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Madden NFL 19 Adds Specialist Positions Including Rush Ends, Slot Receivers

Madden NFL 19

Madden NFL 19 Adds Specialist Positions Including Rush Ends, Slot Receivers

Dropped in casually into the latest Ultimate Team blog, but deserving of its own thread to highlight how big of a deal it is, EA is adding seven new specialist positions to Madden NFL 19:

In addition to the three major features we have built, there are a few other important things worth touching on. A good place to start is an addition that all of Madden will benefit from and that’s the inclusion of seven new specialist positions. In the lineup screen you will see some new options (in addition to 3rd Down Half Back) that will help you get the players you want in the right position on the field in specific formations:

  • Rush Right/Left Defensive End
  • Rush Defensive Tackle
  • Slot Cornerback
  • Sub Linebacker
  • Power Half Back
  • Slot Wide Receiver

I’ll save the deep dive for a future blog, but at a high level, these positions were created so that gameplay could tag formations with these new specialist positions. So for instance, instead of having to manually sub a defensive end down to defensive tackle out of Nickel, just assign that player to your Rush Defensive Tackle slot and he’ll already be there every time you call a Nickel defense.

 

Obviously this is a pretty big addition to the gameplay, especially for those wanting to build a team with some of these specialties around in either MUT or Connected Franchise. While this was already possible using formation subs, having these available to automatically fill into the appropriate formations is just really nice. This is a streamlined way to improve the user experience in a small but very powerful and meaningful way.

What do you think? Will you be taking advantage of these?

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Discussion
  1. Creating a more intuitive system for assigning players to special positions will allow more people to enjoy the additional strategy element. Should also open up the way people think about the draft in CFM, moving forward.
    4thQtrStre5S
    Creating a more intuitive system for assigning players to special positions will allow more people to enjoy the additional strategy element. Should also open up the way people think about the draft in CFM, moving forward.
    I can't wait to unleash my inner Belichick
    Sent from my XT1650 using Operation Sports mobile app
    Belichick is amazing as a coach. He is essentially looking at the game of football like a mathematician would, and solving all the problems. He plays odds and matchups, the numbers, like no other coach I have seen.
    I hope to see Madden assist others in seeing the game of Madden in a more in depth manner. Making the system easier for the regular video game player will help to open the game strategy for all..
    Combining this info with the possiblity that M19 has additional ratings makes me hopeful that the main menu rosters/ depth charts may have seen a long overdue major overhaul
    Or maybe I'm adding 2 and 2 to make five?
    Not a back-of-box feature, but I like this a lot as a "Quality of Life" kind of change. I'm hoping that this will also make it a bit easier to stimulate RB rotation based on down/distance/formation versus having to constantly jack-up fatigue/autosub settings....this now gives you your primary back, 3rd down "scat back" and a short yardage guy.
    I AM a bit curious about the "sub linebacker" and in what instances he would be subbed-in....is this intended to be a pass rush specialist or a coverage LB (or will that be a bit different depending on whether you run a 34 vs 43 scheme).
    JoshC1977
    Not a back-of-box feature, but I like this a lot as a "Quality of Life" kind of change. I'm hoping that this will also make it a bit easier to stimulate RB rotation based on down/distance/formation versus having to constantly jack-up fatigue/autosub settings....this now gives you your primary back, 3rd down "scat back" and a short yardage guy.
    I AM a bit curious about the "sub linebacker" and in what instances he would be subbed-in....is this intended to be a pass rush specialist or a coverage LB (or will that be a bit different depending on whether you run a 34 vs 43 scheme).

    I'd bet almost anything it's a coverage LB in nickel/dime sets. Presumably if you run 3-4 and thus have pass-rushing OLBs, that wouldn't need to change on passing downs. But you might want to change who lines up at DE/DT.
    Aestis
    I'd bet almost anything it's a coverage LB in nickel/dime sets. Presumably if you run 3-4 and thus have pass-rushing OLBs, that wouldn't need to change on passing downs. But you might want to change who lines up at DE/DT.
    This would be great for guys like Mark Barron, Deonne Bucannon, and Terell Edmunds who currently get tossed by the wayside in franchise but are in impactful packages in real life.
    Sent from my XT1650 using Operation Sports mobile app
    briz1046
    Not a huge thing I guess but a little saddened to see these additions/ changes and no Long snapper mention.... welcome the changes though

    LS are already part of the depth charts, which is why they didn't get mentioned in this context (I assume).
    This will seem like a under radar addition but could possibly add depth to mode. The main thing is if it applies to scouting and draft. If prospects have those archetypes attached to them, it would make scouting a lot more easier. Where it could be first thing you unlock about player. Lets say I'm looking for Slot WR/CB, I can focus my scouting on slot guys
    This is definitely a good thing.  It’s making me think these guys are on the right track for Madden It’s  helping reduce some of my skepticism In other areas not even talked about yet. 
    illwill10
    This will seem like a under radar addition but could possibly add depth to mode. The main thing is if it applies to scouting and draft. If prospects have those archetypes attached to them, it would make scouting a lot more easier. Where it could be first thing you unlock about player. Lets say I'm looking for Slot WR/CB, I can focus my scouting on slot guys

    This was my first thought too. A lot of PR/KR guys are slot receivers, so again if I need someone in that regard I can specialize my scouting like this.
    Honestly, I think it just makes eveyrthing easier. Nothing worse than having to go through formation subs all the time, especially when there's an injury.
    I am so excited. This has me giddy because it's a feature that a) the community begged for b) helps overall immersion c) should help scouting / drafting d) adds a greater strategic element to team building.
    I wouldn't hate seeing this slightly expanded to "Jump Ball" WR, LS, and a few others...but overall I am really happy. :ohno:
    JoshC1977
    I AM a bit curious about the "sub linebacker" and in what instances he would be subbed-in....is this intended to be a pass rush specialist or a coverage LB (or will that be a bit different depending on whether you run a 34 vs 43 scheme).

