liking the direction they're going.
    This and the Madden ''Love'' letter was the information I'd been holding out on. Adding draft boards to CFM, and emphasizing awareness, along with improved game-play IMO are easily considered as CFM upgrades as it changes the player progression dynamic.
    Prior to all XP could be allocated towards PBK/RBK/IBL and traits for ''disciplined'' on young OL that had cheap XP costs and low awareness with little issue.
    Now, you have to rethink that allocation all together in CFM, vets will once again be viable if for just the awareness alone with avg/good ability in pass protection.
    This is great news!
    Gameplay continues to really progress. Not surprising but still exceeded expectations. If this all works as intended then this is going to be yet another are of gameplay which has really improved over the past few years.
    A lot of great stuff here. The "unit awareness" is a really nice new wrinkle to have both in the gameplay department and for team building in CFM. I'll stop and think this year about adding the veteran o-line piece in free agency instead of always filling the hole in the second or third round of the draft.
    Very cool stuff here. The new importance of the AWR rating for the o-line combined with off-ball injuries should really make building/managing a team so much more fun/challenging. I also really like the added importance of having a good center.
    The awareness thing would be great if it wasn't so cheap. They boil all the mental aspects of football down to one attribute and make it very cheap. Awareness should be as expensive as speed. The nfl is actually better at making people faster than they are at creating geniuses.
    Sorry guys, don't be mad. I don't care about blogs. I rather they just release video showing these things. Sports Devs have been talking about improving stuff and how great it is every year. The written word holds no weight at this point and time in my world. Blogs should be about feature sets, telling me about what you fixed and how much better it is, is the same thing you have said for a decade.
    DeuceDouglas
    By far the best blog yet. Absolutely love this:
    Actually making AWR matter is great and changes the way you have to progress players in franchise. Hope they do this a lot more with other positions and especially QB's.

    I would love to see AWR of QB's causing shaky routes and hidden receiver button icons like we saw in NCAA 14 when the away QB was affected by Home Team advantages.
    I would also like for the routes, or buttons to be missing from the play card in the play selection screen. AWR should matter more, players forget plays or specific routes occasionally and this would be a cool way to represent that.
    Sounds like some really great additions. Love that it's coming from a football standpoint too.
    Love the part about the awareness ratings for the OL and how it affects the group, and even the Center having a greater impact. Great sounding stuff.
    Blocking in Madden has always been a bit frustrating at times, especially on screens, downfield with WR's and stuff, so hopefully this helps
    timhere1970
    The awareness thing would be great if it wasn't so cheap. They boil all the mental aspects of football down to one attribute and make it very cheap. Awareness should be as expensive as speed. The nfl is actually better at making people faster than they are at creating geniuses.

    Disagree 100%, you don't really get faster (speed) in the NFL......but you get a whole lot smarter football wise (awareness). Speed should always be way, way more expensive than any other attribute because you know "you cant teach speed"
    Brightline
    This is pretty close to a "complete overhaul" it seems?

    It's still binary win/loss. No concept of anchoring, no real physics. Just win or loss animations. You're engaged or not engaged. Defensive linemen are always trying to penetrate. It needs a complete physical overhaul.
    Sent from my SM-G930P using Operation Sports mobile app
    adembroski
    My favorite so far. I really like the AWR stuff a lot. Blocking still needs a complete overhaul, but I'll take it.
    Sent from my SM-G930P using Operation Sports mobile app

    I'm with you, the improvements are good, but it's still the same blocking system, I want a completely new blocking system, more on the aspect of player interaction and animations that are dynamic, instead of seeing the 1 block shed animation after set time based on ratings
    Sent from my iPhone using Operation Sports
    Impact Blocking, with the addition of the Blocking Stick on offense and the “Blow-up/Submarine the Blocker” mechanic on defense, both offensive and defensive players will now be rated in the Impact Block category (IMP). This rating will be used in a formula with body weight and movement speed for both blockers and defenders to determine the outcomes of moving blocks, when the blocker or defender is running faster than a jog speed.

    A very welcomed addition; the mechanic and the factoring of speed. As someone who controls the middle linebacker the guards climb too fast and there's never been any recourse of way to combat it even if I read fast and take on the block right now even when controlling a guy like a Bobby Wagner. Hopefully now I'll be able to stone a guy properly.
    Running the ball vs. a weak box. In Madden 18, we’ve expanded our logic around defenses stopping the run when using sub defenses such as dime, dollar and quarter. If the offense is in a run formation and running a hard-ball, downhill run play against a defense with very few defenders or a lot of defensive backs in the tackle box, the defense will have a very hard time stopping the running play. In many cases a lot of the defenders will end up getting pancaked. This also applies to the “Pass Commit” adjustment vs. a running formation and when dropping defensive linemen into coverage against a running formation.

    I know nickel wasn't mentioned but it is technically still a sub defense. I hope the ability to stop the run from Nickel isn't neutered. It can already be a little perrilous from nickel normal vs. inside zone run as it is.
    badgerpns
    When added to the off-ball injuries allowing OL to get injured, the group awareness rating makes OL depth an actual thing now in CFM!

