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Madden NFL 19 Patch 1.16 Available, Improvements to Defensive AI Play Calling, Cover 3 Logic & More - Patch Notes Here

Madden NFL 19

Madden NFL 19 Patch 1.16 Available, Improvements to Defensive AI Play Calling, Cover 3 Logic & More - Patch Notes Here

Madden NFL 19 game update 1.16 has arrived, bringing with it improvements to the defensive AI play calling, cover 3 logic, Ice the Kicker improvements, the return of the Franchise player-lock camera, added play-a-friend to MUT Squads and much more.

Check out the patch notes below and let us know what you’re seeing.

Gameplay

  • Additional Cover 3 logic
  • Ice the Kicker improvements
  • Defensive AI play calling update

Franchise

  • Return of the Franchise Player-lock Camera

Madden Ultimate Team

  • Added Play-a-Friend to MUT Squads via password matchmaking
  • General stability improvements
  • Re-implemented previous version of Franchise Player-lock Camera
    • DEV NOTE: Due to community feedback about difficulties seeing the backfield action as a defensive player with the MUT Squads camera, we have reverted back to the legacy player-lock camera that views the field from the defensive perspective for Franchise mode and player-lock.
  • Addressed a save file crash
  • Fixed an issue where some players were missing Career Stats data
  • Addressed an issue where Supersim could become stuck after a CPU player timeout
  • Addressed an issue with mouse selection not functioning throughout the Customize Your Season flow, after continuing from a Play Now game
Playbooks
  • Updated defensive play call AI for CPU-controlled teams
    • DEV NOTE: AI-defensive play calling will now more closely match the tendencies each NFL team has shown over the course of the season up to this point.
  • Addressed an issue causing defenders to sometimes line up offsides during no-huddle offense
Tuning
  • Increased fumble chance when hit with a Hit Stick tackle during a steerable spin ball carrier move – this applies to all Game Styles and difficulty levels
  • Fixed an issue causing a fumble when the QB would break a sack during the throw animation – the ball will now be released and will result in an incomplete pass
Special Teams
  • Added logic for Ice the Kicker so that when the kicker is iced by the opponent, the iced state will remain intact for the remainder of that drive
    • DEV NOTE: This is an improvement to the Ice the Kicker logic to prevent the offense from running a wasted play or calling a timeout of their own to remove the iced state and does so by simulating the assumption that continuing to run a kicker on and off the field multiple times before a critical kick would in and of itself put him in a pressure-kick state.
  • Added logic for Field Goal blocks to prevent players from spamming the Off the Line mechanic on RT/R2 to achieve a perfect jump on the snap; mistiming the button press will result in an early jump animation, a stamina penalty to that player, and possibly an offsides penalty – this new logic applies to all Game Styles and difficulty levels
Pass Coverage
  • Fixed an issue with Cover 3 Match where the outside third defender didn’t always convert to man coverage against certain vertical routes
  • Added logic for Cover 3 Match to prevent the Hook-Curl defender from converting to man coverage on receivers running short crossing routes
  • Added logic for Cover 3 Match for the Seam Flat defender to search for and quickly match routes going to the flats after the Hook-Curl defender avoids matching
  • Added logic for the Seam Flat defender in Cover 3 to match wheel routes
  • Tuned Cover 3 Match to speed up the reaction of the Hook-Curl defender when the #3 receiver to his side runs a route to the flat underneath two vertical routes
  • Fixed an issue in Cover 4 Quarters to properly cover the inside-most receiver vs. Hail Mary Trio
Blocking
  • Addressed an issue that would sometimes cause an RB hot routed to pass block on play-action plays to run past the line of scrimmage before entering his pass block assignment
  • Fixed an incorrect button prompt for the Open-field celebration mechanic in Skills Trainer
  • Added the ability to play Squads vs. Friends
    • DEV NOTE: Squads Play-a-Friend is a new tile on the Squads hub. You first choose if you want to play in a 2v2 or 3v3 game. A team of two cannot match up against a team of three. Once you select the event, the party leader will be prompted to enter a password when they ready-up. Coordinate with your opponents and have them use the same password. Once you begin matchmaking, you will only match against another team using the same password. 
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  1. Would really like them to address FA logic by the CPU. Several CFM's I have seen the Rams sign Le'veon Bell.
    I'm also still seeing way too many injuries to the running back position. Saw 3 star running backs knocked out in week one of the regular season just recently. I counted 15 running back injuries total going into week 2 of my regular season.
    JayD
    Would really like them to address FA logic by the CPU. Several CFM's I have seen the Rams sign Le'veon Bell.
    I'm also still seeing way too many injuries to the running back position. Saw 3 star running backs knocked out in week one of the regular season just recently. I counted 15 running back injuries total going into week 2 of my regular season.

