Madden NFL 18
Madden NFL 18 Video - Redskins vs. Eagles (GhostRobo)
GhostRobo has posted another Madden NFL 18 gameplay video. This one features the Washington Redskins vs. Philadelphia Eagles, once again on Simulation mode.
GhostRobo has posted another Madden NFL 18 gameplay video. This one features the Washington Redskins vs. Philadelphia Eagles, once again on Simulation mode.
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The irony :P
Sorry, couldn't resist. Carry on.
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But it wasn't too egregious I don't think.
I want to edit this because I saw some good things in this video. CPU had some nice runs, and Wentz had some inaccurate throws.
I would like to see about 3 games with the same QB and see how pressure is handled.
This video impressed me the most so far because even though I don't play at that camera angle so low, the players look all so smooth and real and the game speed seemed to be slower than some of the other videos i've watched so the movement looked a lot more realistic and not over the top fast.
All these videos are on all-pro, these same types of things were in 17 (and 16 for that matter) Madden is what it is and it ain't changing.
Horrendous, terrible, God awful play calling.
80% of their first 10 plays or so were play action. Including play action on 3rd and long.
What in the heck? What NFL offense would ever execute a gameplan like that?
On top of that being incredibly unrealistic, the playaction gives the user's team more time to get to the QB. So sacks increase dramatically.
This is a problem.
This is why EVERY YEAR I choose to edit playbooks, do the obnoxious 2 controller workaround, create a coach profile for the CPU, and make sure they run a decent gameplan.
I hope I can do that again this year...because once again the AI playcalling is atrocious.
Not one to be negative on here - I enjoy Madden a lot - it just really bothers me that they couldn't take an extra few hours installing better play selection for the CPU.
Sigh.:brickwall
*Not knowing his Sense Pressure Trait, with an AWR in the 70's, behaved exactly
as the ratings etc..., should dictate.
Procedural Awareness working as it should, yes.
*Not knowing his Sense Pressure Trait, with an AWR in the 70's, behaved exactly
as the ratings etc..., should dictate.
Procedural Awareness working as it should, yes.
If this was an isolated incident and guys like MVP Matt Ryan and GOAT Tom Brady weren't doing the exact same thing...then yea I could get on board with what you're saying.
Exactly why I unplug from Xbox Live once game goes active.
Folk complained "Robo QB" when they got rid of the ball quickly, so they tuned.
Folk complained "Insta Shed" when they shortened the Pocket timer, so they tuned.
Folk say they want Simulation, but Randomness is required to accomplish this, but when the Randomness doesn't cause the outcome we want at every turn , it's then deemed broke/bugged etc...
With so many various expectations, I really wish they would just expand upon their Gameplay Sliders, but until then, I'll just unplug and work with what's there.
One issue I do have is that T's still are not driven back into the QB and the 2.5 Pocket timer can't be reduced, even with a 99 ratings for pass rush moves.
It's a video game so no biggie with some of the hiccups that will occu.
I also didn't have a problem with that first sack in question. It was a user sack during a playaction sequence. Wentz had actually started a throwing motion so I wouldn't expect the QB to 'avoid' anything there.
Folk complained "Robo QB" when they got rid of the ball quickly, so they tuned.
Folk complained "Insta Shed" when they shortened the Pocket timer, so they tuned.
Folk say they want Simulation, but Randomness is required to accomplish this, but when the Randomness doesn't cause the outcome we want at every turn , it's then deemed broke/bugged etc...
With so many various expectations, I really wish they would just expand upon their Gameplay Sliders, but until then, I'll just unplug and work with what's there.
One issue I do have is that T's still are not driven back into the QB and the 2.5 Pocket timer can't be reduced, even with a 99 ratings for pass rush moves.
It's a video game so no biggie with some of the hiccups that will occu.
I agree with your T assessment. This is still not good. I really like the 'timer' effect Clint has in there but it gets kind of negated when the pocket is so stinkin wide. It's looks 10yds or more. It takes away the sense of urgency when the QB stands in such a big pocket. Then when the timer 'dice roll' ends, the defender shoots out of the block and covers a large area of ground in an instant, worsening the look of the play.
Edge rushers are supposed to squeeze the pocket. The common arc Madden has them taking is a negative play if the players are being graded. Even the worst T will gladly ride the rusher outside like that.