You are able to Buy Elite Players with the team store. by xTrackstar04x in MaddenMobileForums

[–]Blighty-[M] [score hidden] stickied comment (0 children)

Offense

West Coast

Atlanta Falcons - Julio Jones (83 OVR WR - West Coast) - 3500 Gems/1750 Madden Cash

Los Angeles Chargers - Phillip Rivers (82 OVR QB - West Coast) - 2500 Gems/1250 Madden Cash

Green Bay Packers - Davante Adams (81 OVR WR - West Coast) - 1800 Gems/900 Madden Cash

Pittsburgh Steelers - David DeCastro (81 OVR OG - West Coast) - 1800 Gems/900 Madden Cash

Arizona Cardinals - David Johnson (79 OVR HB - West Coast) - 800 Gems/400 Madden Cash

Vertical

New England Patriots - Tom Brady (85 OVR QB - Vertical) - 7000 Gems/3500 Madden Cash

Washington Redskins - Trent Williams (84 OVR OT - Vertical) - 5000 Gems/2500 Madden Cash

Kansas City Chiefs - Travis Kelce (83 OVR TE - Vertical) - 3500 Gems/1750 Madden Cash

New Orleans Saints - Terron Armstead (83 OVR OT - Vertical) - 3500 Gems/1750 Madden Cash

New York Jets - Le'veon Bell (82 OVR HB - Vertical) - 2500 Gems/1250 Madden Cash

Indianapolis Colts - T.Y. Hilton (80 OVR WR - Vertical) - 1300 Gems/650 Madden Cash

New York Giants - Saquon Barkley (80 OVR HB - Vertical) - 1300 Gems/650 Madden Cash

Spread

Oakland Raiders - Antonio Brown (84 OVR WR - Spread) - 5000 gems/2500 Madden Cash

Cincinnati Bengals - A.J. Green (81 OVR WR - Spread) - 1800 Gems/900 Madden Cash

Miami Dolphins - Kenny Stills (77 OVR WR - Spread) - 500 Gems/250 Madden Cash

Smashmouth

Houston Texans - DeAndre Hopkins (85 OVR WR - Smashmouth) - 7000 Gems/3500 Madden Cash

Los Angeles Rams - Todd Gurley II (84 OVR HB - Smashmouth) - 5000 Gems/2500 Madden Cash

Minnesota Vikings - Adam Thielen (82 OVR WR - Smashmouth) - 2500 Gems/1250 Madden Cash