    It's basically additional pass coverage help and usually ends up being a LB/S hybrid type player. So like in the Chiefs playbook they have the Nickel 2-4-5 but it lines up just like a 3-4 but there's a safety inserted into one of those ILB spots. Same with the Dime 2-3-6. The cool thing is that like this past year for the Chiefs Daniel Sorensen was mainly used in that spot and in Madden he's technically a safety but they just drafted Dorian O'Daniel who's built more as a LB/S hybrid but will technically be a LB and he's been talked about as that being his role this year so having that on the depth chart you should be able to put a safety or an LB there depending on the type of personnel you have where as this year it's always your SS2.
    I'm curious to see if/how the CPU uses this feature. If it's no better than they way the CPU uses position changes, depth charts, and XP, then I think it will only serve to give the user controlled team an even greater advantage against the CPU.
    Grey_Osprey
    I'm curious to see if/how the CPU uses this feature. If it's no better than they way the CPU uses position changes, depth charts, and XP, then I think it will only serve to give the user controlled team an even greater advantage against the CPU.

    Yes I'm realllllllllly hoping the CPU uses this strategically
    Grey_Osprey
    I'm curious to see if/how the CPU uses this feature. If it's no better than they way the CPU uses position changes, depth charts, and XP, then I think it will only serve to give the user controlled team an even greater advantage against the CPU.
    The CPU needs to start using things effectively in CFM
    Sent from my XT1650 using Operation Sports mobile app
    I'm surprised they didn't added holder in since most all teams have their punters hold for the kickers not their back up qb.
    Also interested like mentioned already will the cmp use these or will they just do like in previous yrs and make whatever changes they want.
    It gets frustrating to set up all teams rosters, depth charts only to have the cmp change them once u enter cfm.
    JoshC1977
    LS are already part of the depth charts, which is why they didn't get mentioned in this context (I assume).

    Yes true ..having a "senior moment" my mistake..that's a ratings/ restrictions issue
    Generally though these changes are more than welcome and overdue, credit where it's due ��
    This sounds good. But I'm still waiting for "Simulation Setting" to make some kind of significant difference. Let's see how they implement it. But I like what this could do.
    I'm curious to see how this is implemented, are they new positions on the depth chart? The article makes it sound like you can have your rush ends just come in on the formations you want them to which makes me think it's not depth chart driven
    reyes the roof
    I'm curious to see how this is implemented, are they new positions on the depth chart? The article makes it sound like you can have your rush ends just come in on the formations you want them to which makes me think it's not depth chart driven

    They are depth chart positions similar to 3rd down back currently. This is one of the little features I have been hinting at that make you look at 19 from a Macro level and feel like they are really going for a player driven game. Still a lot more to come!
    Are these even going to matter unless they fix the way interactions work with regards to ratings? For example, all that matters for a D end is high blockshed and high finesse or power move. Unless specialist positions are getting a natural bump in a specific stat, seems like just another way to re-word the existing system.
    T4VERTS
    They are depth chart positions similar to 3rd down back currently. This is one of the little features I have been hinting at that make you look at 19 from a Macro level and feel like they are really going for a player driven game. Still a lot more to come!

    I have some concerns about this but overall it sounds like a promising addition
    scitychamps87
    This would be great for guys like Mark Barron, Deonne Bucannon, and Terell Edmunds who currently get tossed by the wayside in franchise but are in impactful packages in real life.
    Sent from my XT1650 using Operation Sports mobile app

    In fairness those LB/S hybrid types already see a ton of play in 32-man online CFMs. People user with them. I'd like to see big run stoppers become more important so that there's a reason to put THEM on the field on run downs. Right now most guys just start the 'sub' LBs anyway.
    Slot WRs/CBs & pass rushers will make a difference in 32-man CFMs, though.
    solmon
    Yes I'm realllllllllly hoping the CPU uses this strategically

    I suspect it will depend on how the overalls are calculated for each of the positions, much like it is now for 3rd down backs.
    XtremeDunkz
    I was hoping for Mike Will and Sam but I dont think that will ever come.

    It’s really more Will and Sam and that is more about alignment issues. It’s more complex than it would seem but I think we will see it eventually.
    I'm really surprised to see some people say this isn't a big deal. To me, its huge! I can't tell you how many times the game has put my WRs in the wrong spots in a formation when I go three or four wide, or how often they choose to put my best cover corner in the slot instead of the outside. I imagine most users have had similar experiences. Hopefully, this will fix a lot of that.
    Also helpful to be able to designate rush DEs, because the game can never get it right when you do it within formation subs. Guys always show up in the wrong spots.
    azdawgpound
    I'm surprised they didn't added holder in since most all teams have their punters hold for the kickers not their back up qb.
    Also interested like mentioned already will the cmp use these or will they just do like in previous yrs and make whatever changes they want.
    It gets frustrating to set up all teams rosters, depth charts only to have the cmp change them once u enter cfm.

    This is only for MUT. He stated in the article that there will be a deep dive covering this in greater detail.
    kbomb1upc
    This is only for MUT. He stated in the article that there will be a deep dive covering this in greater detail.

    Incorrect, also noted franchise
    JoshC1977
    I suspect it will depend on how the overalls are calculated for each of the positions, much like it is now for 3rd down backs.

    Ah good point!
    solmon
    Incorrect, also noted franchise

    I guess I misquoted myself. This article was pertaining to just MUT. The same apply for franchise but there could be a lot in more archetypes that only show in franchise.
    kbomb1upc
    I guess I misquoted myself. This article was pertaining to just MUT. The same apply for franchise but there could be a lot in more archetypes that only show in franchise.

    These special positions aren’t “archetypes” .
    XtremeDunkz
    I was hoping for Mike Will and Sam but I dont think that will ever come.

    Mike will sam, line techniques, L & R CB or follow strong side... I wish lol
    stinkubus
    Wouldn't the current auto-flip feature allow you to ensure that a certain LB always aligns to the strong side?

