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What We Learned About the New QB Throwing Styles in Madden 20

Madden NFL 20

What We Learned About the New QB Throwing Styles in Madden 20

We are roughly one month away from the early release of Madden 20, which means lots of news details, and videos will begin to emerge. EA released a blog breaking down the new changes that have been made to the quarterback position. The news that was released included different throwing stances, passing motions and overall changes to throwing styles.

So let’s take a look what we learned from EA’s Madden 20 blog on throwing styles.

What We Like

  • EA took the time to make some of the league’s top quarterbacks stand out from the crowd. And this was evident when playing the beta with guys like Patrick Mahomes, Drew Brees and Tom Brady. These QBs have their signature stances, throwing motions and release points — among other traits. Now the elite playmakers will feel like their real-life counterparts. EA is nailing this so far so we just hope more players at other positions get similar treatment in the future.
  • There were significant changes made surrounding depth of throws. Furthermore, the way they altered the QB’s release point is fascinating. In the past, a throw 50 yards downfield would still fly out of the QB’s hand the same way a short crossing route would. Not this year. The football acts differently based on three different depth points in Madden 20. Those depth points are short/medium, deep and Hail Mary. If it’s a deep pass, the QB will need to wind up his arm, taking longer to release the football.
  • Equally as interesting is how they made things more difficult based on where the throw is located. For instance, if a QB is throwing over the middle, he won’t have to move his body, which means the ball will come out quicker. The same is true if he were to have to move his body for a ball thrown to one of the hashes, for example. EA mentioned that for a right-handed QB throwing to the left would be the most difficult, and vice versa for left-handed QBs. This is the type of realism Madden has lacked over the last several years.

What We Do Not Like

  • For as much time and effort as the EA team put into some of the game’s top quarterbacks, it would have been nice to see it done to a vast majority of the starters. Additionally, when compared to how much time is spent capturing the realism of the pitching/batting stances in MLB The Show or the signature shooting motions in NBA 2K, it falls flat. This is the only NFL game on the market. It would be nice to see a little bit more time spent on these aspects.
  • EA took the time to make three different tiers for quarterbacks and their quick releases. Aaron Rodgers will be the fastest and Nick Foles will be the slowest “due to his slower throwing motion.” There will be a middle “superstar tier” that will be for the remaining starting QBs. Lastly, there is a generic tier that will contain the remaining QBs. This is a fair way to do things if you can’t get all the QBs, but I would have liked to see these tiers spread out a bit more. Along those same lines, the overall standardizing of the system could make quarterbacks feel too much of the same.

Conclusion

Some people may or may not even notice the differences to some of these adjustments. But for the longtime Madden fan, this is the type of realism we all want to see more of moving forward.

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  1. Gameplay feel great, smooth and fluid with superstar x factor abilities. Franchise Mode is still crap and still exactly same from 18, 19.. Superstar X factor is nice addition to player development in Franchise Mode.. Scenario Engine is horrible but i expect EA improve it better in final product on August 2
    Love the changes to trajectories and throwing motions. I think they did an excellent job. I do wish that they had more separation between starting QB's. As I noted in another thread, the tiers right now are:
  2. Rodgers
  3. 33+ Starters & Potential Starters
  4. Foles
  5. Backups