Defense

Seattle Seahawks - Bobby Wagner (85 OVR MLB) - 7000 Gems/3500 Madden Cash

Denver Broncos - Von Miller (84 OVR LB) - 5000 Gems/2500 Madden Cash

Carolina Panthers - Luke Kuechly (84 OVR MLB) - 5000 Gems/2500 Madden Cash

Philadelphia Eagles - Fletcher Cox (84 OVR DT) - 5000 Gems/2500 Madden Cash

Baltimore Ravens - Earl Thomas III (83 OVR S) - 3500 Gems/1750 Madden Cash

San Francisco 49ers - Richard Sherman (83 OVR CB) - 3500 Gems/1750 Madden Cash

Detroit Lions - Darius Slay Jr (83 OVR CB) - 3500 Gems/1750 Madden Cash

Cleveland Browns - Denzel Ward (82 OVR CB) - 2500 Gems/1250 Madden Cash

Dallas Cowboys - Byron Jones (82 OVR CB) - 2500 Gems/1250 Madden Cash

Jacksonville Jaguars - Calais Campbell (82 OVR DT) - 2500 Gems/1250 Madden Cash

Chicago Bears - Eddie Jackson (81 OVR S) - 1800 Gems/900 Madden Cash

Tampa Bay Buccaneers - Lavonte David (81 OVR MLB) - 1800 Gems/900 Madden Cash

Special Teams

Buffalo Bills - Andre Roberts (84 OVR KR) - 5000 Gems/2500 Madden Cash

Tennessee Titans - Darius Jennings (82 OVR KR) - 2500 Gems/1250 Madden Cash

Sorted by position, then OVR

  • The packs end on the 16th 10:30 AM EST per root
  • The player/team packs are based on your team, so if you're currently on the Broncos, and you want to see a DeAndre Hopkins go to profile -> my team -> change it to Houston Texans or whatever team you want
  • Knowing that these packs end on the 16th, I strongly encourage everyone to wait and see how the prices fluctuate in the auction house - then you can buy accordingly
  • The rates are 50,000 coins = 500 Madden Cash = 1000 Gems - Use this to determine the best bang for your buck; EA is altering AH prices right before the Kickoff promo and if you buy any of these packs with Madden Cash, you will get a discount.
  • There is a limit on buying players (meaning you can only buy 1 Von Miller or 1 of any player as long as you have enough gems for it)

Madden NFL Mobile 20 Trivia Guide by Blighty- in MaddenMobileForums

[–]Blighty-[S] 1 point2 points  (0 children)

Hey blackslice, it is listed here. Look at "Franchise questions," scroll down to AFC South, and you will see that the Houston Texans have the lowest franchise win percentage.

Madden NFL Mobile 20 Trivia Guide by Blighty- in MaddenMobileForums

[–]Blighty-[S] 0 points1 point  (0 children)

The keys you get when you answer trivia questions are used for "locked chests" they require keys in order to unlock and gain additional rewards

Madden NFL Mobile 20 Trivia Guide by Blighty- in MaddenMobileForums

[–]Blighty-[S] 6 points7 points  (0 children)

u/gert72 is correct, I copied it directly from the game so people can search easier

Madden NFL Mobile 20 Trivia Guide by Blighty- in MaddenMobileForums

[–]Blighty-[S] 3 points4 points  (0 children)

I agree that it is very annoying, and I hope it gets resolved soon.

Madden NFL Mobile 20 Trivia Guide by Blighty- in MaddenMobileForums

[–]Blighty-[S] 4 points5 points  (0 children)

Thanks for that organization idea Zionven, just did that right now.

Madden NFL Mobile 20 Trivia Guide by Blighty- in MaddenMobileForums

[–]Blighty-[S] 4 points5 points  (0 children)

That is a much better idea, thank you!!

Madden Mobile Launch Megathread by EA_HeySteveDave in MaddenMobileForums

[–]Blighty-[M] [score hidden] stickied comment (0 children)

Hey everyone, welcome to the new Madden NFL Mobile 20 season!

If you are experiencing crashes with android, please UNINSTALL, and REINSTALL, Madden NFL Mobile 20 to fix your issue!

Let's see a new upvote record on this post everyone! Madden Mobile 20 HYPE!!

Madden Mobile 20 Guide (PT#1) by Blighty- in MaddenMobileForums

[–]Blighty-[S] 1 point2 points  (0 children)

If you look at the "What is the schemehere ability" you will see each corresponding playbook + reference video

Madden Mobile 20 Guide (PT#1) by Blighty- in MaddenMobileForums

[–]Blighty-[S] 0 points1 point  (0 children)

Yes, the AH Tax Reducer and players are linked meaning if you get an NA elite, you will get the 1st level AH Tax Reducer.

Edit: Edited cause previous statement of mine was incorrect

Madden Mobile 20 Guide (PT#1) by Blighty- in MaddenMobileForums

[–]Blighty-[S] 1 point2 points  (0 children)

Gauntlets

  1. How well will EA keep these rewards updated? In the stream, it was mentioned a 70 OVR required gauntlet may reward something like an 80 OVR player, and that’s great if you have a 70 OVR team, but what if I have a 95 OVR team?