    That's what I thought
    stinkubus
    Wouldn't the current auto-flip feature allow you to ensure that a certain LB always aligns to the strong side?
    I would think it would. They're already flipping coverage assignments so I don't know what would prevent them from also flipping the guys that those assignments are assigned to. Then again I know nothing about programming so everything seems easy to me
    YaBarber
    Mike will sam, line techniques, L & R CB or follow strong side... I wish lol

    Well Cb depth chart already assigns L and R CB spots, just doesn't specify. So technically that has been there. Addition of slot makes this work well.
    Cowboy008
    If this doesn't help the CPU then that will be disappointing.

    In all likelihood it should but it's well known that the CPU's handling of the depth chart has long been rudimentary so just putting these positions in isn't going to inherently make the CPU smarter or handle them properly. Most of them should be pretty straightforward but I'm most interested to see what's been put into place for the slot WR and CB to make sure that the AI isn't consistently putting their WR1 or CB1 in the slot simply because they're the highest OVR at that spot.
    kbomb1upc
    This is only for MUT. He stated in the article that there will be a deep dive covering this in greater detail.

    In addition to the three major features we have built, there are a few other important things worth touching on. A good place to start is an addition that all of Madden will benefit from and that’s the inclusion of seven new specialist positions. In the lineup screen you will see some new options (in addition to 3rd Down Half Back) that will help you get the players you want in the right position on the field in specific formations:
    So for instance, instead of having to manually sub a defensive end down to defensive tackle out of Nickel, just assign that player to your Rush Defensive Tackle slot and he’ll already be there every time you call a Nickel defense.
    This makes me think that the pass rush specialist positions will always be on the field if you are calling a nickel or dime defense, which kind of sucks. I hope there is a way to toggle between base personnel and the specialists. If it's first and ten and my opponent comes out with 3WRs one TE and one RB I'm going to call a nickel but I still want my base personnel on the defensive line
    stinkubus
    Wouldn't the current auto-flip feature allow you to ensure that a certain LB always aligns to the strong side?

    Currently it just flips the play art.
    briz1046
    Not a huge thing I guess but a little saddened to see these additions/ changes and no Long snapper mention.... welcome the changes though

    Even if long snapping has been made meaningful, it wouldn't be mentioned here. It already has a depth chart position.
    YaBarber
    Mike will sam, line techniques, L & R CB or follow strong side... I wish lol

    And nickle-back aka slot-corner. FFS that is a huge part of modern football. Some 60% plus snaps have a specialist defensive back who can run with slot WRs. There should not be a CB1, 2, 3, etc. It should be RCB, LCB and NB, like in nearly every if not every NFL team.
    reyes the roof
    So for instance, instead of having to manually sub a defensive end down to defensive tackle out of Nickel, just assign that player to your Rush Defensive Tackle slot and he’ll already be there every time you call a Nickel defense.
    This makes me think that the pass rush specialist positions will always be on the field if you are calling a nickel or dime defense, which kind of sucks. I hope there is a way to toggle between base personnel and the specialists. If it's first and ten and my opponent comes out with 3WRs one TE and one RB I'm going to call a nickel but I still want my base personnel on the defensive line

    Well I find that to be a much rarer case than the other one, so if we have to manually substitute I'd rather it be for the case that is less common.
    reyes the roof
    So for instance, instead of having to manually sub a defensive end down to defensive tackle out of Nickel, just assign that player to your Rush Defensive Tackle slot and he’ll already be there every time you call a Nickel defense.
    This makes me think that the pass rush specialist positions will always be on the field if you are calling a nickel or dime defense, which kind of sucks. I hope there is a way to toggle between base personnel and the specialists. If it's first and ten and my opponent comes out with 3WRs one TE and one RB I'm going to call a nickel but I still want my base personnel on the defensive line

    This is why formation subs are actually kind of lame.
    Not to mention using the preset sub packages can change which hot routes are available to you on defense. If my opponent can force me out of my base D then I usually go with either Big Dime 1-4-6 or 2-3-6 Will. Using any of the preset formation subs will make it so you can no longer put a MLB into a deep third zone, even if you base align, so Tampa 2 becomes unusable.
    Sure, you can manually sub players but the process is slow and frustrating especially when your opponent is calling their plays quickly.
    T4VERTS
    It’s really more Will and Sam and that is more about alignment issues. It’s more complex than it would seem but I think we will see it eventually.

    It really isn't complicated as it's a logic code that would align the Sam backer to the heavy side ALA the TE. That of course changes in the gun set where the TE is split out, however, the logic should be based on the formation you choose to address that set, which currently...there is no real penalty for running a 4-3 base D against a Gun set with a pass catching TE. In 4-3, the Sam would align with the TE no matter what which is a mismatch. In nickel that changes a bit. IMO it's not hard to implement something like that, it just hasn't been done because maybe the verbage of said position? Who knows.
    also depends on your base defence, 3-4, 4-3 or 46. i use 3-4 and usually have 6-7 dlineman on the roster. my best dt is usually the best pass rusher as i use BSH/PMV/STR/ACC/AGI/POW. my pass rush is my lbers, my dline is supposed to occupy their oline. certain versions of 3-4 i formation sub lbers as des and de as dt.. i use the best 11 in a formation for the job i want it to do, then change formations which can mean personnel change but its all towards a goal for the formation/down.
    for example i use 3-4 over ed for coverage. my best mcv/zcv lbers (mlb or olb) are rolb, mlb#1, mlb#2. lolb is the best remaining coverage/pass rush mlb or olb. the dt is the best dt/de and the des are the best remaining pass rush olb or des/dts. now if only when i globally hook lbers and align twice i got 4 equally spaced hook zones rather than 2 covering the same zone ...
    somewhere there has to be a base defence where both flats, 4 in hook, cover 2 existed. used to be in dollar, qtr normal? id also love 3-3-5 nickel cover 3 man back or ... offensive playbooks get new plays, defence just get them taken out.
    o yeah i wanted play designer like hc09 in m19 instead of custom draft classes :)
    Yeah this sounds great and like others have said hopefully this can help with the poorly executed formation subs they added last year. but my concern is that if they implemented formation subs poorly - why should I have faith this similar new feature will meet expectations?
    Sent from my HTC Desire 625 using Tapatalk
    BlackBetty15
    It really isn't complicated as it's a logic code that would align the Sam backer to the heavy side ALA the TE. That of course changes in the gun set where the TE is split out, however, the logic should be based on the formation you choose to address that set, which currently...there is no real penalty for running a 4-3 base D against a Gun set with a pass catching TE. In 4-3, the Sam would align with the TE no matter what which is a mismatch. In nickel that changes a bit. IMO it's not hard to implement something like that, it just hasn't been done because maybe the verbage of said position? Who knows.

