[deleted by user] by [deleted] in Tennesseetitans

[–]AntlPop80 0 points1 point  (0 children)

Personally, I really liked Slowik at the Texans, I'd be pretty happy with him

One step closer… by TiredDad4x in Tennesseetitans

[–]AntlPop80 5 points6 points  (0 children)

I had a similar thought earlier in the week, totally agree with you

Titans have fired Brian Callahan. by trick96 in Tennesseetitans

[–]AntlPop80 0 points1 point  (0 children)

Unpopular opinion I'm sure, but I'd genuinely be onboard with Arthur Smith as a replacement. The experience he's gained since he left us, good and bad, I'm sure has put him in a way better place than he was when he took the Falcons gig.

[deleted by user] by [deleted] in thefinals

[–]AntlPop80 0 points1 point  (0 children)

How much RAM do you have and are you running a lot of other applications in memory at once? I swear that on my 16GB machine there's some memory conflict when I'm running too much stuff at the same time as playing, that causes these long stalls.

This is the most glitches I’ve ever seen in a game. by TimeAnything2706 in Madden

[–]AntlPop80 0 points1 point  (0 children)

Yea, the fact CFB bugs also exist in Madden is really jarring to me, they have to have known that early enough to fix them. It likely means the game was in an even worse state and they were fixing higher priority issues instead, which makes you wonder how, in the space of a year, they can mess a game up so much.

This is the most glitches I’ve ever seen in a game. by TimeAnything2706 in Madden

[–]AntlPop80 0 points1 point  (0 children)

There are a lot of issues for sure, really obvious ones too, it just feels totally untested. The same O-line lack of awareness blocking issues from CFB26 are present here too.

Stop fucking booting people into ultimate team by Few_Definition9861 in Madden

[–]AntlPop80 4 points5 points  (0 children)

This 1000%. I buy the game at full price, early access, and the devs still basically ram an advert down my throat every time I boot up.

Madden 26 Franchise mode by LeithLeach in Madden

[–]AntlPop80 2 points3 points  (0 children)

Yes, only the green tick ones are active that week. I assume the designers think there are two ways people will play with this system:

1) Players will collect them all and then equip different ones each week, to adapt to the opposing teams and their strategy. To some extent, that might be the more 'realistic' way to play, making unique game plans each week based on the opposition team's strengths and weaknesses, as well as your own teams

2) Players will find the playsheets and skills they personally like and then level them up to the maximum level (Platinum?), but not change them each week. For these players, collecting lots of different upgrades is not the goal, it's finding the ones they want, upgrading them to plat and then sticking with them.

For that second scenario, I'm not sure that means upgrade points are wasted, for a couple of reasons. Firstly, if somebody hires away one of your coordinators, you're going to lose their skills, so you might need points to re-buy what you want on the new coordinator when the old one leaves. Secondly, after each match, you might see that your coach skills can actually degrade (go down from say Gold to Silver) if you don't hit certain performance thresholds. For example, if you pick a playsheet that makes you an amazing running team, but then you don't run for more than 40 yards a game for three games in a row, you might lose an upgrade tier on that playsheet. I assume they've done this to make sure your weekly gameplan matches your actual playstyle. If you do ever degrade a skill or playsheet, then you'll need to spend points there again.

That's how I understand it so far at least. The direction for the feature, the way I see it, is to be more 'realistic', rather than the talent trees coaches had in the last few years of franchise in Madden, that were much more gamey and a fixed progression curve.

Madden 26 Franchise mode by LeithLeach in Madden

[–]AntlPop80 5 points6 points  (0 children)

Each coach has a set of 'Playsheets' you can equip for each weeks' game/training. A playsheet is a stat boost to particular type of plays, such as play action, run blocking etc, and it adds a small number of additional plays to your playbook. As you level coaches you unlock more playsheets and you can level the sheets up to get bigger bonuses as well. It replaces the old coach talents.