    I keep 5 active running backs and always have at least one the practice squad, due to the high rate of running back injuries. As of right now my top two backs are out for 4weeks each and my big bruiser for short yardage is out for8 weeks.
    This has been this way since the August release. That’s when my first year franchise team actually had no available running backs in a game, due to injuries I Had to use my fullback to finish a game.
    Franchise Updates
    "Fixed an issue where some players were missing Career Stats data"
    OMG! OMG! .... please let this be "team played for" when viewing a players stats in Franchise Mode.
    When you look at player stats in the main menu, after just booing up the game, you can see the team a player has played for throughout their career. When you look at that same stats page within CFM, suddenly team played for disappears Normal 0 false false false EN-US X-NONE X-NONE . It has driven me nuts for years.
    IcedCoffee1983
    Franchise Updates
    "Fixed an issue where some players were missing Career Stats data"
    OMG! OMG! .... please let this be "team played for" when viewing a players stats in Franchise Mode.
    When you look at player stats in the main menu, after just booing up the game, you can see the team a player has played for throughout their career. When you look at that same stats page within CFM, suddenly team played for disappears Normal 0 false false false EN-US X-NONE X-NONE . It has driven me nuts for years.
    Omg, could you check for this. I cant get to ps4 right now. I have been waiting years for this fix. Lol
    Sent from my SM-G935P using Tapatalk
    PhillyPhanatic14
    "AI-defensive play calling will now more closely match the tendencies each NFL team has shown over the course of the season up to this point."
    Wow! That is HUGE.

    Sounds good but how is it executed
    PhillyPhanatic14
    "AI-defensive play calling will now more closely match the tendencies each NFL team has shown over the course of the season up to this point."
    Wow! That is HUGE.

    DaReal Milticket
    Sounds good but how is it executed

    Exactly, for a game that STILL doesn't let the D-Line do something as simple as stunting, sorry, I'm not buying it. At all.
    JayD
    Would really like them to address FA logic by the CPU. Several CFM's I have seen the Rams sign Le'veon Bell.

    I'm also still seeing way too many injuries to the running back position. Saw 3 star running backs knocked out in week one of the regular season just recently. I counted 15 running back injuries total going into week 2 of my regular season.

    What's wrong with that, they were probably just looking for a dependable back up for Todd Gurley lol. I know it's aggravating, in almost every CFM I have played or simmed for testing the Rams always at least make hard run at Bell. Luckily in mine someone more believable usually ends up outbidding them, most recently I had the Seahawks outbid the Rams for him.
    The FA logic really needs some tuning, every franchise I run the Bills and the Cardinals sign a QB to start over Josh Allen and Josh Rosen. It's annoying and there's no way these teams would give up on these young QBs after only one year because they spent high first round picks on them. They should implement some logic in the game where a team will stick with a QB drafted that early for at least 2 years before drafting or signing someone else. Not FA logic related but the 49ers also almost always draft a QB in the first round during the first offseason of a franchise.
    IcedCoffee1983
    Franchise Updates
    "Fixed an issue where some players were missing Career Stats data"
    OMG! OMG! .... please let this be "team played for" when viewing a players stats in Franchise Mode.
    When you look at player stats in the main menu, after just booting up the game, you can see the team a player has played for throughout their career. When you look at that same stats page within CFM, suddenly team played for disappears. It has driven me nuts for years.

    tyler28
    Omg, could you check for this. I cant get to ps4 right now. I have been waiting years for this fix. Lol

    Hah, I wish I could, I'm stuck at work until pretty late this evening.
    To be honest, I doubt that is what it means. It's too good to be true, lol.
    IcedCoffee1983
    Franchise Updates
    "Fixed an issue where some players were missing Career Stats data"
    OMG! OMG! .... please let this be "team played for" when viewing a players stats in Franchise Mode.
    When you look at player stats in the main menu, after just booing up the game, you can see the team a player has played for throughout their career. When you look at that same stats page within CFM, suddenly team played for disappears Normal 0 false false false EN-US X-NONE X-NONE . It has driven me nuts for years.