    Lol yea there are no real penalties for being at a personnel disadvantage on defense (I sure as hell will not consider auto pancakes a real penalty).
    If it was actually truly possible to use mismatches to your advantage, and defenders read the offense instead of instantaneously knowing it’s run/pass and sprinting to predetermined spots, then Madden would be a drastically different game. In MUT/H2H people sit in base defense and then run thru their 10 YouTube adjustments pre-snap to unrealistically align against any offensive formation and then user the middle to cover literally anything in a 30 yard radius.
    Auto-flip defense needs to be authentic in flipping sam and will, strong side CB as well. Maybe adding more specialist depth chart positions to utilize is the first step towards real football strategy and we’ll get correct terminology one day. I would love for it to be true to life with X H T Y Z on offense, sam mike will etc on D but i’m sure that’s too complicated for casuals 😔.
    JayhawkerStL
    This is why formation subs are actually kind of lame.
    They're better than nothing, but being able to customize the sub packages that you control with RS would be much more useful. I'd get rid of just about all of the ones that the game comes with as I think it is just too much clutter to go scrolling through
    BleedGreen710
    Yeah this sounds great and like others have said hopefully this can help with the poorly executed formation subs they added last year. but my concern is that if they implemented formation subs poorly - why should I have faith this similar new feature will meet expectations?
    Sent from my HTC Desire 625 using Tapatalk

    Agreed. I think it could be good for scouting and draft if implemented correctly.
    My question is how the game determines when to sub in those new positions?
    I'm guessing it will be added into Depth Chart. So when does the game determine when to sub in Rush DE or Sub LB? I can see that not meshing well with Formation Subs at all. If i have a bigger DE set as my Rush DT, If I want to keep him at DE for some 3rd down formations, will the game override it
    LS is not just a depth chart thing, it's an actual position that takes up a spot on the 53 man roster at the expense of a player at another position.  EA and some posters here still don't get that.  The "TE's" who are long snappers will be among the first cuts by the CPU in franchise.  Until it's made an actual position and a roster requirement, LS will remain broken.
    I wonder if the gameplans will be planned to team specifics like Titans having a power run attack now. Tired of having to eliminate 4 verticals and such
    Manning2Harrison
    LS is not just a depth chart thing, it's an actual position that takes up a spot on the 53 man roster at the expense of a player at another position.* EA and some posters here still don't get that.* The "TE's" who are long snappers will be among the first cuts by the CPU in franchise.* Until it's made an actual position and a roster requirement, LS will remain broken.

    Its broken bc there is no real rating for long snapping and those true long snappers who may be 3rs te’s are rated in the 40s, so the cpu sees them as worthless and cuts them.
    Quentin32
    I hate to burst y’all bubble but I can 100% see this doing nothing for gameplay*

    i agree 100% i can play a FB in the slot receiver position and make a hof hope that they can instill some cpu ai to go with it.It would really make it play great.
    Quentin32
    I hate to burst y’all bubble but I can 100% see this doing nothing for gameplay*

    A lot of peoples, including me, are just happy we'll see situational subs with out having to manually input them.
    It probably didn't happen, but while they were adding these new positions to the depth chart I hope that they adjusted the criteria for determining who the CPU puts back as their KRs or PR. Seeing someone like Julio Jones, or Zeke Elliott back there is bothersome.
    I would like to know more specifically how it will work, if I add a rush DT will they play every time i call a nickel type defense?like even on 1st and 10? Will it be used in a situational way? Dont know if these have already been answered, hope they get answered soon.
    michapop9
    I would like to know more specifically how it will work, if I add a rush DT will they play every time i call a nickel type defense?like even on 1st and 10? Will it be used in a situational way? Dont know if these have already been answered, hope they get answered soon.

    Thats what I want to know.
    I can see it canceling out Formation subs. I hope it is situational. I rather it happen on certain situations than everytime
    Because if you think about it, how often are you in your base defense. Especially against AI. Computer runs a 3 WR set most of the game. I wouldn't want my sub LB in the whole game.
    illwill10
    Thats what I want to know.
    I can see it canceling out Formation subs. I hope it is situational. I rather it happen on certain situational than everything.
    Because if you think about it, how often are you in your base defense. Especially against AI. Computer runs a 3 WR set most of the game. I wouldn't want my sub LB in the whole game.

    Exactly the reason I want to know
    They promised this same thing when they added CB3 "nickel back" to depth charts and it never functioned properly. Also the ranked game depth chart still wasn't updated and featured none of this. Color me unimpressed until I see it properly function.
    illwill10
    Thats what I want to know.
    I can see it canceling out Formation subs. I hope it is situational. I rather it happen on certain situations than everytime
    Because if you think about it, how often are you in your base defense. Especially against AI. Computer runs a 3 WR set most of the game. I wouldn't want my sub LB in the whole game.
    The blog makes it sound like the pass rush specialists will be on the field any time you call a nickel defense
    reyes the roof
    The blog makes it sound like the pass rush specialists will be on the field any time you call a nickel defense

    That is what it seems like. That would almost defeat the purpose of formation subs.
    There's guys that I would want only on 3rd down or obvious pass downs. Like if I get a Rookie pass rusher. I want him to come in on pass rush downs only. Not every time I'm in nickel
    Find_the_Door
    They promised this same thing when they added CB3 "nickel back" to depth charts and it never functioned properly. Also the ranked game depth chart still wasn't updated and featured none of this. Color me unimpressed until I see it properly function.

