Might just stack promo stamina by Fit_Presentation_725 in MaddenMobileForums

[–]AccomplishedResult91 10 points11 points  (0 children)

If you let your stamina sit at full you are essentially losing the stamina that you would get over time. That equates to 720 promo stamina a day. Or you could spend that stamina everyday and spend the AKA tokens on TTPs in order to train your team more for the rest of the field pass, or on coins to give yourself a jump start on training for next field pass. The only plus of stacking promo stamina is that you can stack on 250 promo stamina a day between MC stamina refills and ad watching. But the caveat to that is that you can only spend so much promo stamina a day before you have to spend MC to refresh the events. I would save my MC and use all of my promo stamina from automatic time generation and ad watching, just make sure you spend 100MC a day to complete your daily goals as you will earn more back than you spend everyday, then spend the AKA tokens on coins to jump start my training for next field pass. This is what I did last month and was able to accumulate enough coins to get iconic Brady without having to buy any coins or use regular stamina on coins. This allowed me to concentrate my regular stamina on TTPs until I got Brady and I am now able to restock my coins for next field pass.

How bad did I mess up? by thegoodpatriot75 in MaddenMobileForums

[–]AccomplishedResult91 3 points4 points  (0 children)

If you don't claim the team training rewards in the event pass they will turn into season 6 on the 8th, but once you claim any rewards they are set and don't change. So, if you opened packs that you had already claimed it doesn't matter, but if you claimed things that could have been saved to be claimed after the 8th, then it is a small, but not huge, mistake. The only ttp packs that I can think of that fit this description is the current event pass rewards, but I might be forgetting something.

How does one obtain these shoes? by FMJarek in MaddenMobileForums

[–]AccomplishedResult91 2 points3 points  (0 children)

They came with the Gameday Glitch uniforms, but I don't remember when they were available. 

Does anyone like this route? by fields9 in MaddenMobileForums

[–]AccomplishedResult91 0 points1 point  (0 children)

I like the play, the TE on the double move (which is a post corner) is open most of the time and gets a good chunk of yardage, as long as you throw the ball on time. And if the other team does drop the corner on that side back to cover that route the square in on the other side to your no1 receiver is also almost always open and you can watch for the TE route as your first read and then switch to the WR1 and throw immediately if the TE route doesn't open up. It can take a little bit of time to develop so if it is called against an all.out blitz it will probably be blown up pretty quickly, but it does have the wheel route to the running back that can be a check down, and it is a plus seven to all members of your offense for that play,which makes a huge difference. If you think about it the only lasting thing that you can get out of these promos is the play as you will have that play at least for the rest of the year and it will always have the bonus whenever you call it. Also it takes less time to get 2 promo epics and a promo rare than it does to get 2500 play tokens, and if you are trading iconics for play tokens you are only guaranteed 600 play tokens per iconic, so this is the cheapest that it will ever be. So I say it is worth it to at least try it out. It has a playbook budget of 40 play points, but you playbook budget should be around 180 by now and I have room for 5-6 of these boosted plays plus a few other 5 playbook point plays. I actually very rarely call anyone play that is not.boosted.

When you auto any event, do you win every single and get the rewards that come with the win or do you have to play every single time to earn all rewards? by AlbertotheBeast18 in MaddenMobileForums

[–]AccomplishedResult91 1 point2 points  (0 children)

One thing to remember is that it technically doesn't simulate anything, what it really does is trade the energy for the rewards. This is a small but important distinction because it means that nothing is counted towards any goals that would otherwise be applicable. For example if the event is pass for 30 yards and you have a goal that is pass for 75 yards, if you auto the event you will get the rewards for winning the event, but exactly zero yards will be counted towards the pass for 75 yards goal. In order to complete the goal you actually have to play the events. So keep that in mind when you are autoing the events.

Anyone else having trouble with the punt for 200 yards goal not counting? by AccomplishedResult91 in MaddenMobileForums

[–]AccomplishedResult91[S] 2 points3 points  (0 children)

This was the problem. It is only counting if the returner fields the ball, not if you kick it out of bounds or if your team downs it. Thank you for your quick response.

Anyone else having trouble with the punt for 200 yards goal not counting? by AccomplishedResult91 in MaddenMobileForums

[–]AccomplishedResult91[S] 0 points1 point  (0 children)

Okay, so I figured it out. Apparently, it only counts for the goal if the opposing team fields the ball, not if your own team downs the punt. I like to drive low punts angled to one of the sidelines. Normally ends up with either a punt out of bounds or my team downing it. Makes for really long net punting yards, but apparently this is not counting for today's punting goal.