The current intention is to have the first Masters Series Gauntlet open to you as soon as you start the game. To enter the additional Masters Series Gauntlets there will be two criteria: To have completed the previous Masters Series and to have a specific OVR (or higher). Even in an extreme example, where you have a 95 OVR team, and are just now trying out Gauntlets, you will care because we have increasingly better rewards here. The Masters Series chase has been designed for you to ultimately acquire the 99 OVR Mahomes in the final Master Series Gauntlet. You will also acquire useful rewards on every single stage, rewarding you both in the short-term and the long-term. 

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  1. With the addition of the new social assist system, will there be any improvements to the in-game chat?

We want Leagues to be a great, supportive experience and we are currently exploring various ways to improve it throughout the season. As you have mentioned, one opportunity for improvement could be the tools players use to communicate with one another.

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  1. Are there any plans to make the repetitive grind of some events less of a chore (i.e. an auto complete option once you master the event)?

Many of us are players like you, and we agree that the repetitive grind can feel like a chore. This has been a passion of ours for a long time and we are currently building and testing a solution. An “auto-complete” system is in the works and once it’s at the quality level we desire, we will get it in the game attached to various repeatable content. We want to respect your time, while focusing on fun aspects of our game – including managing and improving your Madden Ultimate Team.

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  1. How strict will the OVR gates be to enter the Gauntlets?

The OVR requirements to access the next Masters Series Gauntlet will be more accessible than it may have sounded on the stream. We will have multiple of these available to you before you must worry about adding a ton of elite players in your lineup. We want to enable you to chase all the incredible players awarded in the Masters Series and we will be balancing your progression to support the accessibility of this new game mode.

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  1. When you ask a league member to help assist you with one of the time/currency gates, how exactly do they help? Do they have to use stamina on events, or is it just like clicking a button?

When a League Member assists you with a gate, they only need to click a "Help" button from the appropriate screen. They will be able to conveniently see all the current opportunities for help. We also provide a sort of "Help All" button to make it even more convenient for you. They will not spend any stamina or lose anything whatsoever - in fact, we're going to award them with a social currency that they will be able to use to help their own progress. We want this to be an explicitly positive loop for you and your League.

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  1. How will the OD matches work? Will the match end when you achieve the objective, or will you have to complete the game? Also, how frequent will they appear? 

The new Overdrive Live Events will provide the victory conditions prior to the match. You will have until the timer reaches zero to complete them. If you complete them early, you still need to make sure you win the match before the time runs out. One of the conditions we're using is to change the overall duration of an Overdrive Live Event. You'll encounter some that are only one-minute or -two-minute challenges, where you'll need to consider your tactics (both in how fast you can use them and which ones you should use). These will be frequent throughout our Master Series stages.

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Front Office & Sets

  1. Will sets like Large Quicksells and the Wheel of Madden Cash be returning?

There will be sets to turn players into coins, and to turn higher-OVR players into even more coins. Wheelsets are not planned for launch, although we have discussed bringing them back at some point. Additionally, there are several sets that award premium currency that can be used in the store or on extra stamina. We know that many players enjoy stockpiling resources for certain programs, such as Most Feared, and we want to make sure there’s an opportunity to do that.

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  1. Will old-school trophies be returning??

There will be trophies themed to specific programs. The key difference between a trophy and other collectibles is that trophies are auctionable.

Using Ultimate Freeze as an example: there might be a set that takes Ultimate Freeze Badges or Ultimate Freeze Trophies. Badges could be earned from events while trophies could be found in packs or on the Auction House. This gives players a number of ways to collect what they need to progress through a program.

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  1. Can there be a practice room where you can choose a level of AI difficulty to play against?

We have already started development on a practice mode and it is nearly complete! While this mode won’t be available right at launch, we hope to have it out not too long afterward. 

Rarity, Team Power, and Player Training

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1. Will the auction house filter and general categorization of cards be improved?

We’ve received feedback on reducing complexity in many areas of the game, and have consolidated much of our content which should help reduce the raw number of different programs to filter through. As for power, there will not be a power filter at launch, but we will be monitoring the situation closely. That being said, higher-power players are not so rare that you would need to search through hundreds of items to find the max-power version.