    Unfortunately it doesn't fix this issue, I just logged in to one of my CFMs and it still doesn't show team played from when you look at their career stats in their player card.
    Shosum13
    Unfortunately it doesn't fix this issue, I just logged in to one of my CFMs and it still doesn't show team played from when you look at their career stats in their player card.

    Damn :/
    Thanks for checking though!
    Even though some things aren't fixed, yet, I need to acknowledge the effort to getting some things fixed.
    That camera lock will be a big one for A & S and Sky, man.
    I'm tired of my QB in a throwing motion being tackled is an automatic fumble, I'm glad that is fixed.
    And glad they are tightening up Cover 3.
    And even though no one here cares about MUT, the MUT folks will be happy that squads are now in.
    roadman

    I'm tired of my QB in a throwing motion being tackles is an automatic fumble, I'm glad that is fixed.

    Ugh, so. many. fumbles.
    I hope that is what they were meaning, but it says when the QB breaks a tackle, which I don't think is what we're seeing. So that fix may not help in our cases. I hope I'm wrong, though.
    mnAD28
    Ugh, so. many. fumbles.
    I hope that is what they were meaning, but it says when the QB breaks a tackle, which I don't think is what we're seeing. So that fix may not help in our cases. I hope I'm wrong, though.

    Actually, the wording is breaking a sack.
    Fixed an issue causing a fumble when the QB would break a sack during the throw animation – the ball will now be released and will result in an incomplete pass
    roadman
    Even though some things aren't fixed, yet, I need to acknowledge the effort to getting some things fixed.
    That camera lock will be a big one for A & S and Sky, man.
    I'm tired of my QB in a throwing motion being tackles is an automatic fumble, I'm glad that is fixed.
    And glad they are tightening up Cover 3.
    And even though no one here cares about MUT, the MUT folks will be happy that squads are now in.

    Yep i appreciate the effort but still has a ways to go. Gameplay is #1 but still steams me that relocation is messed up. I just happened to move to the places where it is messed up lol.
    I did not like that in my 3rd season in SD when at home my helmets now turn into the Tampa Bay Bucs :y220d:
    I see people post stats as well about the stretch play going for big yards every time. Im not getting that and wonder what setting these guys are on. And the guy that said he plays 4 minute quarters but is setting passing TD records and sack records. How do you do that on 4 minute QTRs in year 2026?
    So happy about this patch. Especially finally being able to play a CB CFM w/ my defensive perspective camera.
    Sent from my iPhone using Tapatalk
    roadman
    Actually, the wording is breaking a sack.
    Fixed an issue causing a fumble when the QB would break a sack during the throw animation – the ball will now be released and will result in an incomplete pass

    I hope you're right, as Brees has fumbles about 3 times a game and my lineman just can't seem to recover those damn fumbles. Let's fall down NEXT to the ball, but wait 8 seconds so the defense can pick it up instead...
    mnAD28
    I hope you're right, as Brees has fumbles about 3 times a game and my lineman just can't seem to recover those damn fumbles. Let's fall down NEXT to the ball, but wait 8 seconds so the defense can pick it up instead...

    No more need to hoping.
    It works as worded and advertised.
    Incomplete pass or a sack, just played a half in my cfm.
    How do access the defensive camera lock?
    roadman
    No more need to hoping.
    It works as worded and advertised.
    Incomplete pass or a sack, just played a half in my cfm.
    How do access the camera lock?