    They never did that. The depty chart system hasn't changed since like 2005.
    Yes they did - it didn't label it as nickel but it was "CB3" as a separate depth chart position inside CFM. I believe it was added two years ago. Didn't make a lick of difference as it never appeared outside of MUT and CFM.
    I'm a ranked game player and am absolutely tired of the archaic depth chart.
    adembroski
    They never did that. The depty chart system hasn't changed since like 2005.
    Find_the_Door
    Yes they did - it didn't label it as nickel but it was "CB3" as a separate depth chart position inside CFM. I believe it was added two years ago. Didn't make a lick of difference as it never appeared outside of MUT and CFM.
    I'm a ranked game player and am absolutely tired of the archaic depth chart.

    I also disagree - post a screenshot of "CB3" from a recent iteration if true
    solmon
    I also disagree - post a screenshot of "CB3" from a recent iteration if true
    You can just go into Ultimate Team or CFM. . . It's in the depth chart
    I don't have Madden 18 installed anymore
    Find_the_Door
    You can just go into Ultimate Team or CFM. . . It's in the depth chart
    I don't have Madden 18 installed anymore

    In CFM all positions are numbered down to at least 3 including kicker etc this isn't a position just the order in which they will be played if injury/ fatigue etc hit
    In the tile style depth chart only 2cbs are shown ..they do show wr3 though
    Find_the_Door
    You can just go into Ultimate Team or CFM. . . It's in the depth chart
    I don't have Madden 18 installed anymore

    That's not a depth chart, it's just a graphical representation of the depth chart. Slot corner is just the third CB listed in the actual depth chart, and the thing you're talking about just displays that.
    I want to be able to have a run down or pass down section or sub somehow. Have your speed rushers in on 3rd down or 2nd and longs and have your more balanced players in on early downs
    Sent from my iPhone using Operation Sports
    I like this addition. But it won't truly matter until Line Play gets a overhaul. As it is now, it's insta-shed/auto-release or the blocking animation loops for whole play. It feel more like probability of block shed. Both sides of line needs to be re-done.
    rovert22044
    As a roster editor, this is HUGE for my future project in M19. Can’t wait to see how it works!
    Sent from my iPhone using Tapatalk

    Same!! Really exciting.
    rovert22044
    As a roster editor, this is HUGE for my future project in M19. Can’t wait to see how it works!
    Sent from my iPhone using Tapatalk

    If some of the vids on YT are correct these changes come with new additional ratings , seems like it may be a wholesale update to main menu ( and hence all modes) roster/ depth charts ...I'm hoping this also brings extra editing tools (outside of CFM ) including years in league (and injury status etc ) which at present can't be edited
    briz1046
    If some of the vids on YT are correct these changes come with new additional ratings , seems like it may be a wholesale update to main menu ( and hence all modes) roster/ depth charts ...I'm hoping this also brings extra editing tools (outside of CFM ) including years in league (and injury status etc ) which at present can't be edited

    My biggest request would be editable contracts, but I’d also love editable years pro, heights, and weights.
    Also a ton of CAP spaces, but that’s a big request haha
    Sent from my iPhone using Tapatalk
    JoshC1977
    LS are already part of the depth charts, which is why they didn't get mentioned in this context (I assume).

    But long snappers are low rated tight ends and every cpu team cuts them every time..
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    raypace1
    But long snappers are low rated tight ends and every cpu team cuts them every time..
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    Indeed most LS are portrayed as as bad TEs, ( and as there is no longsnap rating) , and only OL can be designated to the LS depth chart position anyway, they become redundant even for users , I've long ago given up bothering with them at all , using the roster space to accommodate PUP or suspended players which are otherwise forced to be cut to FA and editing the actual players into missing players , maybe they will become relevant one day though
    Yeah, until there is an actual long snap rating, where bad snaps leading to missed kicks and blocked punts is a real danger, there is no point in keeping an actual long snapper on your Madden roster. Doing so when the other 31 teams do not isn't realism, its only shorting yourself a roster spot.
    does this mean we can put long snappers at the actual long snapper position? then spend hours making them a centre or guard??? because for some dumb reason in CFM you can't do it but only in exhibition mode
    Unlucky 13
    Yeah, until there is an actual long snap rating, where bad snaps leading to missed kicks and blocked punts is a real danger, there is no point in keeping an actual long snapper on your Madden roster. Doing so when the other 31 teams do not isn't realism, its only shorting yourself a roster spot.

    bUt ThAt wOuLdN't bE fUn!!!!!oneone (I don't feel like uploading the ******** Spongbob meme, so picture it yourself)
    EDIT: ******** IS A CLINICAL TERM!!!
    OK, the more I think about this, the less I like it.
    If it works like 3rd Down Back, i.e. it's situational, sure, that's great, I'll use it.
    But if it's just a quicker way to do a formation sub that applies to anything that's not base, it's not that useful. The modern NFL is almost all multiple sets. Tell me you don't spend more time in nickel than anything else. It does almost no good to have a "pass rush right end" if he's gonna come in on 1st and 10 just because the offense is in 11 personnel and you're matching up.
    I hope it knows what down and distance it is, otherwise it's kinda useless. I coulda done that already in CFM with formation subs.
    I want it to insert pass rush specialists on pass rush downs. Not just because I've got more than 4 DBs on the field.
    adembroski
    bUt ThAt wOuLdN't bE fUn!!!!!oneone (I don't feel like uploading the ******** Spongbob meme, so picture it yourself)
    EDIT: ******** IS A CLINICAL TERM!!!

    I don't get why they can't just make the mechanic, and on competitive/arcade mode, bump all long snapping ratings up to 100.
    raypace1
    Would be nice to see ea unleash belichick in the game this year...
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    Doesn't Belichick have to allow his image to be used? I don't think its EA's fault he's not in the game.
    KoachYo
    Doesn't Belichick have to allow his image to be used? I don't think its EA's fault he's not in the game.
    He has to join coaches union that signs off on doing facial scans..he hasn't joined so no pic
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    I'm still waiting for them to add Holder as a depth chart position so you can easily assign the punter instead of the default backup QB (who rarely EVER holds on kicks).
    adembroski
    OK, the more I think about this, the less I like it.
    If it works like 3rd Down Back, i.e. it's situational, sure, that's great, I'll use it.
    But if it's just a quicker way to do a formation sub that applies to anything that's not base, it's not that useful. The modern NFL is almost all multiple sets. Tell me you don't spend more time in nickel than anything else. It does almost no good to have a "pass rush right end" if he's gonna come in on 1st and 10 just because the offense is in 11 personnel and you're matching up.
    I hope it knows what down and distance it is, otherwise it's kinda useless. I coulda done that already in CFM with formation subs.
    I want it to insert pass rush specialists on pass rush downs. Not just because I've got more than 4 DBs on the field.