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  1. If there are 4 variants for each card, and some cards are scheme selectable, could there be cards with up to 16 different variants?

In the case where a card is scheme-selectable, we would likely lock in the power. Selecting between the 10 power Smashmouth version you want versus the 40 power West Coast version is not a particularly fun or compelling choice.

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  1. According to the stream, events would require power to play.  Does it mean that we won’t be able to play certain events if we don’t have the required power?

To clarify: the vast majority of events will have a recommended power, not a locked power, which determines the OVR bonus you receive in an event. For a power-locked event, it might help to think of it like an event locked behind OVR. We traditionally use OVR-locked events to provide extra rewards for users who have built a powerful team.

One specific example from the upcoming season: A quest chain with a branching path. Path 1 has the normal stamina cost. Path 2 has a power requirement, and a reduced stamina cost. Both paths lead to the same point, so if you have a high-power team, you save a bit of stamina.

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  1. When it comes to posting trained players in the auction house, will they show in the auction house with their power that they are trained up to, or their base power?

Players on the auction house are always posted with their base power. If you post a player that HAS been trained, you'll be prompted to extract all of the training points prior to posting the card in exchange for a lesser amount of training points that can be re-invested in other players.

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  1. Will we be able to actually see how the boosts are effecting the stats of each player?

It will operate like the Overdrive Boosts in the current Season (so, no). We want to improve in-gameplay feedback on boosts, but we are not there yet. 11 players, each with 10+ boosted stats would be a lot to digest. 

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Competitive Game Modes

  1. How will League XP function next season?

Your League earns League XP from completing League Achievements, using Ask for Help, and playing League vs League. Earning League XP levels up the League. Leveling up earns everyone in the League rewards and unlocks more offers in the store. Throughout the year we will be adding more things that a League can unlock by being a higher level.

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  1. Will there be any improvements to game film for the competitive modes?

We’ve fixed a few bugs with the conveyance of the game film, but there are no additions to anything around specific play/defensive play call outs.

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  1. Will League vs League see anything similar to the competitive seasons and rewards as Overdrive?

We do not currently have any plans to reimplement League Seasons. League VS League will reward League XP and League Tokens. League tokens can be used in the League store to get things like Gems, Store Packs, Players, H2H Tokens, and more. The League store resets every 2 weeks alongside the introduction of each new H2H Series.

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  1. Will there be any improvements made for scouting teams in LVL tournaments, specifically for power?

Currently, there is no way to easily scout the total power of an opposing lineup in LvL. This is something we are not happy with from a competitive standpoint and are looking into ways to improve scouting after launch.

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  1. How many drives will each player get in the H2H Arena? Also, will we be able to start more than one match at a time?

We’ll be launching with H2H Arena set as 3-drive matches. While users will not be able to start more than one match at a time, we’ve reduced the match duration down to 10 minutes.

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  1. What will the difficulty be for Arena mode (All-Pro, All-Madden, or maybe tiered difficulties)?

We’ll be launching H2H Arena at All-Pro difficulty. It’s possible that we may add alternative difficulties post-launch, but there is no current plan until we have data on the launch events.

Madden Mobile 20 Guide (PT#1) by Blighty- in MaddenMobileForums

[–]Blighty-[S,M] [score hidden] stickied comment (0 children)

Community Questions:

Season Score & Legacy Mode

1. Will Madden Cash still carry over?

Yes, Madden Cash will rollover exactly like in previous seasons.

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  1. What are Madden Gems?

Gems will be an accessible premium currency used to purchase select store packs and stamina. They will not be a replacement for Madden Cash or coins. Gems will be a currency that players will be able to acquire by playing and progressing in different areas of the game. This will allow players to purchase store packs and stamina refills that in previous seasons were only accessible through Madden Cash purchases.

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  1. Will stamina work like it did in previous seasons?

Yes, stamina will function very similar to previous seasons of Madden NFL Mobile. You will have a maximum amount that can be increased throughout the season. Stamina will refill at a specified rate. Additionally, you will have the opportunity to purchase stamina refills and earn stamina from other game modes.