    It seems like they started the process and then didn't put the effort into seeing it all the way through and just settled for this system where every QB in the league is grouped together in 2 groups except 2 guys. That is very strange. I'm also not sure if Foles is above the backups or on an even level with them... Not sure if they've clarified that. Either way, this feels half finished.
  6. I don't love all of the trajectories and float when you need a bullet. Flare passes to HB's in the flat are supposed to be quick, not water balloon lobs that lead the receiver out of bounds.
    Frequent dropped passes when receiver is bareley touched by the DB was the same in the beta as 19 started last year, and DB awareness/aggressiveness is twice that of WR's. Receivers immediately tackled when there is a catch and receivers get little to no separation on Dbs. When they do and are open for a catch, they are closed on too quickly with no catch or there's no room to run. That's not real life, or very fun for that matter.
    They messed up receiver awareness/aggressiveness badly in 19, and it needs to be FIXED back to the 18 level and prior. THIS WAS NEVER A PROBLEM BEFORE 19. If they fix this then I'm sold on 20 game play and player movement.
    I personally think they should give medium and short passing animations a very very slight boost in speed. There were a lot of plays I got sacked on because it took close to 2 seconds to release the pass. Loved the long ball animation though.
    l8knight1
    I don't love all of the trajectories and float when you need a bullet. Flare passes to HB's in the flat are supposed to be quick, not water balloon lobs that lead the receiver out of bounds.
    Frequent dropped passes when receiver is bareley touched by the DB was the same in the beta as 19 started last year, and DB awareness/aggressiveness is twice that of WR's. Receivers immediately tackled when there is a catch and receivers get little to no separation on Dbs. When they do and are open for a catch, they are closed on too quickly with no catch or there's no room to run. That's not real life, or very fun for that matter.
    They messed up receiver awareness/aggressiveness badly in 19, and it needs to be FIXED back to the 18 level and prior. THIS WAS NEVER A PROBLEM BEFORE 19. If they fix this then I'm sold on 20 game play and player movement.
    During my time with the beta, I had no problem getting separation on DBs. I had 1,324 YDS and 14 TD on 40 REC with Carolina's DJ Moore. The CPU pressed up too often, and that allowed me to just throw bombs all season. This was on All-Madden, Sim. I basically played the beta the same way I would play NCAA 14 with the speed threshold on 0. And it worked. Once I got used to the throwing animations, everything else fell into line.
    Edit: I played the Madden 20 beta on All-Madden, Sim, Default sliders.
    l8knight1
    I don't love all of the trajectories and float when you need a bullet. Flare passes to HB's in the flat are supposed to be quick, not water balloon lobs that lead the receiver out of bounds.
    Frequent dropped passes when receiver is bareley touched by the DB was the same in the beta as 19 started last year, and DB awareness/aggressiveness is twice that of WR's. Receivers immediately tackled when there is a catch and receivers get little to no separation on Dbs. When they do and are open for a catch, they are closed on too quickly with no catch or there's no room to run. That's not real life, or very fun for that matter.
    They messed up receiver awareness/aggressiveness badly in 19, and it needs to be FIXED back to the 18 level and prior. THIS WAS NEVER A PROBLEM BEFORE 19. If they fix this then I'm sold on 20 game play and player movement.

    Agree, up to the point of RAC with the beta that I experienced. There were several times that Davantae Adams broke free after the catch and gained yards after the catch.
    I thought that was much better this year vs Madden 19. User vs cpu on all pro default.
    It's very weird that different people obtain different results. I had witnessed several times when the cpu QB took off and scrambled and burned me, but some are saying that didn't happen.
    Hope these discrepancies are sorted out, too.
    PhillyPhanatic14
    Love the changes to trajectories and throwing motions. I think they did an excellent job. I do wish that they had more separation between starting QB's. As I noted in another thread, the tiers right now are:
  7. Rodgers
  8. 33+ Starters & Potential Starters
  9. Foles
  10. Backups

    It seems like they started the process and then didn't put the effort into seeing it all the way through and just settled for this system where every QB in the league is grouped together in 2 groups except 2 guys. That is very strange. I'm also not sure if Foles is above the backups or on an even level with them... Not sure if they've clarified that. Either way, this feels half finished.

  11. Yeah there is no way Jimmy G has 32 other qbs with his release speed. He’s on the tier right behind Rodgers, and the average release speed is below that.
    Maybe if they out Kaepernick back in the game they could put in another slow release, but even then it wouldn’t be enough.
    Kid OS
    During my time with the beta, I had no problem getting separation on DBs. I had 1,324 YDS and 14 TD on 40 REC with Carolina's DJ Moore. The CPU pressed up too often, and that allowed me to just throw bombs all season. This was on All-Madden, Sim. I basically played the beta the same way I would play NCAA 14 with the speed threshold on 0. And it worked. Once I got used to the throwing animations, everything else fell into line.