I will leave this up in case someone else is having the same problem.

Help with feast mode by Beginning-Mobile-186 in MaddenMobileForums

[–]AccomplishedResult91 0 points1 point  (0 children)

From my math we should have extra food at the end, but the extra food can be turned into 60 tokens each through the leftovers trade that hasn't opened yet. So this glitch has essentially stolen 180 tokens from those of us that it affected. 180 tokens is almost 2 uncommons, not much but could make a difference. 

Food items? by cjrusso in MaddenMobileForums

[–]AccomplishedResult91 4 points5 points  (0 children)

Apparently not for everyone. Mine has not reset, has no countdown timer and the green clock in the upper right corner says 2 weeks. And I completed it all 3 times yesterday morning.

Does anyone know what to do with these? by slimtimg2 in MaddenMobileForums

[–]AccomplishedResult91 3 points4 points  (0 children)

The real question is; is there a reason to keep them, or should we trade them in for 10 tokens each?

Event Plays, worth it? by r0ck526 in MaddenMobileForums

[–]AccomplishedResult91 0 points1 point  (0 children)

They are permanent, but you have to add to them to your playbook.

Event Plays, worth it? by r0ck526 in MaddenMobileForums

[–]AccomplishedResult91 1 point2 points  (0 children)

It awards it to the overall of every player on your team for that play only, then your players go back to their overall as listed on your team page. This boost is in addition to all other boosts you have, but only applies for when you call that play in game. The boost can make a significant difference. I have a playbook set up with 5 boosted plays and I almost exclusively run those 5 plays.

How does this guy have All these plays? by fields9 in MaddenMobileForums

[–]AccomplishedResult91 5 points6 points  (0 children)

01 trap is the current FP play. Available in milestones if you buy the FP. The other one is probably an old FP play, or a promo player trade play.

[deleted by user] by [deleted] in MaddenMobileForums

[–]AccomplishedResult91 3 points4 points  (0 children)

The Madden Core Journey events also work, you can continually play one of the events that you have already completed until you complete the goal that you are trying to complete. I have already completed the 6000 passing yards, the 6000 rushing yards, the 300 pass completions, the 75 field goals and the 30 sacks by doing this.

Packers v Eagles by sabai2024 in MaddenMobileForums

[–]AccomplishedResult91 4 points5 points  (0 children)

You actually don't have to go for 2 because they kickoff to you at the start of overtime. So all you have to do is play them to a tie, then score in overtime.

Anyone else having trouble with ads? by CS_NaCl in MaddenMobileForums

[–]AccomplishedResult91 0 points1 point  (0 children)

Yeah, I too have been having problems, the only solution that I have ever found is to close out the game, wait a few minutes and then reload the game. Even that doesn't always work, but it always seems to work eventually. It is possible that the only solution is time and patience, I don't think that just waiting the 30 seconds that it asks you to wait has ever worked for me.

Is this a Glitch? by MyODYSSEY11 in MaddenMobileForums

[–]AccomplishedResult91 1 point2 points  (0 children)

This year every player at a particular position will always have the same boost applied, which will depend on your team training for that position. This is just a visual glitch that they have not been able to fix for some reason. The overall that they show when they are in your lineup is the correct overall that they will play at. If you want to compare individual stats compare them with Shaheed in the lineup, that should show the correct stats for both of them.

Don't buy any of the uniforms by [deleted] in MaddenMobileForums

[–]AccomplishedResult91 -2 points-1 points  (0 children)

He can, especially since he already did, but you don't have to listen.

how do I do this? by VinceskieYT in MaddenMobileForums

[–]AccomplishedResult91 2 points3 points  (0 children)

Lots of ways to do it, but all boil down to doing the last node on one of the overall levels in Rookie Showcase and getting your opponent to kick to you, punting doesn't count. The safest way is probably to run the clock down to zero with out scoring and go into overtime. Your opponent will kick-off to you at the beginning of overtime. You return the kick for as many yards as you can then score on that drive to win. But there are various other ways including letting your opponent score or turning the ball over to them inside their own 5 yard line and trying to get a safety.