    Yes this is one of the first things i thought about how it can impact in cfm.
    you have a really good oline ( all with awr over 80) then bam lose 1 maybe 2 of your starting Olinemen.IF attributes ,weight and size really do matter in 18 as they claim, combined with this factor, it could really have a big impact on your team for the rest of that season. IF all the above really matters as much as they say this year. Hope so that could make things alittle more interesting.
    On the flip side of the of ball inj, i really hope its not bugged being a new feature in the game.That could also have a huge ( negative) impact on leagues if its bugged and happens way to much.
    adembroski
    It's still binary win/loss. No concept of anchoring, no real physics. Just win or loss animations. You're engaged or not engaged. Defensive linemen are always trying to penetrate. It needs a complete physical overhaul.
    Sent from my SM-G930P using Operation Sports mobile app

    Complain about it later when all the other and dumber bull**** about Madden gets fixed
    One thing I wish STR played a prominent role in and was a factor for OL/DL is block steering. They put it in M15 but it was only for the user and I'm disappointed it hasn't been something that has been utilized more or expanded upon because I think it would greatly help with line play.
    I too would like to see the block steering animation (especially when handling edge rushers) way more often - in fact I think it should be the default rush. I think the reason it isn't is something to do with balance purposes.
    One thing I desperately want to know is if my 95 OVR right guard Zack Martin is just gonna stand at the line blocking no body if an assignment lost. I guess the runningback staying back to block longer will help with that - I'm just tired of All-Pro lineman standing still blocking air when they could help out elsewhere or at least double the blocked player nearest them.
    Not sure if I'm reading this correctly or possible typo.
    "Improved logic for pulling blockers and lead blockers out of the backfield to re-target to LESS dangerous threats and improving keeping them on their assigned path to block for the ball carrier."
    I want them to re-target to MORE dangerous threats. Lol. I have a feeling this is just written slightly wrong? Or, I'm reading it wrong? My problem with lead blockers is that they don't re-target ENOUGH. Best example is I formation stretch play. If the DE or any LB happens to blast through the line, normally the FB is still in position to take that block on. Right now, in madden, he doesn't. He ignores it. I need him to re-target on this now MORE or MOST dangerous threat. And, then I also need him to be decisive and make the block and forget about his original downfield target (often, the SS).
    "Improved logic for blockers out on screen plays to re-target LESS and be more decisive in going after their INITIAL targets."
    On the screen pass, I suppose sometimes they re-target too often and sort of 'dance' and don't block anyone, so maybe that's correct.
    But, I worry about both of these statements combined, lol. The current problem with lead blocking and blocking on screens, imo is that the blockers do NOT re-target EVER. If a FB thinks he needs to block the SS 20 yards upfield, that is the ONLY man he will block on any given play. This means that he is currently not re-targeting and he only goes for his INITIAL blocking assignment.
    Now, I do like the 'decisive' word choice. Lol. That's been lacking. I'm hopeful that this was just written poorly or maybe I'm just reading it too nitpicky or something. But, I often worry about some changes that have been made in madden here and there and some explanations given by the devs that sound completely opposite of what I have seen in the game. Lol. So, I'm slightly concerned they felt that the lead blocker was actually picking up the immediate threat (which is NOT true), and wasn't really 'leading' the play downfield. When, in reality, that's all the FB was doing. He was constantly ignoring an immediate threat and running downfield like an idiot!!!
    So, again, I'm hopeful, here, but I don't like the way this is written.
    Sent from my iPhone using Tapatalk
    huskerfan4life
    after reading the blog I think that ID'ng the Mike is going to make the game a lot more realistic

    From a strategy point I agree. However as it Always is we will be at the mercy on animations
    yotileintruder1
    Complain about it later when all the other and dumber bull**** about Madden gets fixed

    No. That is by far the biggest and most important system to improve. Blocking is the core of football and the foundation on which everything else should be built. There is not a single problem in Madden more important, not even close.
    Sent from my SM-G930P using Operation Sports mobile app
    adembroski
    No. That is by far the biggest and most important system to improve. Blocking is the core of football and the foundation on which everything else should be built. There is not a single problem in Madden more important, not even close.
    Sent from my SM-G930P using Operation Sports mobile app

    There's not a single problem in Madden? Who are u lying to? Hahaha. LMAO.
    Sent from my iPhone using Tapatalk
    This sounds awesome. I really hope this means the run game is better for both human and CPU.
    This blog really has me ready for the game.
    All I could think of as I'm reading this, is that this stuff will make Madden 17 obsolete and It will now be deleted.....off my hard drive that is.
    adembroski
    No. That is by far the biggest and most important system to improve. Blocking is the core of football and the foundation on which everything else should be built. There is not a single problem in Madden more important, not even close.
    Sent from my SM-G930P using Operation Sports mobile app

    This x1000000. If Madden got line play right, I could probably overlook the 9 million other things wrong with the game.
    howboutdat
    Yes this is one of the first things i thought about how it can impact in cfm.
    you have a really good oline ( all with awr over 80) then bam lose 1 maybe 2 of your starting Olinemen.IF attributes ,weight and size really do matter in 18 as they claim, combined with this factor, it could really have a big impact on your team for the rest of that season. IF all the above really matters as much as they say this year. Hope so that could make things alittle more interesting.
    On the flip side of the of ball inj, i really hope its not bugged being a new feature in the game.That could also have a huge ( negative) impact on leagues if its bugged and happens way to much.

    Yes, very exciting stuff. If a Center goes down for instance, it is not enough just to replace your center, but that weighted average may now fall below a threshold level bringing that overall average down. Lots of things at work here that I hope they carry over to other groups like the secondary.
    SeaTownGamer
    There's not a single problem in Madden? Who are u lying to? Hahaha. LMAO.
    Sent from my iPhone using Tapatalk

    He said single problem more important. Please read more carefully before you antagonize another poster.
    Sent from my iPhone using Operation Sports
    Some good additions logic wise, but im pretty sure the legacy issue where once a defensive linemen gets a super win the offensive linemen will turn back up field and block air like nothing happened. The next step needs to be pass blocking animations, where offensive linemen are able to come out the traditional basic pass blocking stance to pursue defenders after they get beat in a attempt to protect their Qb, even if it means holding, clipping, or pushing/blocking in the back.
    I totally agree, that's something that irks me so much.Along with the holding/blocking in the back we could also get to the point where we have QB wrapup sacks and have those Roethlisberger type miraculous getaways as opposed to how the QB shrugs are now.
    I expected this blog to be the one that really brought the goods, and it exceeded my expectations. I've never been a meta gaming player, so I have always built my oline as if depth and awareness really mattered. Now that I'm not doing it just out of principle, but because of actual in game ramifications is really sweet though.
    GiantBlue76
    This x1000000. If Madden got line play right, I could probably overlook the 9 million other things wrong with the game.