    Doesn’t a zero speed threshhold cause the fast guys to be even more faster than the slow guys? Maybe that’s why you had so many bombs?
    Kid OS
    During my time with the beta, I had no problem getting separation on DBs. I had 1,324 YDS and 14 TD on 40 REC with Carolina's DJ Moore. The CPU pressed up too often, and that allowed me to just throw bombs all season. This was on All-Madden, Sim. I basically played the beta the same way I would play NCAA 14 with the speed threshold on 0. And it worked. Once I got used to the throwing animations, everything else fell into line.

    A huge problem with Madden has always been that you can destroy corners who press by running a fly route and burning them, but there is little separation on other routes. Tossing fly routes all day gets super old and feels super cheap.
    ForUntoOblivionSoar∞
    Doesn’t a zero speed threshhold cause the fast guys to be even more faster than the slow guys? Maybe that’s why you had so many bombs?
    Oh no, I played on default sliders. It just felt like I was playing NCAA 14 with the speed threshold on 0. It was so jarring that I constantly checked the sliders, and everytime it was on All-Madden, Sim, Default Sliders. I 100% believe the issue was with the CPU defense pressing my guys on every other play. They would come out about 7 yards off of my WR, then press him 2 seconds later. As soon as they would press, I would send both outside WRs on a streak. DJ Moore would get the same ole "cb lunges and gives up outside" release, and I would tap his icon about 2 seconds later. The pass would travel around 40 yards in the air and I would hold the RAC button. Next thing ya know, the game is asking me to choose a celebration.
    PhillyPhanatic14
    A huge problem with Madden has always been that you can destroy corners who press by running a fly route and burning them, but there is little separation on other routes. Tossing fly routes all day gets super old and feels super cheap.
    Tbh, the issue isn't that the CB gets destroyed on flys. The issue is that the CB's press up waaaayyyy too often. They never adjusted to my play calling. As a former corner myself, there is a very high chance that pressing a guy who is faster than you will result in you getting burned. To counteract this? Don't press him. EA's corners are constantly pressing, and trying to put hands on the WR. They don't play defense with their feet. This leads to the "lunge" animation, and the WR gets an easy release outside. It actually got to the point where I had to consciously stop abusing them pressing the outside WR. That was when I started sending the slot receivers on streaks. Easy 10 yards per pass right there as well.
    Kid OS
    Tbh, the issue isn't that the CB gets destroyed on flys. The issue is that the CB's press up waaaayyyy too often. They never adjusted to my play calling. As a former corner myself, there is a very high chance that pressing a guy who is faster than you will result in you getting burned. To counteract this? Don't press him. EA's corners are constantly pressing, and trying to put hands on the WR. They don't play defense with their feet. This leads to the "lunge" animation, and the WR gets an easy release outside. It actually got to the point where I had to consciously stop abusing them pressing the outside WR. That was when I started sending the slot receivers on streaks. Easy 10 yards per pass right there as well.

    The AI needs to play fast wrs the way NFL teams play guys like Randy Moss: don’t freaking press him without help over the top. Is it too much to ask for a little situational awareness from the CPU about matchups?
    Only thing I'm concerned with is the speed being assigned randomly to draft classes and the quote, "so you never know which QB will wind up with a lightning quick release!"
    That seems unusual since the assumption should be that our scouts would have seen the kid play every Saturday in college. Why would they have no idea the arm speed of the QB?
    CMH
    Only thing I'm concerned with is the speed being assigned randomly to draft classes and the quote, "so you never know which QB will wind up with a lightning quick release!"
    That seems unusual since the assumption should be that our scouts would have seen the kid play every Saturday in college. Why would they have no idea the arm speed of the QB?

    It'll be interesting to see how this is tuned as well. Based on how they've tuned the current players, there should be 1 player with a lightning quick release every 15-20 draft classes.
    CMH
    Only thing I'm concerned with is the speed being assigned randomly to draft classes and the quote, "so you never know which QB will wind up with a lightning quick release!"
    That seems unusual since the assumption should be that our scouts would have seen the kid play every Saturday in college. Why would they have no idea the arm speed of the QB?