    Awesome, glad to hear it!
    This sack fix for me is excellent. I hate that if i turn the fumble slider down to get more fumbles all it was doing was increasing the number of fumbles on sacks while my running backs still almost never fumbled.
    Now I can go much lower to increase fumbles since, at least for me, I'll go 3-4 games without a fumble at all.
    IN 2017 only 9 teams averaged less than 1 a game. Most average between 1-2 and the Raiders were the only team to average over 2 a game. So I don't mind having some games with no fumbles but for fun I'd rather be a little bit to the higher side most games.
    Holy **** they brought back the defensive Player-Lock camera!!!
    Roadman, I'll let it slide that I didn't make the cut in your post referring to this, lol.
    Shosum13
    What's wrong with that, they were probably just looking for a dependable back up for Todd Gurley lol. I know it's aggravating, in almost every CFM I have played or simmed for testing the Rams always at least make hard run at Bell. Luckily in mine someone more believable usually ends up outbidding them, most recently I had the Seahawks outbid the Rams for him.
    The FA logic really needs some tuning, every franchise I run the Bills and the Cardinals sign a QB to start over Josh Allen and Josh Rosen. It's annoying and there's no way these teams would give up on these young QBs after only one year because they spent high first round picks on them. They should implement some logic in the game where a team will stick with a QB drafted that early for at least 2 years before drafting or signing someone else. Not FA logic related but the 49ers also almost always draft a QB in the first round during the first offseason of a franchise.

    Bell would not sign with a team that already has their franchise running back.
    engrishbwudd
    Sounds like they're addressing a ton of pass coverage stuff, so I'm happy.

    Some of it's ok, but some of it is busted zone logic coded right into the game. The seam flat should not take the wheel route when playing C3 Match, the outside third should take him, since he's the outer most receiver to his side. The seam flat should carry the post until he can be passed off to the middle third, and then he should go looking for work.
    This is to prevent getting rubbed on the switch release which is going to happen otherwise especially if you play your DBs close to the receivers (not necessarily press).
    Any play with a post wheel concept is a potential back breaker against the AI because all 3 deep zone blitzes use this coverage logic, so if they don't get home of of those two routes will be wide open down the field.
    The QB fumble fix is a good one. It never bothered me when it happened to my team, because if I fumble the ball because I don't get it out on-time, that's on me. But it was killing me that it was happening to the CPU too often and it made it easier for the user to win (and winning is not as much fun).
    DJ
    Holy **** they brought back the defensive Player-Lock camera!!!
    Roadman, I'll let it slide that I didn't make the cut in your post referring to this, lol.

    Sometimes, DJ, with increased age, wisdom doesn't follow.lol
    Are players still walking through each other's bodies when breaking the huddle on offense, mainly the Hb walking though the QB during certain formations? I won't touch this game until they fix this immersion killer.  
    EA a simple solution would be to add collision detection & contextual awareness pre snap like you do for post play.... What gives?
    JKSportsGamer1984
    Are players still walking through each other's bodies when breaking the huddle on offense, mainly the Hb walking though the QB during certain formations? I won't touch this game until they fix this immersion killer.**
    EA a simple solution would be to add collision detection & contextual awareness pre snap like you do for post play.... What gives?

    Didn't see it in the notes and quite frankly, I barely notice playing the game.
    Damn, sometimes I dislike finding stuff out about the game that I don't notice during the game. Now, I'll be watching out for it. lolz.
    I will say I did notice the clunkyness post play about a few title updates prior to this one, players stumbling over on the ground bodies, but that had been much better.
    roadman
    How do access the defensive camera lock?

    In the past you used R3 or L3.. can't remember which but I know it was one of them
    This proves EA can adjust cameras in a patch, so wish they would add a user defined camera or at least adjust the current cameras. zoomed is too close, wide is to far and flat.
    Herschie
    Can we get the option to turn off icing the kicker? It's more annoying than that fight-for-the-fumble feature they had a few years ago.

    I don't like the icing either. Only because they take the accuracy area away which makes it hard to make if its in the 40+ yard range. I dont mind making it harder but near impossible is stupid. The accuracy window for 40+ is small.
    I wonder if they update the app stats too when these releases come out? There's a bug  in the stats the app/server sends where injured players show 0 weeks for the injury length and other times it shows players injured who aren't. 
    2K ONLINE FRANCHISE : http://2kolf.com
    I played a couple games on JoshC All Pro to see if coverage was improved with the patch. Can’t say I noticed much improvement. The Post Wheel concept is still a money play. The predictability of outcomes from pre-snap reads remains. I rarely had to move to a third option in the progression post snap or have to take off and run as the QB due to tight coverage. This just has me so frustrated. The game looks great, bugs that have irritated me for years have been addressed and there is nothing fundamentally broken with the game. I can only hope slider adjustments will be more effective at tightening the coverage than they were on the prior patch.
    Spent a good couple hours in slider mode on this.
    Pass coverage is virtually the same, but zone coverage is just slightly better. The issue is the reactions are just as poor on curl routes or if the receiver is just sitting there. The defenders don't turn around. They also have a tendency to freeze, allowing the receiver to run their route easily.
    Threshold choice is going to make a significant difference this go around.
    DaReal Milticket
    Sounds good but how is it executed