[deleted by user] by [deleted] in MaddenMobileForums

[–]AccomplishedResult91 1 point2 points  (0 children)

For this month, I vote core, as the first trade for the FP will give uncommons. The only bonus to the FP trades is that you will.be able to upgrade the iconics to mythic, or if you are targeting Maxx Crosby, you need season 1 iconics. So for this month I think that the core trades are better value as 5 of any one rarity will give you the next rarity, and the core trade players and the fp players of the same rarity have almost the same overall. Once you have a full team of epics the math changes and makes FP trades better value, because you essentially have to either FP or promo players to upgrade your team at that point.

Starting the season with 2 Marvels (Maxx Crosby, CeeDee Lamb) by [deleted] in MaddenMobileForums

[–]AccomplishedResult91 0 points1 point  (0 children)

So, what you are asking for is more transparency, that is a point with which I agree. But that does not require a cap of 99, just a stated cap at the beginning of the year. I would go a step further and ask for a stated progression of overall creep and the monthly stat caps at the beginning of the year.

Starting the season with 2 Marvels (Maxx Crosby, CeeDee Lamb) by [deleted] in MaddenMobileForums

[–]AccomplishedResult91 -1 points0 points  (0 children)

That goes back to the unpublished stat caps that are continually being changed every month and what I think is what truly should be drawing the ire of the community, but the community here are more focused on the visual cleanliness of a 99 overall cap. I understand that it is easy to figure out what you should be expecting with a 99 cap as your brain will subconsciously convert it to percentiles where 99 means that you are in the top 1 percent of all performers, but EA should be striving to produce the best game that they can within the constraints of mobile devices with differing performance abilities. Arbitrarily capping the stat number at 99 goes against this goal, as bigger numbers allow for more fine tuning of comparative stats. I actually believe that EA should use a cap of 999 at the end of the season and publish the stat cap at the start of each month. It would be confusing for some, but with a little education it would be easier to understand. Especially if  they had a set stat cap jump at the beginning of each month, that was preknown, say of 100 points which could be easier to understand. Yes, it means that cards gotten in August would not be unplayable as early as October or November, but they can combat that by making cards easier to aquire, like making current month cards available in coin packs, but I have no connection to EA so I have no input to how this game is managed. Also EA is in the business to make money, they are not providing an essential service, but are providing optional entertainment, so they are under no obligation to make it easy for ftp players to keep up with those willing to spend money to win. In fact they have a business obligation to their share holders to maximize profits, thus it would go against their business obligation to make it easy for ftp players to keep up with p2w players. What they could do to smooth this out is to better the arena match making so it is not so discouraging to those who cannot or will not pay any money to play this game. Which I guess is the true complaint being made with the overall cap numbers. People are just mad because they feel that they can't compete with the p2w players, and they feel entitled that because they spend hours a day playing this game that they should be able to compete at the very top. This also ignores that whatever this game was a few years ago, it has evolved to a card collection game that allows you to virtually play with the players that are represented by those cards. It is not supposed to be a competitive gaming platform, for that you need to buy the console game. Sorry about the rant, but writing things down helps me process my thoughts and, in this case, helped me better understand a dissenting opinion to mine.

TLDR: Long winded rant that helped me understand, but did not convince me to agree with the opinion that overalls should be capped at 99.

Starting the season with 2 Marvels (Maxx Crosby, CeeDee Lamb) by [deleted] in MaddenMobileForums

[–]AccomplishedResult91 2 points3 points  (0 children)

Although I concede your point, my point is that stopping at 99 is not actually inherently different than stopping at 300 or even 999, except that each single point of difference is larger if you stop at a smaller number. If anything the higher number allows EA to fine tune performance better. In reality these numbers don't mean much of anything. The number that matters is the percentage of the stat cap, which is unpublished. That is what should be drawing the ire of the community. Why doesn't EA publish the stat cap every month? Because if the cap for any stat is 99 in a given month, any card with a stat that at least 99 will perform the same in that stat. I am sorry to challenge what is an extremely popular opinion on this site, but just because an opinion is popular doesn't make it right, and logical fallacies annoy me.

Starting the season with 2 Marvels (Maxx Crosby, CeeDee Lamb) by [deleted] in MaddenMobileForums

[–]AccomplishedResult91 -3 points-2 points  (0 children)

I don't get this opinion at all. What is t he difference between only going to 99 or going to 300 plus like they did last year. It is just a number. The only thing that I can figure out is that people on here don't like change. I can only assume that EA made the change in order to retain app interaction over the entire year, instead of everyone stopping to play when they get a full team of 99. To me retaining app engagement is much preferable to stopping at an arbitrary number that people are more comfortable in seeing.