    I think for guys who were already diligent about formation subs & personnel groupings, which was the primary way I competed in CFMs on defense, this won't change much to your point.
    I have at least one nickel set, for instance, where I'm playing a 3rd safety in the slot instead of a CB and generally have run-stuffing personnel in at the DL and have little to no blitz plays as part of this package, specifically for the situations you're talking about, where the offense comes out in 11 personnel on 1st down. It's very common both in Madden and in the NFL. So for guys like me, and I know there are many here, this doesn't move the needle a lot other than probably saving some time, as for many pass rushing formations we'll already have the guys we want in. But we'll still have to go in and make some formation sub tweaks or what-not.
    Where I think it helps is the out-of-the-box guys. I know we have otherwise solid players who don't like to mess with personnel & formation subs in our league, and we have a super active league. So this helps those guys. People are free to agree or disagree whether that's a good thing, but I see it as overall a good thing as personnel becomes more realistic for guys who don't want to mess with it.
    ncbravesfan
    I'm still waiting for them to add Holder as a depth chart position so you can easily assign the punter instead of the default backup QB (who rarely EVER holds on kicks).
    Why would anyone want to put anyone other than the backup QB at holder? I dont know why teams do it in real life to be honest. It severely limits what you are capable of doing on fakes or bad snap situations....
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    Godgers12
    Would be nice to finally have a designated LS position and force every team to carry one. And have severe penalties for having anyone other than the LS snap in game...
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    I'm in favor also. Unfortunately, traditionally in Madden, there aren't severe penalties for much of anything for someone playing out of position outside of skill positions on offense. A linebacker can be put in at OT and he'll do a passable job at blocking a terrific DE.
    Godgers12
    Why would anyone want to put anyone other than the backup QB at holder? I dont know why teams do it in real life to be honest. It severely limits what you are capable of doing on fakes or bad snap situations....
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    Not really relevant to his thread but real NFL teams do this to enable the specialists to go off and practice together on their own , build up chemistry /timing etc in a way a QB being used wouldn't allow , as this type of continuity and understanding has no counterpart in Madden , and bad snaps arent a thing , this becomes irrelevant
    Unlucky 13
    I'm in favor also. Unfortunately, traditionally in Madden, there aren't severe penalties for much of anything for someone playing out of position outside of skill positions on offense. A linebacker can be put in at OT and he'll do a passable job at blocking a terrific DE.
    I was hoping with the addition of sim/arcade/competitive modes that there would no longer be a reason to not add more sim elements to the game that could be seen as being a random dice roll. The competitive community wouldn't have a reason to complain if they added things such as bad snaps, natural hook/slice on FGs with non accurate kickers, WRs running wrong routes based on awr/playbook knowledge, crappy OL getting abused by the likes of Mack, Watt, Clowney, Donald and so on. I just think that the potential of these 3 game modes are going to go vastly underutilized and will fail to live up to their potential...
    Even something as simple as implementing bad snaps based on a couple factors, LS's should have traits for snap consistency. Hell even a snap meter so the user has input in the process. It would be instead of the current 2 click system it would be 4. 1st 2 clicks would be snap power and accuracy, next 2 would be kick power and accuracy. Of course it should be an option to turn on or off. Also, if you completely mess up the meter as in real life there wouldn't be many air mail snaps, but wide/high/muffed snaps that would take longer to get the kick off. Saying all that I highly doubt EA implements anything like this.
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    Godgers12

    Even something as simple as implementing bad snaps based on a couple factors, LS's should have traits for snap consistency. Hell even a snap meter so the user has input in the process. It would be instead of the current 2 click system it would be 4. 1st 2 clicks would be snap power and accuracy, next 2 would be kick power and accuracy. Of course it should be an option to turn on or off. Also, if you completely mess up the meter as in real life there wouldn't be many air mail snaps, but wide/high/muffed snaps that would take longer to get the kick off. Saying all that I highly doubt EA implements anything like this.

    I talked to Clint about bad snaps once upon a time and he wasn't going for it. The problem is players can't deal with the fact that bad things can happen, and with dice rolls they can happen consecutively, which leads people to say things are broke. His example was that if a guy gives up a TD on a bad snap due to a bad dice roll, next drive he conceivably could come out and roll a bad snap on the first play.
    People tend to forget that even with super low probability of things happening it doesn't mean once in a blue moon it can't happen repeatedly. With the snap there wouldn't even be opponent interaction like a hit stick on a fumble so it just compounds the rage people will feel. Think of it like back to back bad drops on open passes, when this happens people scream the game is broke but in reality it CAN happen so when it does they look at it in a vacuum not in the realm of this sequence of events occurs hundreds of million times and your just experience a bad stretch.
    Long story short I don't see it coming anytime soon. We did talk through a system that did take user input into account (using jump snap as a trigger possibly) but it still seems a ways off before being considered.
    Godgers12
    Why would anyone want to put anyone other than the backup QB at holder? I dont know why teams do it in real life to be honest. It severely limits what you are capable of doing on fakes or bad snap situations....
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    I understand where you are coming from but I like to make things as realistic to the actual NFL as possible, that's all.
    T4VERTS
    I talked to Clint about bad snaps once upon a time and he wasn't going for it. The problem is players can't deal with the fact that bad things can happen, and with dice rolls they can happen consecutively, which leads people to say things are broke. His example was that if a guy gives up a TD on a bad snap due to a bad dice roll, next drive he conceivably could come out and roll a bad snap on the first play.
    People tend to forget that even with super low probability of things happening it doesn't mean once in a blue moon it can't happen repeatedly. With the snap there wouldn't even be opponent interaction like a hit stick on a fumble so it just compounds the rage people will feel. Think of it like back to back bad drops on open passes, when this happens people scream the game is broke but in reality it CAN happen so when it does they look at it in a vacuum not in the realm of this sequence of events occurs hundreds of million times and your just experience a bad stretch.
    Long story short I don't see it coming anytime soon. We did talk through a system that did take user input into account (using jump snap as a trigger possibly) but it still seems a ways off before being considered.