    Probably not, considering the accuracy, catching, coverage, and running problems in madden 17
    By far the best blog and some really great stuff here.
    However, and I do hate being this type of person, while reading it I had one thought that could not help thinking: of course, Clint is a former linemen.
    Please don't get me wrong, these additions are great and I love them. But while reading, a smug thought popped in my head where I asked myself if Madden needs to hire a former GM in order to have good franchise improvements.
    I don't want to spend too much time belaboring what was something of a random thought, or take away from what was a great blog, but I do sometimes get the impression that at times they can have somewhat of a narrow focus on their own pet areas.
    ggsimmonds
    By far the best blog and some really great stuff here.
    However, and I do hate being this type of person, while reading it I had one thought that could not help thinking: of course, Clint is a former linemen.
    Please don't get me wrong, these additions are great and I love them. But while reading, a smug thought popped in my head where I asked myself if Madden needs to hire a former GM in order to have good franchise improvements.
    I don't want to spend too much time belaboring what was something of a random thought, or take away from what was a great blog, but I do sometimes get the impression that at times they can have somewhat of a narrow focus on their own pet areas.

    I agree, great blog; one of the best along with the coaching assignments blog..
    Maybe they could talk former GM great Ron Wolf into coming in and advising? THat would be awesome, and I agree with what you are saying about needing experienced insight.
    Great AI/logic improvements. I hope next year, we will see animations and physics following suit. I feel it doesn't matter how good the animations look if things aren't working correctly and the logic isn't there.
    Like many have said, I want to see contextual animations, physics, holding penalties, slips, desperation attempts by beat o-lineman, signature stunts, pre snap communication, lineman looking where the ball is when a qb is scrambling, etc.
    If there is one way too early wish for madden 19, it would be - make it the year of the animations. The good, bad, and ugly. Bring the human element back to the game.
    EDIT: I watched a Youtube Vid on PES vs Fifa. The best explanation the guy gave was PES felt like controlling miniature humans, while Fifa felt like controlling CPU avatars (robots). I believe NBA does a great job as well of making you feel like you are controlling the "miniature version" of NBA teams. I believe that's what many of us want for madden.
    cuoreceltico
    When we see gameplay where we will see what they are talking about?

    I've watched my fullback ignore linebackers and DB's for as long as I can remember playing Madden.
    I am not insane, but anyone who believes that type of issue is now fixed, might be.
    4thQtrStre5S
    I agree, great blog; one of the best along with the coaching assignments blog..
    Maybe they could talk former GM great Ron Wolf into coming in and advising? THat would be awesome, and I agree with what you are saying about needing experienced insight.

    That is the thing though, they don't really need experienced insight here. You shouldn't need Ron Wolf advising in order to improve franchise. It was like a snarky swipe at them more than genuine advice I guess.
    This isn't the first time we have gotten a blocking blog I think. And again, its great that they continue to build on and improve blocking year to year, but it is almost like the only thing that gets improved on at this level every year.
    I want to see other members of the team take that same determination Clint has with authentic blocking and apply it to other areas of the game. And you don't need previous professional experience to do so.
    ggsimmonds
    That is the thing though, they don't really need experienced insight here. You shouldn't need Ron Wolf advising in order to improve franchise. It was like a snarky swipe at them more than genuine advice I guess.
    This isn't the first time we have gotten a blocking blog I think. And again, its great that they continue to build on and improve blocking year to year, but it is almost like the only thing that gets improved on at this level every year.
    I want to see other members of the team take that same determination Clint has with authentic blocking and apply it to other areas of the game. And you don't need previous professional experience to do so.

    True... They could read Ron Wolf's book: The Packer Way: Nine Stepping Stones to Building a Winning Organization. :)
    yotileintruder1
    Probably not, considering the accuracy, catching, coverage, and running problems in madden 17

    Much of that is a result of the line problems.
    QBs are too accurate because as long as everyone is engaged, the game considers that "no pressure."
    Running problems stem from runningbacks ignoring "engaged" defenders, regardless whether the have anchor/position.
    Catching issues making up for accuracy issues.
    Blocking is the foundation. Until it's right, everything else has to compensate.
    All that said; im sick of devs justifying doing nothing by saying, "we didn't wanna just put on a band aid." Clearly Clint didn't accept that, said screw it, a band-aid is better than a gushing wound, so I'm thankful as hell for everything in this blog.
    Sent from my SM-G930P using Operation Sports mobile app
    adembroski
    Much of that is a result of the line problems.
    QBs are too accurate because as long as everyone is engaged, the game considers that "no pressure."
    Running problems stem from runningbacks ignoring "engaged" defenders, regardless whether the have anchor/position.
    Catching issues making up for accuracy issues.
    Blocking is the foundation. Until it's right, everything else has to compensate.
    All that said; im sick of devs justifying doing nothing by saying, "we didn't wanna just put on a band aid." Clearly Clint didn't accept that, said screw it, a band-aid is better than a gushing wound, so I'm thankful as hell for everything in this blog.
    Sent from my SM-G930P using Operation Sports mobile app

    Qbs were accurate in pressure, I made a cross body throw with Philip Rivers on all madden while being chased out of the pocket, and I've seen things worse than that when playing on Ultimate team
    I'm not quite sure what you are saying about running problems but I'm talking about people slower than runners catching up to them and the slow animations
    And catching, the devs have said receivers dropping wide open balls is a bug, you cannot steer where your receiver goes after he catches it (leading to people running out of bounds), and (this isn't as big but) the receiver always falls to the ground when you do an aggressive catch
    Thunderhorse
    I've watched my fullback ignore linebackers and DB's for as long as I can remember playing Madden.
    I am not insane, but anyone who believes that type of issue is now fixed, might be.