    This is the biggest issue I have with these QB throwing styles. This should be scoutable. There is no way a team would be drafting a QB without having a grasp of his release.
    Surprise coach! Your new hotshot QB has a release that winds up like Sandy Koufax. Sorry about that. Wish there was a way for us to let you know before the draft thought it would be more fun if you were surprised
    CMH
    Only thing I'm concerned with is the speed being assigned randomly to draft classes and the quote, "so you never know which QB will wind up with a lightning quick release!"
    That seems unusual since the assumption should be that our scouts would have seen the kid play every Saturday in college. Why would they have no idea the arm speed of the QB?

    Yeah, I mentioned this in a Tweet to Swami after the blog came out. A more robust scouting system would work really well with the SS/XF abilities.
    patsfan1993
    This is the biggest issue I have with these QB throwing styles. This should be scoutable. There is no way a team would be drafting a QB without having a grasp of his release.
    Surprise coach! Your new hotshot QB has a release that winds up like Sandy Koufax. Sorry about that. Wish there was a way for us to let you know before the draft thought it would be more fun if you were surprised

    Sounds like another old fashioned EA surprise mechanic.
    I enjoyed the QB release speeds. They added differentiation between QBs; it required the user to establish timing with the QB they were using.
    I fear too much tweaking of throw speed (windup speed) will have an effect on other parts of the game, such as where defenders are located in relation to when a pass arrives at its target; thus the defending of particular plays could be altered, which could require more adjustments, and so on and so on. Then we end up with every other madden after its been adjusted and patched.
    jfsolo
    Yeah, I mentioned this in a Tweet to Swami after the blog came out. A more robust scouting system would work really well with the SS/XF abilities.

    lol i didnt realize this until now. smh.
    4thQtrStre5S
    I enjoyed the QB release speeds. They added differentiation between QBs; it required the user to establish timing with the QB they were using.
    I fear too much tweaking of throw speed (windup speed) will have an effect on other parts of the game, such as where defenders are located in relation to when a pass arrives at its target; thus the defending of particular plays could be altered, which could require more adjustments, and so on and so on. Then we end up with every other madden after its been adjusted and patched.

    The best way to do it would of been to have 4 different release speeds that can be applied to any motion and assigned to anyone.
    I understand this all has to be programmed and accounted for and it effects multiple different aspects of gameplay. I dont believe ea has enough talent or time in one cycle to do it. I'm not sure they will continue updating it either. It seems like a very typical "great idea, poor implementation" ea job.
    I cant not bring up all pro 2k8 because they have 10 to 12 different throwing motions with the ability to have a quick release or not for all of them. Again, everything just seems harder with ea.
    Also it's common sense that a quick release would be scoutable.
    A quick release is scoutible, agreed. In Madden, speed is king. So that part needs to be adjusted so that a quick release QB or a fast running receiver, etc. isn't over-powered.
    4thQtrStre5S
    A quick release is scoutible, agreed. In Madden, speed is king. So that part needs to be adjusted so that a quick release QB or a fast running receiver, etc. isn't over-powered.

    Maybe, but they only have the "elite" one for Rodgers so it's already in the game, so only Rodgers will be overpowered?
    circlecitydigital
    When playing beta I quickly realized that a fast reciever + quick release is too powerful and almost unstoppable. www.circlecitydigital.com

    If accuracy and other traits matter it won’t necessarily be. Think J.T. O’Sullivan. He had a Dan Marino release but had trouble reading defenses.
    But if a QB is accurate and makes good reads and has a fast release, paired with a quality receiver who has either elite speed or quickness, he SHOULD be pretty hard to stop.
    ForUntoOblivionSoar∞
    If accuracy and other traits matter it won’t necessarily be. Think J.T. O’Sullivan. He had a Dan Marino release but had trouble reading defenses.
    But if a QB is accurate and makes good reads and has a fast release, paired with a quality receiver who has either elite speed or quickness, he SHOULD be pretty hard to stop.

    I dont have confidence that accuracy and other traits will matter, if they do, it'll be very little.
    michapop9
    I dont have confidence that accuracy and other traits will matter, if they do, it'll be very little.

    Perhaps sliders can help with that. And hopefully the pass rush will as well.
    I am a bit concerned about the fact that apparently only the CPU pass rush is legit. I hope the user pass rush is as well.

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