    Well I guess you could download the patch (if you have the game) to see how it works but I suspect that is not the goal of this and similar comments.
    roadman
    Even though some things aren't fixed, yet, I need to acknowledge the effort to getting some things fixed.
    That camera lock will be a big one for A & S and Sky, man.
    I'm tired of my QB in a throwing motion being tackled is an automatic fumble, I'm glad that is fixed.
    And glad they are tightening up Cover 3.
    And even though no one here cares about MUT, the MUT folks will be happy that squads are now in.

    I agree about the quarterback fumbling issue although Dak Prescott fumbles a lot in real life, so maybe it was accurate.
    JKSportsGamer1984
    Are players still walking through each other's bodies when breaking the huddle on offense, mainly the Hb walking though the QB during certain formations? I won't touch this game until they fix this immersion killer.**
    EA a simple solution would be to add collision detection & contextual awareness pre snap like you do for post play.... What gives?

    Haven't seen this happen one time.
    Eddie1967
    Well I guess you could download the patch (if you have the game) to see how it works but I suspect that is not the goal of this and similar comments.

    Thanks for the insight.
    They need to fix the free agent and draft logic. Bell signs with the rams almost every cfm I do. The 49ers draft qb's left and right and the giants never draft or sign one. Those are just a few examples
    Matt10
    Spent a good couple hours in slider mode on this.
    Pass coverage is virtually the same, but zone coverage is just slightly better. The issue is the reactions are just as poor on curl routes or if the receiver is just sitting there. The defenders don't turn around. They also have a tendency to freeze, allowing the receiver to run their route easily.
    Threshold choice is going to make a significant difference this go around.

    I am seeing zone coverage improved regarding cover 3 match, but it is still not 100%. The seam flat to the side of the deep safety still bails to flat rather quickly, while the hook zone doesn't pick up receiver properly. This leaves quite a window before the safety is able to pick him up. However, it appears that playing straight cover 3 works quite a bit better.
    DB's are definitely still freezing at times in man coverage, both in practice mode and CFM. Attempting to play under or inside leverages will dramatically increase the frequency of this. The only way I found to play man somewhat effectively is to shade outside as this mitigates the "freeze".. Disappointing that the strategy of using different leverage techniques cannot be implemented as I'd like.
    Overall, after all the patches and tuning update, the gameplay is far superior to what I experienced OOTB, with CPU running game improvements resulting from tempered RPM, smoother animations and much less warping and jet-pack acceleration boosts and suction tackling.
    I played with the patch and really liked what I saw. The play calling fixes seem legit, and it's huge that they're actually updating the game to have play calls mirror real-life tendencies. They deserve major credit for caring at that level and for following through on an in-season update to play call logic. As an offline guy, this is everything to me.
    I wasn't a fan of post-tuner coverage, but things seem better now with the patch.
    The hitch in MCV absolutely must be addressed. If they can get that in, I'll be super happy.
    On the whole, though, I'm very happy with post-launch title updates this year. None has busted the game for me and each has improved my experience as a solo, offline CFM guy.
    Matt10
    Was there another patch drop on PC? Downloaded a 650mb or so patch just now.
    Sent from my Moto Z (2) using Tapatalk

    Must have been, I'm downloading now too. Can't find any news on it anywhere though.
    joosegoose
    Must have been, I'm downloading now too. Can't find any news on it anywhere though.
    Great. Thanks for confirming as well.
    Sent from my Moto Z (2) using Tapatalk
    A lot if these injuries are like real life NFL injuries, secondly, all you would need to do to fix is to lower the frequency of the injuries slider. These are easy fixes that we as games should know how to do by now. If you still getting injuries it's due to how you are playing and not the game. Fix the fatigue setting so they dont play tired and get hurt, or sub guys out more when they just busted a long play.
    My PS4 downloaded Madden 19 version 1.17 this morning when I fired up my PS4. Anyone else get the same thing?
    Sent from my iPad using Operation Sports
    Gotta ask since it seems many of these sliders work backwords:
    So to sub out a RB more often, we slide the slider up? I have it at 85 and it don't seem to help. I have fatique at 50.
    Rayzaa
    Gotta ask since it seems many of these sliders work backwords:
    So to sub out a RB more often, we slide the slider up? I have it at 85 and it don't seem to help. I have fatique at 50.