    Not fixed entirely, but better than before, according to Clint:
    Very specific question Clint, how do Fullbacks play in M18? Last year my FB would completely miss a block or be oblivious to his assignment
    They are better. I'm not naive enough to say they are perfect, they will still miss sometimes, but lots of improvement.
    kgbrolic
    Why don't they give us a video tutorial along with the blogs?? It's a better read if I get to SEE what they're talking about.

    Totally agree. I know last year I stumbled on a few videos shared by Anthony White from their official twitter that gave a brief explanation of the new match coverages with the hastag maddenfilmroom. Never found more but I always thought there should a been a series of these.
    https://twitter.com/EAMaddenNFL/status/766466874498441216
    https://twitter.com/EAMaddenNFL/status/766034058321068032
    I wonder why they drop the owest awarness player. To me that sounds like you can get away with one bad lineman. I think i would have preferred double counting the center and using all lineman.
    Anyone have any insight on this?
    Sent from my SM-G920V using Tapatalk
    roadman
    Not fixed entirely, but better than before, according to Clint:
    Very specific question Clint, how do Fullbacks play in M18? Last year my FB would completely miss a block or be oblivious to his assignment
    They are better. I'm not naive enough to say they are perfect, they will still miss sometimes, but lots of improvement.

    I love honesty and besides, they should miss occasionally.
    Ideally though it would be because the AI is smart enough to make mistakes, not what it is now.
    Oh well, there is a solution to that:
    The more they do to focus on the true importance of the player ratings , the more happy i get. To me anyway...nothing is worse in any franchise mode than having little to no faith the ratings are truly meaningful. Really liking what i'm reading here.
    I want to see the effect these changes have for the AI o-line. Playing on all madden they will get an awareness boost, which could potentially render the best part of this blog as irrelevant.
    Hopefully in the future the AI can use ID the Mike the same way a human can (i.e. they can be tricked, show overload on one side they blitz the opposite side)
    adembroski
    It's still binary win/loss. No concept of anchoring, no real physics. Just win or loss animations. You're engaged or not engaged. Defensive linemen are always trying to penetrate. It needs a complete physical overhaul.
    Sent from my SM-G930P using Operation Sports mobile app

    This 100%, there needs to be alot more movement when the d-line and o-line engage instead of having them relatively static like they are now. Great additions though.
    The Strength rating matters more than ever in Madden NFL 18 – it now determines the defenders’ ability to disengage away from the blocker (not shed through the blocker). The difference in STR vs. STR will determine when a defender can get out of the grasp of a blocker when wanting to move away from the blocker.
    I find this part interesting, aren't offensive linemen usually rated stronger than defensive linemen in Madden? I hope this means less auto disengagements (after the defensive linemen has been blocked for a few secs they auto disengage for a free run at the Qb) and more pressure while the defensive linemen are still engaged with the blockers forming more of a pocket.
    So if you don't use the ID the Mike feature does that mean the oline's awareness will be the only thing to determine if the blitz is picked up, and will ID'ing the Mike correctly serve as a workaround for having an o-line with low awareness?
    I never had any major issues with blocking in Madden outside of occasionally having a blocker run strait by the immediate threat to block someone farther away. But it wasn't often. Pass blocking was ok to me, too. Probably too good. I think this has the potential to be like The Show with the hit trajectories. I never knew what I was missing until this year. Blocking is a fundamental part of football so is lsomething we will see and feel every play. Can't wait to play a team with a crap line one week and then get crushed in the tranches the next week. Or, if im that team with the crap line. How do i protect my QB? This is one of those not back of the box features that'll have more impact than the stuff the push. At least for me.
    If you think the nickel is blitzing and the middle linebacker is dropping into coverage, open-up the pass protection adjustments menu in pre-play using LB/L1, and hit the A/X button to ID the Mike. Then move the M icon with the LS or the D-Pad to the nickel who is showing blitz and lock it in with another A/X press. You’ve now set your protection to account for the most dangerous threats on the line of scrimmage, plus the defender you believe is rushing. Note, this only works on passing plays, but can also be used on running plays to bluff your opponent.

    Your opponent can see who you identify as the Mike ? Does this worry anyone ?
    Greenblood60
    Your opponent can see who you identify as the Mike ? Does this worry anyone ?

    1. That is realistic. Hell most of the time if you are watching a game on TV you know who has been identified as the Mike.
    2. Your opponent may only know if you guys are old school and playing on the couch
    Greenblood60
    Your opponent can see who you identify as the Mike ? Does this worry anyone ?

    ggsimmonds
    1. That is realistic. Hell most of the time if you are watching a game on TV you know who has been identified as the Mike.
    2. Your opponent may only know if you guys are old school and playing on the couch

    Yes, in online play the opponent won't know who you're ID'ing as the Mike.
    Clint Oldenburg‏
    @ClintOldenburg
    More
    Replying to @KharySenghor @Hendo5698
    No. You can bluff it during Couch play and the icon is client-side only when online.
    reyes the roof
    So if you don't use the ID the Mike feature does that mean the oline's awareness will be the only thing to determine if the blitz is picked up, and will ID'ing the Mike correctly serve as a workaround for having an o-line with low awareness?

    correct sir.
    I love the emphasis on having an intelligent C. The effect of the C on the entire OL is pretty cool. I'm all for anything that forces the user/GM to build a team in the most realistic manner possible, and this seems like a clear step in that direction. Good stuff!
    Trojan Man
    I love the emphasis on having an intelligent C. The effect of the C on the entire OL is pretty cool. I'm all for anything that forces the user/GM to build a team in the most realistic manner possible, and this seems like a clear step in that direction. Good stuff!