    I doubt if the Competitive crowd would ever want bad snaps in the game, but I feel the Sim user vs cpu crowd wouldn't mind bad snaps every once in awhile based on ratings, weather, etc....
    Isn't that why the modes are separated in the first place?
    T4VERTS
    I talked to Clint about bad snaps once upon a time and he wasn't going for it. The problem is players can't deal with the fact that bad things can happen, and with dice rolls they can happen consecutively, which leads people to say things are broke. His example was that if a guy gives up a TD on a bad snap due to a bad dice roll, next drive he conceivably could come out and roll a bad snap on the first play.
    People tend to forget that even with super low probability of things happening it doesn't mean once in a blue moon it can't happen repeatedly. With the snap there wouldn't even be opponent interaction like a hit stick on a fumble so it just compounds the rage people will feel. Think of it like back to back bad drops on open passes, when this happens people scream the game is broke but in reality it CAN happen so when it does they look at it in a vacuum not in the realm of this sequence of events occurs hundreds of million times and your just experience a bad stretch.
    Long story short I don't see it coming anytime soon. We did talk through a system that did take user input into account (using jump snap as a trigger possibly) but it still seems a ways off before being considered.
    That's no longer an excuse with the 3 different modes. And it wouldn't be available in H2H or MUT since those are played on competitive. And they could give the user some input my adding a snap meter to kicks and punts. Poor snaps on offense should be limited to muffs and the occasional high/wide snap that the QB is able to quickly corral. Who's biggest impact would be throwing off timing. Also, Rex thankfully is no longer in charge. I just hope that this new guy isnt as much of a "Yes man" that Rex was and is able to implement what he wants without having to listen to the corporate heads...
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    roadman
    I doubt if the Competitive crowd would ever want bad snaps in the game, but I feel the Sim user vs cpu crowd wouldn't mind bad snaps every once in awhile based on ratings, weather, etc....
    Isn't that why the modes are separated in the first place?

    Or it just add a snap rating into the game that works like carrying does for snaps. It makes versitile OL matter and solves the longsnapper issue in one fell swoop
    Haze88
    Or it just add a snap rating into the game that works like carrying does for snaps. It makes versitile OL matter and solves the longsnapper issue in one fell swoop

    I love this idea. How a center snaps the ball should matter (just so long as the mechanics allow us to scoop up a botched snap and try and make something happen, a la Tony Romo vs. Rams).
    Godgers12
    That's no longer an excuse with the 3 different modes. And it wouldn't be available in H2H or MUT since those are played on competitive. And they could give the user some input my adding a snap meter to kicks and punts. Poor snaps on offense should be limited to muffs and the occasional high/wide snap that the QB is able to quickly corral. Who's biggest impact would be throwing off timing. Also, Rex thankfully is no longer in charge. I just hope that this new guy isnt as much of a "Yes man" that Rex was and is able to implement what he wants without having to listen to the corporate heads...
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    Couple things here, modes don't matter when it comes to people raging. I have seen plenty of self described "SIM" guys complain to Rex, Clint, ETC. about bad beats and bad dice rolls. Everyone is all for this stuff until they lose an important game to them on a bad beat. It's not a non starter, but I think the community has done a lot of this to itself by how completely unreasonable they can be at times when it comes to complaining.
    Second, the whole Rex comment shows you don't understand in general how business works. It's not about being a "yes man" insubordination is grounds for termination, you could possibly be held civilly liable for any perceived damages from going rogue. You don't just get to do what you want with a multi million dollar franchise and think you'll get away with it.
    i chose a defensive playbook that has formations in that i play the most, at the moment its the Ravens. i add other formations that i use situationally. in the base formations i sub depending on what i want the formation to do, one 3-4 for coverage, another stuff the run etc. i wouldnt want to use these depth chart positions in formations where i already have subs, but those where i cant sub in the formation.
    roadman
    I doubt if the Competitive crowd would ever want bad snaps in the game, but I feel the Sim user vs cpu crowd wouldn't mind bad snaps every once in awhile based on ratings, weather, etc....
    Isn't that why the modes are separated in the first place?

    Your correct Road.
    I also believe under Carlos that development for particular Gamestyles is going away and getting back to just building the game.
    Gamestyles simply pushes the dev team into corners vs just building a football game.
    At the end of the day, I want to have fun playing the game more than having an aspect replicated and it turns out to lesson my gameplay enjoyment for whatever reason.
    But you’re right.
    To call Rex a "Yes Man"(not even mentioning the profession realities that Verts talks about) is to be willfully obtuse about his behavior and actions while he was the Madden CD. This is a case of someone letting their anger about the game, cause them to make a nonsensical statement with no basis in reality.
    It's an anecdotal observation, but it's my opinion that at the end of the day even the majority of the sim User vs CPU crowd would ultimately be against the dice roll bad/fumble snaps in CFM. It's is kind of funny to me though that one could simultaneously call one's self a simulation player and complain about bad dice rolls.
    khaliib
    Your correct Road.
    I also believe under Carlos that development for particular Gamestyles is going away and getting back to just building the game.
    Gamestyles simply pushes the dev team into corners vs just building a football game.
    At the end of the day, I want to have fun playing the game more than having an aspect replicated and it turns out to lesson my gameplay enjoyment for whatever reason.
    But you’re right.

    We'll see, but gamestyles going away would be a big step back IMO. There are quite a few areas where competitive and sim wants are fundamentally incompatible. Thresholds and parameters for drops and inaccurate passes, injuries, fatigue... consolidating the game into one style again would, IMO end up with most of the player base being very unhappy about much of the gameplay.
    A game that came out in 2007 handle bad snaps great, I don’t understand why madden can’t do it too, but beyond that bad snaps should be lowest on the totem pole, Madden has a lot more to worry about
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    KoachYo
    Doesn't Belichick have to allow his image to be used? I don't think its EA's fault he's not in the game.