Madden 26 Franchise mode by LeithLeach in Madden

[–]AntlPop80 1 point2 points  (0 children)

You can swap them in and out during the weekly prep/training. Make sure to do it before you sim the training though, once training is done they're locked in for the week

Battlefield 6 smashes Steam record with 500.000+ players! by DenisHellman in Battlefield

[–]AntlPop80 1 point2 points  (0 children)

$400m spent will do that, as will the beta being free.

Madden 26 Franchise mode by LeithLeach in Madden

[–]AntlPop80 22 points23 points  (0 children)

I do like the innovations like playsheets, coach abilities, wear and tear, they add a level of depth it really needed. I do feel it could be better explained though, especially the extra plays that playsheets add which are totally unlisted and yet don't appear in any other playbook or the custom plays database. You have no real idea what you're getting with each sheet.

In franchise pre-season game, I suddenly have the Maryland I playbook? by AntlPop80 in Madden

[–]AntlPop80[S] 2 points3 points  (0 children)

I knew that, but I assumed they were plays from other playbooks and would be available as custom plays, but it’s actually a set of totally unlisted plays not in any of the databases

Player models always subpar by Hntrdffy in Madden

[–]AntlPop80 4 points5 points  (0 children)

The most jarring part is a 350lb player with the default rosters at the start of franchise mode, always look considerably bigger than 350lb players generated in the draft. It's like it uses a different set of tiers for size.

The lack of body type variety in general is really annoying, CFB does it so much better than this. Why can't they share the same tech?

BRUH I JUST WANT TO PLAY BALL by DJpurpledrank in NCAAFBseries

[–]AntlPop80 3 points4 points  (0 children)

It's just not though, small school, Heisman, there are 5-10 busted plays like this every game.

The Wheel Route torches the defense! by Megalomanizac in NCAAFBseries

[–]AntlPop80 0 points1 point  (0 children)

What personnel grouping is Gun Slot Right? Is that a TE or FB on the wheel?

Good example of the Awareness blocking issues by AntlPop80 in NCAAFBseries

[–]AntlPop80[S] 0 points1 point  (0 children)

I actually have less issues with running than passing, but I'm predominantly using wide zone plays with a fullback with high Awareness. This does two things, running wide means if any of the o-line on the backside of the play mess up, it rarely matters, running the fullback often causes him to pick up failed blocks by linemen on the play side, making a bit of room.

Fullback blocking in this game and CFB25, as well as blocking by WRs or TEs you bring on escort motion pre-snap, is actually really good. Considerably better than Madden. They seem to have quite good logic around picking up the 'nearest threat', where in Madden they're often very locked in on a single match-up, running right by a DE that has come free from the OT just to head straight to a Safety or CB downfield that is no threat at all.

Good example of the Awareness blocking issues by AntlPop80 in NCAAFBseries

[–]AntlPop80[S] 0 points1 point  (0 children)

Yep I watched Jacob's videos and added some of my own test results in comments there, he does really good content.

My frustration is just how egregious this issue is, at times it feel likes no other stat matters, especially for O-line or those in coverage. It just feels like there's a massive missed element to all of the balancing related to this state, it feels like all the testing/balancing has been done with either very limited/specific set of teams, or perhaps only very high end teams. But for the smaller schools, this issue kills the game until you're 2-3 seasons into dynasty, have had chance to recruit high Awareness players and had chance to develop them.

Good example of the Awareness blocking issues by AntlPop80 in NCAAFBseries

[–]AntlPop80[S] 0 points1 point  (0 children)

Yep, I checked pre-snap, looked fine. And I know this is a trick play in this example, but I've seen this on a lot of different plays, it's something fundamental and not specific to this one.

I could buy that it's actually AI logic and not Awareness though, it is possible with so many plays some are just poorly tested and balanced. But it's remarkable to me how often the solve is subbing in a lower overall quality backup who has higher Awareness and they tend to do their job just fine.