    The next step is hopefully differentiate lineman so not all of them can play any position.
    Trojan Man
    I love the emphasis on having an intelligent C. The effect of the C on the entire OL is pretty cool. I'm all for anything that forces the user/GM to build a team in the most realistic manner possible, and this seems like a clear step in that direction. Good stuff!

    Word. The Atlanta Falcons for example looked like a totally different line in 2016 with the addition of Alex Mack at center -- who actually look over setting the protections.
    XtremeDunkz
    The next step is hopefully differentiate lineman so not all of them can play any position.

    This would be nice. Everybody is just going to convert their highest awareness Olinemen to center. Definately need to differentiate the body types to play tackle especially.
    timhere1970
    This would be nice. Everybody is just going to convert their highest awareness Olinemen to center. Definately need to differentiate the body types to play tackle especially.

    But don't get confused, this is mainly dealing with the mechanism of "Targeting" and picking up blitzes.
    The OL still must posses PBK and RBK that don't provide too big of a Delta when interacting with def players.
    I actually will raise OL AWR across the board to 80 and above, so I can lower PBK and/or RBK to increase the Delta vs PMV/FMV and/or BSH, further differentiating bad, avg, good and top blockers.
    Much easier and faster to edit the few rookie OL vs many rookie DL/LB's of each draft class.
    khaliib
    But don't get confused, this is mainly dealing with the mechanism of "Targeting" and picking up blitzes.
    The OL still must posses PBK and RBK that don't provide too big of a Delta when interacting with def players.
    I actually will raise OL AWR across the board to 80 and above, so I can lower PBK and/or RBK to increase the Delta vs PMV/FMV and/or BSH, further differentiating bad, avg, good and top blockers.
    Much easier and faster to edit the few rookie OL vs many rookie DL/LB's of each draft class.

    More ratings need to come in to play. Run block and Pass block are too basic. They were on to something with the footwork ratings. Not sure why they went away from them.
    khaliib
    But don't get confused, this is mainly dealing with the mechanism of "Targeting" and picking up blitzes.
    The OL still must posses PBK and RBK that don't provide too big of a Delta when interacting with def players.
    I actually will raise OL AWR across the board to 80 and above, so I can lower PBK and/or RBK to increase the Delta vs PMV/FMV and/or BSH, further differentiating bad, avg, good and top blockers.
    Much easier and faster to edit the few rookie OL vs many rookie DL/LB's of each draft class.

    With Olinemen not having many traits to upgrade and awareness being so cheap I am sure everyone will have linemen with awareness over 90. I always draft linemen based on how many reps they do at the combine. I have found that is the only thing that matters in the long run. Once your team is good linemen get so much xp they all become monsters rating wise.
    timhere1970
    With Olinemen not having many traits to upgrade and awareness being so cheap I am sure everyone will have linemen with awareness over 90. I always draft linemen based on how many reps they do at the combine. I have found that is the only thing that matters in the long run. Once your team is good linemen get so much xp they all become monsters rating wise.

    Some "working" factors in M18 that will prevent this from happening.
    1) heavily reworked Regression formulas
    2) Injuries
    3) Fatigue (which will affect on field performance greater this year)
    4) Contracts
    - AWR increases OVR exponentially for OL which drives high contract demands, which have been tuned to be more aggressive with demanding
    5) PBK/RBK become much more expensive to upgrade.
    timhere1970
    This would be nice. Everybody is just going to convert their highest awareness Olinemen to center. Definately need to differentiate the body types to play tackle especially.
    That's risky, if your best lineman is a LT and you move him to center, now you have a mismatch against their best edge rusher. I'd just rush four all game and negate the awareness boost they got while exploiting a LT/RE mismatch
    timhere1970
    This would be nice. Everybody is just going to convert their highest awareness Olinemen to center. Definately need to differentiate the body types to play tackle especially.

    Just have their awareness rating dropped when they change positions on the line, simple fix right?
    Americas Team
    Just have their awareness rating dropped when they change positions on the line, simple fix right?

    Or have a snap rating and introduce fumbled snaps to the game
    reyes the roof
    Or have a snap rating and introduce fumbled snaps to the game

    This will never happen in madden. Lol
    I'd love to see it, don't get me wrong. But, I really don't think they'll ever add this to the game.
    Sent from my iPhone using Tapatalk
    OhMrHanky
    This will never happen in madden. Lol
    I'd love to see it, don't get me wrong. But, I really don't think they'll ever add this to the game.
    Sent from my iPhone using Tapatalk

    Sadly, you're probably right, but with them creating different modes for competitive and sim, they're kind of out of excuses at this point.
    reyes the roof
    Or have a snap rating and introduce fumbled snaps to the game

    So much this. This way you can have a pseudo second position set up as most teams don't carry a backup center but have a guard that can do it. On top of that, create a long snapper position in the depth chart so you're forced to carry one in CFM. I don't understand why they even put them on the roster at release because they serve absolutely zero purpose other than taking a roster spot from someone else that could possibly make the team.
    I'm a little confused.  If the nickle back is showing blitz, then the Mike is the nickle side LB, not the NB himself.  You're just identifying the hot man, not the Mike.  If you were identifying the Nickle as the Mike, then the backside DE would get a free run on your QB.  Are we actually identifying the Mike, or are they just using that as terminology for identifying a possibly unaccounted for player showing blitz?  
    jyod21
    I'm a little confused. *If the nickle back is showing blitz, then the Mike is the nickle side LB, not the NB himself. *You're just identifying the hot man, not the Mike. *If you were identifying the Nickle as the Mike, then the backside DE would get a free run on your QB. *Are we actually identifying the Mike, or are they just using that as terminology for identifying a possibly unaccounted for player showing blitz? *