    Correct, if you want your rb to sub in more I would set it in the high 90's for more of a rotation.
    Further update:
    After another game in CFM, the stuff I liked about the patch initially is still looking great. I've also gotten better play out of MCV in the second game. The stuttering seems most egregious on passes to the back of the endzone. That still needs work, but MCV in general was more reliable, and the play-calling on both sides is the best I've seen it in a Madden game without custom playbooks.
    The additional thing for me is that AP is now viable again for the first time in 2.5 years for me. I'm running a pure default + penalties adjustments beta from King and I'm 1-1. I lost 12-9 vs. LAR and won 24-17 vs. DEN, and that DEN game was very nearly a loss.
    I'm shocked to say this, but the recent lack of intelligence shown by the CPU on AP that has rendered AP a non-starter for me appears to have been taken care of somehow.
    The animations and stats I'm getting are fantastic, and I'm able to compete for the W as hard as I do on AM without guaranteeing a W. That hasn't been true on AP for as long as I can remember.
    For those considering level switches or who have made their peace with AM for the sake of competitiveness, I'd suggest giving AP another look. King will probably post the beta in the blog in short order, so you might check there or you might do your own thing. But I found this to be great and pretty surprising news that others might benefit from.
    I am very, very happy with where this game is at, and I'm also very impressed with A. White and whoever else was involved in pushing the play call update stuff forward. I wanna send that team a Christmas card, lol.
    Trojan Man
    Further update:
    After another game in CFM, the stuff I liked about the patch initially is still looking great. I've also gotten better play out of MCV in the second game. The stuttering seems most egregious on passes to the back of the endzone. That still needs work, but MCV in general was more reliable, and the play-calling on both sides is the best I've seen it in a Madden game without custom playbooks.
    The additional thing for me is that AP is now viable again for the first time in 2.5 years for me. I'm running a pure default + penalties adjustments beta from King and I'm 1-1. I lost 12-9 vs. LAR and won 24-17 vs. DEN, and that DEN game was very nearly a loss.
    I'm shocked to say this, but the recent lack of intelligence shown by the CPU on AP that has rendered AP a non-starter for me appears to have been taken care of somehow.
    The animations and stats I'm getting are fantastic, and I'm able to compete for the W as hard as I do on AM without guaranteeing a W. That hasn't been true on AP for as long as I can remember.
    For those considering level switches or who have made their peace with AM for the sake of competitiveness, I'd suggest giving AP another look. King will probably post the beta in the blog in short order, so you might check there or you might do your own thing. But I found this to be great and pretty surprising news that others might benefit from.
    I am very, very happy with where this game is at, and I'm also very impressed with A. White and whoever else was involved in pushing the play call update stuff forward. I wanna send that team a Christmas card, lol.

