Give it a try next time you load up M13. Pick a running play or just don't touch the stick on defense. You literally don't have to do anything.
Well, it is not bad if your playing an offline CC game, but in league play, I would want my opponent fully in charge of his selected player. If I make a mistake it is one me, not the CPU. I feel it cheapens the chessmatch of head to head play a bit. Another minus is that the CPU will override your user controlled player no matter what you do with the sticks. This is especially true when playing with the linebacker on defense. You are forced to go through the initial motion before you get control of your player. This movement often times put you out of position and you miss making the play. This movement is exaggerated when trying to defend the counter play.
I would hate to cripple the guys who want to play coach mode simply because a very small percentage of people want to ensure their opponent is "fully in charge of his selected player".
Are the distances between regular coverage and off coverage shortened. I felt off coverage was a little too far off the line.
Not sure if you can touch on this, but are there more swat animations this year? Like everyone else, I'm sick of seeing 10+ dropped interceptions a game
Shaun: Long time lurker, first time, yada, yada, yada. Seems to be some good improvements to run blocking logic. Might there be a future reveal for improvements for pass blocking around E3 time? ie- physics announced last year I don't know if this has been covered, yet, but will the foot planting work with all 22 players or just ball carriers? Impressed with the no more zig-zagging. Thanks for the answers and information.
Simply put, if there is going to be more blocking revealed, I don't know about it. I wouldn't expect an "overhaul" but there are some pretty significant changes to run blocking and how blocks develop down field. As far as I could tell, the changes to movement is global.
I wanted to ask three questions but you already addressed this one and Roadman beat me to another, lol. So the third is can you comment on injuries, meaning are they done differently so players can play with them and have more than one, presetting formation subs, etc or is that stuff considered Connected Franchise news? Also, for clarification about "laying the stick down" I was curious for the purposes of KR/PR and if someone in a league with less stick skill (not me of course but for a "friend") could still focus on signing a great KR/PR because they could just let the CPU/AI handle the returns, which does lead me to another question. Did you notice the CPU/AI controlled players, like an AP at RB or a Jacoby Jones at KR/PR, utilize the modifiers to actually evade tacklers and perform more like their real life counterparts?
Shaun % wise what have you seen so far in regards to gameplay vs CCM ? 50-50 , more or less? I know you probably still have a big DND over you so I don't want details , just curious if one aspect looks better improved than the other to you yet.
Yea, a lot of that stuff is not "game play" for the purpose of this discussion. I really didn't pay attention to KR/PR a ton, but the CPU running backs definitely used the modifiers (too much at the time). I imagine they will tone it down some, but I had MJD gash me for 200 in a 8 minute quarter game.
Hey Shaun, Pastapadre posted this comment on FB today regarding the combo moves. It is somewhat concerning from a realism standpoint. Are you able to provide any insight?...
Thank you for answering these questions. I want to touch a bit on OL/DL interaction, as well as locomotion. It is no secret that Madden needs a complete overhaul to locomotion/footplanting/Acceleration/Deceleration/Running Animations. It sounds like EA has begun to implement footplanting for the ball crrier, but Madden needs to overhaul locomotion for EVERY PLAYER ON THE FIELD. Also, the running animations are in desperate need for a complete overhaul. I am dissapointed we are not getting this kind of locomotion upgrade, but I guess we will have to wait for Next-Gen to see this. Also, as far a OL/DL interactions go, I am glad they are addressing the AI to make them block better. However, just like I mentioned with locomotion, OL/DL needs a complete overhaul to the animations as well. I am talking adding like 250+ animations for both offensive lineman and defensive lineman. (As well as all new D-Line and D-End moves/pass rush moves) The trenches have been completely static all generation, and the two players simply lock up and square up to one another. (Dance) The trenches should be an absolute war on every down, and we need animations that show this. Also, rather then the two players engaging and simply squaring up, they need to be able to DRIVE each other forward, backwards, left and right. This is one thing 2k did very well, and it made everything look and feel so much better. Do you guys as gamechangers push things like this? Do you feel this is something we will see to begin next-gen? I am actually surprised at the mimimal gameplay changes they are adding for this years Madden. It tells me that they have probably shifted a majority of their rescources to the Next-Gen game engine. This is my hope anyway... Thanks guys!
i have my sfiv tourney stick on craigslist, i should probably pull it now and keep? Im guessing it will work like fight night.
Do the defenses disguise their overages better? Has the ability to manually dictate coverage match-ups returned (the name escapes me atm.)? Thanks for the time.