    I think is your second statement. Maybe they think that would be too complicated to teach people to use ID the Mike correctly according to the football principles.
    Sent from my XT1635-02 using Operation Sports mobile app
    reyes the roof
    Or have a snap rating and introduce fumbled snaps to the game

    I brought this up to Clint once and he didn't seem very interested in it. I think botched snaps should be a thing in SIM mode. It happens in the game and can derail teams. A good center who can't snap is an issue that has existed in the NFL, which normally causes them to get moved.
    In that same line of thinking, long snapper is a position that doesn't even exist truly in Madden, why is that? I read a story about the patriots a few years back pulling one off his couch because they couldn't find one. The guy was sailing snaps all year but got the most important one down, the one he had to snap in the SB.
    OhMrHanky
    This will never happen in madden. Lol
    I'd love to see it, don't get me wrong. But, I really don't think they'll ever add this to the game.
    Sent from my iPhone using Tapatalk

    Why not? Since we have a simulation mode now..
    khaliib
    Some "working" factors in M18 that will prevent this from happening.
    1) heavily reworked Regression formulas
    2) Injuries
    3) Fatigue (which will affect on field performance greater this year)
    4) Contracts
    - AWR increases OVR exponentially for OL which drives high contract demands, which have been tuned to be more aggressive with demanding
    5) PBK/RBK become much more expensive to upgrade.

    Do you work for EA, I thought I've seen most of the featured EA has said about Madden 18 but this is new for me. Know anything else that not a lot of people know?
    yotileintruder1
    Do you work for EA, I thought I've seen most of the featured EA has said about Madden 18 but this is new for me. Know anything else that not a lot of people know?

    He was at EA Play.
    pimpycraig
    Why not? Since we have a simulation mode now..

    I base this off madden history, but also the post right before yours. I remember the interview with Clint and he did not seem at all interested in it.
    This doesn't mean that things can't/don't change. And, I agree, with a sim mode, it'd be great for them to add it there and only there if they wanted. I just think the extra work this would be for 1 game mode mixed with their philosophy that people don't 'really' want this (even though a lot of sim minded people including myself do want).
    Again, for all those reasons and others, I just don't see this happening any time soon. Just being real about it.
    Sent from my iPhone using Tapatalk
    OhMrHanky
    I base this off madden history, but also the post right before yours. I remember the interview with Clint and he did not seem at all interested in it.
    This doesn't mean that things can't/don't change. And, I agree, with a sim mode, it'd be great for them to add it there and only there if they wanted. I just think the extra work this would be for 1 game mode mixed with their philosophy that people don't 'really' want this (even though a lot of sim minded people including myself do want).
    Again, for all those reasons and others, I just don't see this happening any time soon. Just being real about it.

    I agree with this. As much as I'd like to see this kind of stuff I know it's highly unlikely to happen because it still seems like, regardless of the settings, they still have a fun first mentality which directly conflicts with mechanics like this. It's "people don't want to lose because of that" over authenticity. However, I thought the same thing about injuries last year when Clint said "people don't think injuries are fun, why would we add more?" and we ended up getting off-ball injuries this year so there is definitely some hope there.
    yotileintruder1
    People need to spam Rex and Clinton about this

    Baby steps. They just announced they fixed a normal fumble flopping on the ground while 5 guys missed it. I'm certain at the snap the ball is still tethered between the center and QB.
    Thinking of how they'd respond to that: its not high on their priority list.
    Let them flesh out their games a bit with not tethering the ball to wide outs being the baby step. And honestly, so many other things I'd like to see before fumbled snaps.
    yotileintruder1
    Do you work for EA, I thought I've seen most of the featured EA has said about Madden 18 but this is new for me. Know anything else that not a lot of people know?

    I asked Clint dealing with double teams to figure out how Delta works in these scenarios.
    How large the Delta is crucial in determining animations/win chances.
    This is important because if we know the min Delta difference between 1-on-1 and 2-on-1 scenarios dealing with OL/DL interactions, we can further edit/tailor a player like (Rams) A. Donald to be more impactful if if not satisfied with his setup in the initial roster.
    I've done this in '17 with him having a 30pt Delta in 1-on-1 situations and he consistently beats the OL.
    Clint gave the formula for 2-on-1 scenario.
    khaliib
    Some "working" factors in M18 that will prevent this from happening.
    1) heavily reworked Regression formulas
    2) Injuries
    3) Fatigue (which will affect on field performance greater this year)
    4) Contracts
    - AWR increases OVR exponentially for OL which drives high contract demands, which have been tuned to be more aggressive with demanding
    5) PBK/RBK become much more expensive to upgrade.

    Forgive me if this has been posted elsewhere, but with regards to regression being re-worked, if you can talk about it, will we see it be more dynamic? Or will players like clockwork lose 2 points a year on their speed when they hit 30 irregardless of reaching their season goals?
    wow, very nice khaliib. I hope his willingness to share the formula means he knows they're really following thru on Rex's word we'd have a ratings meaning blog this year.
    That's the stuff people need to understand how ratings work and what goes in to the 'dice rolls' and animations. I don't expect them to give us any 'secret sauce' formulas but it's great to understand what ratings mean to each other and what it is exactly they do.
    deu22ces
    wow, very nice khaliib. I hope his willingness to share the formula means he knows they're really following thru on Rex's word we'd have a ratings meaning blog this year.
    That's the stuff people need to understand how ratings work and what goes in to the 'dice rolls' and animations. I don't expect them to give us any 'secret sauce' formulas but it's great to understand what ratings mean to each other and what it is exactly they do.