    I think I remember that it’s because him and a few other coaches weren’t in a coaches union or something like that so the nfl doesn’t own their rights but I could be wrong or off.
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    ASZEMPLE
    A game that came out in 2007 handle bad snaps great, I don’t understand why madden can’t do it too, but beyond that bad snaps should be lowest on the totem pole, Madden has a lot more to worry about
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    Its not that they cant, its that they dont want to. Theyve already said they dont want random things loke botched/bad snaps and weather effects bc it would piss off the online crowd to lose a game that way
    SolidSquid
    Its not that they cant, its that they dont want to. Theyve already said they dont want random things loke botched/bad snaps and weather effects bc it would piss off the online crowd to lose a game that way

    I was implying it can be done correctly, low snaps and high snaps really only affecting the timing of the play, not necessarily causing game changing outcomes, like in APF though snap over punters head does happen in that game I’ve seen it like 3 times in over 5000 games, but most bad snaps cause timing of the play to be off, especially with kicking FGs.
    With that said, fumbles and drops are essentially random dice rolls, should they remove those
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    YaBarber
    Mike will sam, line techniques, L & R CB or follow strong side... I wish lol

    There should be scheme settings for orientation because every team does it differently.
    Most teams orient tackles strong and weak but not all, and not in every front. The Vikings orient their safeties by boundry and open most of the time, but again, not always.
    There needs to be a really robust playbook system that allows control over all of this.
    SolidSquid
    Its not that they cant, its that they dont want to. Theyve already said they dont want random things loke botched/bad snaps and weather effects bc it would piss off the online crowd to lose a game that way

    Honestly, it would piss off the sim crowd, too. Sure, they want it. But do you think they would ever be happy with it? How often would it come up in the comeback code and scripted arguments?
    You know, how we begged for more dropped passes, only to have gamers complain that the drops were only happening to screw them out of wins in solo play. There are a lot of people here who claim to love sim sports. There are far fewer that actually do. And game companies have to live in the real world, where the same gamers begging for something will take clips to social media and blast the game as rigged when it actually happens to them.
    Godgers12
    Why would anyone want to put anyone other than the backup QB at holder? I dont know why teams do it in real life to be honest. It severely limits what you are capable of doing on fakes or bad snap situations....
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    Practice. Punters have a lot more time to dedicate to holding than do QBs. Offenses are too complicated today and practice time too limited for backup QBs to do both.
    JayhawkerStL
    Honestly, it would piss off the sim crowd, too. Sure, they want it. But do you think they would ever be happy with it? How often would it come up in the comeback code and scripted arguments?
    You know, how we begged for more dropped passes, only to have gamers complain that the drops were only happening to screw them out of wins in solo play. There are a lot of people here who claim to love sim sports. There are far fewer that actually do.

    Oh man did this post hit the nail on the head. The only people I ever interact with in this game are sim heads. I run a 32-man sim league and talk to multiple other commishes of 32-man sim leagues to get feedback on my sliders which are specifically designed to give the most NFL-like 32-man User v User gameplay. I get to see what happens in actual games, outside the forum posts, and I can tell you straight up, random chance pisses sim heads off as much as the competitive crowd. Even though random chance is a great way to handle simulation realities.
    Human beings in general, unless you work with probability on a regular basis, do an incredibly poor job intuiting what chance looks like. That's why you have so many folks who believe the game is "scripted"--they honestly believe this, despite the fact that it fails every basic logical test. Why? Maybe more than one reason, but I guarantee a big one is because when low % things happen, their brain tells them they shouldn't happen. And instantly forget all the many, many times that thing didn't happen.
    Sim heads like to throw the ball 15+ yds downfield two/three/five times as often as an NFL QB would, leading to more INTs, leading to complaints about why does the game have such an unrealistic amount of INTs? Sim heads don't pay close attention to potential blitzers like an NFL QB, leading to sacks, leading to complaints about why did terrible Madden break the pass rush? Sim heads don't realize they're doing this, but they do it and it's pretty common, because sim heads are still human beings. And none of us are Tom Brady, so when unrealistic results happen, people often blame the game.
    I do not like the penalties on Sim mode. But it isn't really about when they are called that bothers me. It is the delay in the game as the penalty process is being concluded.
    Besides the delay in game play, I also dislike the close up views on the ref. Generally speaking, I do not like any zoom replays or cut screens. I prefer to have a wider view of the action to get more of a spacial awareness of all that is going on. I understand during a televised game, the camera zooms in on the ref making the call, but in the virtual world, for me, it is just too close.
    Ultimately, the delay in game play is what bothers me most about penalties and replays. I am not really looking forward to team celebrations. I assume that they will be zoomed in scripts, which will be just another cut screen to skip through.
    It is sort of funny to have all these cut screens on zoom, but yet, when it comes to kicking field goals and punts, the teams magically appear. Play substitutions magically appear too. What I am pointing out here is, the really important stuff is omitted here, while there are a bunch of cut screens which could be removed or incorporated better within the atmosphere of the game and motion of play.
    its been 6 years since we have been about to put long snappers at the actual long snapper position in CFM. (you were able to do this though back on PS2 and PS2 days!! with good old franchise mode) you can actually do this in play now ONLY now we have to spend an entire hour making all 32 Long Snappers a C or G so they can be put on the LS position. I have no idea why EA have not fixed this in 6 years.
    and the way they screw up all your rosters when you start a CFM drives me crazy it creates more hours of work again getting depth charts correct for all 32 teams. after you spend 30 mins actually being able to start a 32 team franchise!
    also if you just leave it as it is all the CPU does is release your 4th TE which is your long snapper and they vanish from free agents never to be seen again.
    I don't know why EA have never fixed this I guess Long snapper is a 'who cares' thing and 'ultimate team' in other words 'fantasy football' is where the $$$ and people play apparently.
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