    What sliders are you using when on AP again I’m interested in seeing how they play?
    Sent from my iPhone using Operation Sports
    The kicker icing is now automatic near the end of a half or game. Tried 3 FGs today and two were blocked, one of those blocks was after an icing with the horrible view and the accuracy being hidden.
    I don't know if blocked kicks are more random now after the 1.17 update or if this was a coincidence.
    Needlesss to say I lost the game.
    Well done again on the patching EA. Madden 19 is already one of my favorite console football games I've ever played. Every game has been different and like something I'd watch on a Sunday, Monday or Thursday night. No two games feel alike. I've won big, lost big, won nail biters, lost nail biters, came back from 21 point deficits and have given up 21 point leads. With each patch, the game has improved and I applaud EA for their efforts.
    Played a season and a half on my Xbox One/HDTV and last night I received an early Christmas present (ok I guess a family present, HA).. an Xbox One X and 55" LG SK9000 4K HDR TV.
    I wanted to sit back and just watch the game, the colors popped and the game was beautiful. We played the Saints and their uniforms with the gold numbers just looked perfect. Now I'm wanting to play more to see more stadium/lighting differences. Can't wait to play at home in State Farm stadium.
    Trojan Man
    Further update:
    After another game in CFM, the stuff I liked about the patch initially is still looking great. I've also gotten better play out of MCV in the second game. The stuttering seems most egregious on passes to the back of the endzone. That still needs work, but MCV in general was more reliable, and the play-calling on both sides is the best I've seen it in a Madden game without custom playbooks.
    The additional thing for me is that AP is now viable again for the first time in 2.5 years for me. I'm running a pure default + penalties adjustments beta from King and I'm 1-1. I lost 12-9 vs. LAR and won 24-17 vs. DEN, and that DEN game was very nearly a loss.
    I'm shocked to say this, but the recent lack of intelligence shown by the CPU on AP that has rendered AP a non-starter for me appears to have been taken care of somehow.
    The animations and stats I'm getting are fantastic, and I'm able to compete for the W as hard as I do on AM without guaranteeing a W. That hasn't been true on AP for as long as I can remember.
    For those considering level switches or who have made their peace with AM for the sake of competitiveness, I'd suggest giving AP another look. King will probably post the beta in the blog in short order, so you might check there or you might do your own thing. But I found this to be great and pretty surprising news that others might benefit from.
    I am very, very happy with where this game is at, and I'm also very impressed with A. White and whoever else was involved in pushing the play call update stuff forward. I wanna send that team a Christmas card, lol.

    I agree with All Pro assessment TM. When Madden 19 first released, All Pro was a challenge, but it was mostly at the expense of suction tackles in the open field, impossible warp-thru DB pass deflections and also stunk to high heavens of the feel of predetermined outcomes. After a few patches, these glaring issues were well cleaned up but, it came at the expense of All Pro being a cakewalk, even with sliders. While the game had needed to be "loosened up" a bit, it was overdone for my liking.
    Since this last patch and playcall update dropped, it feels more like the difficulty level originally experienced OOTB, without the problems. For instance, I played a game in the pouring rain, lost and only scored 3 points. I just beat the Saints at home, but threw 2 picks and I previously hadn't thrown one in 4 games straight. I had to fight for every yard and almost every play felt like a grind.
    The CPU is calling very sticky man coverage more often and zone defenders are hanging on to their assignments just a bit longer. My own man coverage is again usable, but I must play outside leverage or my DB's still freeze, hitch or jog at times. Again, underneath or inside leverage increases the chances that this will occur.
    The one negative I'm seeing is that the CPU seems to have the perfect defense called against whatever it is I'm going to run. I'm wondering since I install a gameplan and call plays in that manner, if I'm tipping my hand. Having said that, I'd rather it be this way, as opposed to seeing the CPU play very loose coverage with unrealistic situational play calling.
    It's more enjoyable for me to play the game, not sure if I'll win or lose, rather than knowing that as long as I don't make egregious mistakes, that I'll win fairly easily. With my user-skill only defeated sliders, All Pro is playing very much like M12 did on All Madden, which was the experience I was looking for.
    Edge, after holding Gurley to 100 YDS but 3.5 YPC in my first game, I was worried about the run on AP, but since that game, I've been gashed by MIA, and I even found that Hyde from CLE ran with excellent vision and power. I was quite pleased.
    When I tried AP earlier in the cycle, the CPU couldn't run at all, which was the death knell of AP for me. I'm very happy the run game is there now!
    Trojan Man
    Edge, after holding Gurley to 100 YDS but 3.5 YPC in my first game, I was worried about the run on AP, but since that game, I've been gashed by MIA, and I even found that Hyde from CLE ran with excellent vision and power. I was quite pleased.
    When I tried AP earlier in the cycle, the CPU couldn't run at all, which was the death knell of AP for me. I'm very happy the run game is there now!