    That's the thing.
    Like, I don't understand why ratings' "Combinations/Involvement" were left ambiguous for all this time. Is it because the developers didn't truly have them fleshed out?
    Senator Palmer
    Forgive me if this has been posted elsewhere, but with regards to regression being re-worked, if you can talk about it, will we see it be more dynamic? Or will players like clockwork lose 2 points a year on their speed when they hit 30 irregardless of reaching their season goals?

    Just rubbernecking at EA Play heard it said it was reworked.
    Nothing in detail, hopefully something when the CFM blog comes out.
    Sucram7777
    That's the thing.
    Like, I don't understand why ratings' "Combinations/Involvement" were left ambiguous for all this time. Is it because the developers didn't truly have them fleshed out?

    There was an interview last year with Rex where he said he wasn't comfortable putting something out that definitively said what each rating did because they didn't fully know themselves and that there were still things that they weren't completely sure how much it really affected and such because of all the legacy code.
    khaliib
    Something else new added to the OL, can't just change OL around without penalties to their blocking ratings.

    I do not like that replacing of the worst offensive lineman as it means you are going to always be Abe to have a very low awareness linemen with no penalty. Wish it was doubled and divided by 6.
    timhere1970
    I do not like that replacing of the worst offensive lineman as it means you are going to always be Abe to have a very low awareness linemen with no penalty. Wish it was doubled and divided by 6.

    Per Clint, C will replace the lowest of 4 OL in formula, so even if they're higher, they'll get replaced.
    So C can impact OL in a good or bad way, and not just any player can be subbed in to circumvent this.
    To me that's great as OL actually are important in the draft/Free Agent process because they have an actual in-game impact that's made even more dynamic with injuries and Fatigue thrown in also.
    Got to get clarification if it's just the AWR or if C impacts blocking ratings also
    badgerpns
    When added to the off-ball injuries allowing OL to get injured, the group awareness rating makes OL depth an actual thing now in CFM!

    exactly what i was thinking, this really changes the game.
    timhere1970
    Isn't left tackle the highest paid position in football? He should matter.

    True, but your Center is responsible for Line Audibles and Blocking Schemes. His responsibility on the line outweighs any other OL position - which makes sense that they give him the 2x in the OL Awareness Formula.
    OhMrHanky
    Not sure if I'm reading this correctly or possible typo.
    "Improved logic for pulling blockers and lead blockers out of the backfield to re-target to LESS dangerous threats and improving keeping them on their assigned path to block for the ball carrier."
    I want them to re-target to MORE dangerous threats. Lol. I have a feeling this is just written slightly wrong? Or, I'm reading it wrong? My problem with lead blockers is that they don't re-target ENOUGH. Best example is I formation stretch play. If the DE or any LB happens to blast through the line, normally the FB is still in position to take that block on. Right now, in madden, he doesn't. He ignores it. I need him to re-target on this now MORE or MOST dangerous threat. And, then I also need him to be decisive and make the block and forget about his original downfield target (often, the SS).
    "Improved logic for blockers out on screen plays to re-target LESS and be more decisive in going after their INITIAL targets."
    On the screen pass, I suppose sometimes they re-target too often and sort of 'dance' and don't block anyone, so maybe that's correct.
    But, I worry about both of these statements combined, lol. The current problem with lead blocking and blocking on screens, imo is that the blockers do NOT re-target EVER. If a FB thinks he needs to block the SS 20 yards upfield, that is the ONLY man he will block on any given play. This means that he is currently not re-targeting and he only goes for his INITIAL blocking assignment.
    Now, I do like the 'decisive' word choice. Lol. That's been lacking. I'm hopeful that this was just written poorly or maybe I'm just reading it too nitpicky or something. But, I often worry about some changes that have been made in madden here and there and some explanations given by the devs that sound completely opposite of what I have seen in the game. Lol. So, I'm slightly concerned they felt that the lead blocker was actually picking up the immediate threat (which is NOT true), and wasn't really 'leading' the play downfield. When, in reality, that's all the FB was doing. He was constantly ignoring an immediate threat and running downfield like an idiot!!!
    So, again, I'm hopeful, here, but I don't like the way this is written.
    Sent from my iPhone using Tapatalk

    On the pulling blockers I think what they're saying is they are preventing them from retargeting. Perhaps in the past once they turned up field they reassessed the running path downfield and went after a db and let the lateral lb make the play untouched.
    On screens, they are making them to their assigned target longer before turning up field so that screens get blown up in the backfield less.
    Be Good Or Be Gone
    Sent from Galaxy S8+
    GT roll2tide
    Let's play Madden or Fifa!
    timhere1970
    Isn't left tackle the highest paid position in football? He should matter.

    Yes but only because of circumstance, not responsibility. Know what LT on a team with a lefty QB is worth? The same thing as a RT on most other teams.
    But the center is the brains for both.
    Be Good Or Be Gone
    Sent from Galaxy S8+
    GT roll2tide
    Let's play Madden or Fifa!
    Center is certainly the most important player on the line. In high school though, ours was stupid. So I made all the line calls as the left guard. lol
    T4VERTS
    I brought this up to Clint once and he didn't seem very interested in it. I think botched snaps should be a thing in SIM mode. It happens in the game and can derail teams. A good center who can't snap is an issue that has existed in the NFL, which normally causes them to get moved.
    In that same line of thinking, long snapper is a position that doesn't even exist truly in Madden, why is that? I read a story about the patriots a few years back pulling one off his couch because they couldn't find one. The guy was sailing snaps all year but got the most important one down, the one he had to snap in the SB.

    How frequently would it happen?
    Better yet (I couldn't find it in google) but how often are there "botched" snaps (defined: fumble under center or errant snap from shotgun)?
    Sent from my iPhone using Tapatalk
    timhere1970
    I do not like that replacing of the worst offensive lineman as it means you are going to always be Abe to have a very low awareness linemen with no penalty. Wish it was doubled and divided by 6.

    Well what it's like in collage and pro is the center smart enough to make the offensive line calls and protection. So he get the low awareness guy in the right spot ! But all in all this is just picking up protection. It don't mean they will 100% block it ,if von miller coming threw he still may beat his linemen it all just mean they know what's coming .
    Sent from my iPhone using Operation Sports
    SyncereBlackout
    How frequently would it happen?
    Better yet (I couldn't find it in google) but how often are there "botched" snaps (defined: fumble under center or errant snap from shotgun)?
    Sent from my iPhone using Tapatalk

    Very good point. My guess is maybe 8-10 times a season. In snow and heavy rain, obviously chances of a fumble snap goes up but again, maybe a handful of times. A punter or place holder messing up a snap/hold is probably more frequent in inclement weather.
    These things are obviously part of the game and I definitely would want to see it, but then it comes to frequency. Seeing a bobbled snap or something happening every game might not be as enjoyable. It comes to tuning and frequency but sometimes these are things that I'm okay with not being in the game if its going to be triggered too much. For example "fight for the fumble".
    Muffed punts are something I'd like to see more.
    johnnyg713
    Very good point. My guess is maybe 8-10 times a season. In snow and heavy rain, obviously chances of a fumble snap goes up but again, maybe a handful of times. A punter or place holder messing up a snap/hold is probably more frequent in inclement weather.
    These things are obviously part of the game and I definitely would want to see it, but then it comes to frequency. Seeing a bobbled snap or something happening every game might not be as enjoyable. It comes to tuning and frequency but sometimes these are things that I'm okay with not being in the game if its going to be triggered too much. For example "fight for the fumble".
    Muffed punts are something I'd like to see more.

    I would like to see it being triggered too much if the long snapper/center isn't good at snapping the ball, like if the snapping rating for a long snapper/center is 75 or above, there's a good snap close to all the time, if he has 65-75 rating it happens more than you would like and it's frustrating and you need to get someone with a better snapping overall, if it's 65 and below you can virtually never get a perfect snap and horrible snaps happen as often as snaps that the qb/punter can catch the ball from snaps
    johnnyg713
    Very good point. My guess is maybe 8-10 times a season. In snow and heavy rain, obviously chances of a fumble snap goes up but again, maybe a handful of times. A punter or place holder messing up a snap/hold is probably more frequent in inclement weather.
    These things are obviously part of the game and I definitely would want to see it, but then it comes to frequency. Seeing a bobbled snap or something happening every game might not be as enjoyable. It comes to tuning and frequency but sometimes these are things that I'm okay with not being in the game if its going to be triggered too much. For example "fight for the fumble".
    Muffed punts are something I'd like to see more.

    Muffed punts? I wish I could find a clip I saved awhile ago where devin Hester was returning a punt in the snow, I believe, and the punt bounced off his helmet!!! Lol.
    Sent from my iPhone using Tapatalk
    johnnyg713
    Very good point. My guess is maybe 8-10 times a season. In snow and heavy rain, obviously chances of a fumble snap goes up but again, maybe a handful of times. A punter or place holder messing up a snap/hold is probably more frequent in inclement weather.
    These things are obviously part of the game and I definitely would want to see it, but then it comes to frequency. Seeing a bobbled snap or something happening every game might not be as enjoyable. It comes to tuning and frequency but sometimes these are things that I'm okay with not being in the game if its going to be triggered too much. For example "fight for the fumble".
    Muffed punts are something I'd like to see more.

    It's not even as much about completely botched snaps. It's about VARYING the snaps. Some snaps will be wide, high, low, etc. This is HUGE in the kicking game because it should change the timing needed for the kick. Kicking in Madden is an automatic mechanic. It's the same every single time. Make the snaps varied and you now throw off the timing and it requires an adjustment. This will simply be filed under "not a high priority" like most football elements I'm sure, but it is a big part of football and should most definitely have been put in.
    PVarck31
    Center is certainly the most important player on the line. In high school though, ours was stupid. So I made all the line calls as the left guard. lol

    This happens at other levels too, not just in high school.
    Sometimes the smartest lineman also happens to be significantly more athletic and he would work better at guard.
    This type of thing annoys me. I understand what they are trying to simulate here and I respect them for trying to be innovative in this regard, but tying everything to the center and subsequently rewarding or punishing every other offensive lineman based off of the C's individual awareness rating is kind of half assed (imo).
    I don't know the math, but an offensive line that has exceptional tackles, good guards, and a weak Center is not going to be a "weaker" offensive line unit than one with an exceptional center average guards/tackles.
    Tie the rating to the best offensive lineman, or - take a page from your former competitor, 2K, and come up with a trait like "leadership" that can actively boost the surrounding cast's abilities without having to tie it all into one position.
    GiantBlue76
    It's not even as much about completely botched snaps. It's about VARYING the snaps. Some snaps will be wide, high, low, etc. This is HUGE in the kicking game because it should change the timing needed for the kick. Kicking in Madden is an automatic mechanic. It's the same every single time. Make the snaps varied and you now throw off the timing and it requires an adjustment. This will simply be filed under "not a high priority" like most football elements I'm sure, but it is a big part of football and should most definitely have been put in.

    The way they could implement it is having the kicking game be a two-part system. You swing the stick to set power and initial accuracy. Animation of kicker approaching the ball while snapped starts, and as you approach you have tap the button while "in the zone" to actually kick. The worse the snap, the smaller the zone. If it's really bad you don't get to kick, and your holder pulls it in and you then have to decide pass or run(two buttons on the screen), and your play starts from there.
    Edit: after further thought, that initial stick swing could dictate how accurate the snap is. The better long snap rating your player has, the wider the green zone.
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