    Same experience here. I have user tackling at 35 so I need to mind my gaps, stay on my toes and line up my hits on the ballcarrier. I like that I really have to now make adjustments to slow down the running game, whereas before it wasn't even a thought.
    Trojan Man
    Edge, after holding Gurley to 100 YDS but 3.5 YPC in my first game, I was worried about the run on AP, but since that game, I've been gashed by MIA, and I even found that Hyde from CLE ran with excellent vision and power. I was quite pleased.
    When I tried AP earlier in the cycle, the CPU couldn't run at all, which was the death knell of AP for me. I'm very happy the run game is there now!

    TM, are you still on default AP with adjusted penalty sliders?
    DJ
    TM, are you still on default AP with adjusted penalty sliders?

    I am, courtesy of King, who should have a blog post up in the near term.
    It's insanely good. I just finished a game vs. LAC in which I had to use every bullet I had and get lucky to pull out a 3-point win (I decided to keep Cooper and Mack in my franchise).
    I'm stunned at how engrossing the game play is currently, especially on AP. I'm seeing everything I want to see from the game, and for the first time in years, I'm getting amazing games from the CPU without the use of custom playbooks.
    I am doing two things to mitigate against the lone issue I have with AP for certain QB types, which is their tendency to take a couple more sacks per game than is necessary.
    Following Sabo's lead, I'm editing any QB with 75 BCV or greater to "Scrambling" QB Type and any QB with 75 BCV or less to "Balanced" QB Type. I'm also putting Throws Ball Away to "Yes" for all QBs. That means no "Pocket" types and no "No" Throws Ball Away types.
    These changes have brought sacks down dramatically. I got to rivers just 2x in 40 attempts in my last game, though I did get multiple pressures.
    Other than that, it's default game play sliders + adjusted penalties, and that's it.
    Trojan Man
    I am, courtesy of King, who should have a blog post up in the near term.
    It's insanely good. I just finished a game vs. LAC in which I had to use every bullet I had and get lucky to pull out a 3-point win (I decided to keep Cooper and Mack in my franchise).
    I'm stunned at how engrossing the game play is currently, especially on AP. I'm seeing everything I want to see from the game, and for the first time in years, I'm getting amazing games from the CPU without the use of custom playbooks.
    I am doing two things to mitigate against the lone issue I have with AP for certain QB types, which is their tendency to take a couple more sacks per game than is necessary.
    Following Sabo's lead, I'm editing any QB with 75 BCV or greater to "Scrambling" QB Type and any QB with 75 BCV or less to "Balanced" QB Type. I'm also putting Throws Ball Away to "Yes" for all QBs. That means no "Pocket" types and no "No" Throws Ball Away types.
    These changes have brought sacks down dramatically. I got to rivers just 2x in 40 attempts in my last game, though I did get multiple pressures.
    Other than that, it's default game play sliders + adjusted penalties, and that's it.

    Awesome to hear Trojan! Over the weekend I have constructed an All Pro PC mod were I proabably made up towards 75 changes & counting under the hood on All Pro while leaving gameplay & penalty sliders set to default. Your past post were the driving force behind me coming up with a mod. Basically an in between All Pro & AM. I'll incorporate Sabo Qbs settings as well
    Cheers to you my friend!
    Trojan Man
    I am, courtesy of King, who should have a blog post up in the near term.
    It's insanely good. I just finished a game vs. LAC in which I had to use every bullet I had and get lucky to pull out a 3-point win (I decided to keep Cooper and Mack in my franchise).
    I'm stunned at how engrossing the game play is currently, especially on AP. I'm seeing everything I want to see from the game, and for the first time in years, I'm getting amazing games from the CPU without the use of custom playbooks.
    I am doing two things to mitigate against the lone issue I have with AP for certain QB types, which is their tendency to take a couple more sacks per game than is necessary.
    Following Sabo's lead, I'm editing any QB with 75 BCV or greater to "Scrambling" QB Type and any QB with 75 BCV or less to "Balanced" QB Type. I'm also putting Throws Ball Away to "Yes" for all QBs. That means no "Pocket" types and no "No" Throws Ball Away types.
    These changes have brought sacks down dramatically. I got to rivers just 2x in 40 attempts in my last game, though I did get multiple pressures.
    Other than that, it's default game play sliders + adjusted penalties, and that's it.

    Is the playcalling improved on both offense and defense? The patch notes only listed defense (unless I just misread it)so I have still been using custom playbooks.
    Also the 4 games I have had time to play have been nailbiters, the past few patches are fantastic.
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