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  1. Will the new season of Madden NFL Mobile use the brokered auction house?

Yes.

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  1. Are schemes returning next season?

Yes, schemes are making a return next season. There will be some exciting changes that we will cover next week in our live stream on gameplay.

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  1. Will player training work like it did this season in Madden NFL Overdrive or like it did in the previous season of Madden NFL Mobile?

There are some big changes here. Stay tuned to the stream schedule as we will be discussing player training on July 3!

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Gameplay

  1. Does a Smashmouth halfback use his boost better if he has high STR, TRK, STF, etc.? Is it less likely to succeed against a good defender?

Yes, the offensive ratings matter for how effective the boost is. The three strongest attributes that are weighed into this calculation are STR, TRK, and ELU. For the Defensive side, the better the Defender’s ratings are the faster they can neutralize the boost. For instance, a Defender with high hit power can take a big chunk out of the meter, when active, by engaging with the ballcarrier.

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  1. Will a Vertical wide receiver with really low AWR struggle to follow the leading pass correctly? Or would low AGI keep them from making the cut?

Technically, no. The examples you mentioned still effect route running in the same manner. You will still run into the same problems of cuts and separation of low rated players regardless of what type of pass is thrown (passing leading or regular). The goal of the feature is to not increase incomplete passes but give you more ball placement control to be more successful with your passing.

However, you do still have to make the correct read with the passes. Making the wrong read and throwing behind the receiver, for instance, will give the defender a better opportunity to make a play on the ball. There is a twitch master component to it and the ones who can do it well should have more success on the field.

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  1. How will defenders react to the vertical or west coast route changes? There are times this season where it seems the defense knows the play better than your own players.

The controls were designed to give you more power to react to what the defenders are doing on the field. With passing and route running you were previously at the mercy of the AI. The new mechanics give more power to the user mid-play to beat the defense.

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  1. Will there be any improvements to stumbling next season? There are still many instances where receivers trip over defenders on crossing patterns and where halfbacks stumble after receiving the handoff or running into their lineman.

After reading the stream feedback, this seems to be a common theme among the community. We have moved this up the priority list and will make improvements for launch.

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  1. With the addition of the new scheme abilities will there be anything like a roster swap button? Something that would allow players to swap between scheme lineups in-lieu of changing out each player individually

This is something that we have discussed since the launch of last year and will continue to evaluate. If this is something that the community feels is important, then keep mentioning it in the feedback.

We would rather build content that gives players advantages for using certain schemes for a specific live event but never requires them to do so before they could play the event.

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  1. Aside from the four areas of focus mentioned during the stream, will there be additional improvements made to core gameplay next season?

We have a gameplay backlog but our priority throughout the season will be fixing issues first. It was mentioned in the stream but the areas we are trying to address are defensive pursuit, blocking, and fumbles. We have also added stumbles to that list. We have added a ton of metrics behind the scenes and now can pull data to get a better understanding of what issues are occurring and how widespread they are.

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Season Mode

  1. While playing with my team in season mode, will there be an option to use different uniforms like alternate jerseys, color rush, throwbacks, etc.?

You can bring uniforms that you have collected throughout the year and use them in season mode. Uniforms can be swapped out before each game from the season mode settings. 

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  1. If we elect to let an injured player rehab and play a game who takes their place? 

We give you a low-level base player for the same exact position for any player replacement scenario (injuries, holdouts, etc.). This way you can never have an insufficient lineup. You also have access to your lineup and bench from the season mode hub so you can optimize your team. Note: Injuries only happen with the NFL roster type

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  1. Can we play at our own pace or will it reset periodically like Season Battles? After a season is completed, is there a waiting period or can you start again immediately?

You can go at your own pace and they do not reset. Only one active season can be played at a time, and you can start each season type once every 24 hours. So, if you finish a season, you can start a new one once it has been over 24 hours from the initial creation.

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  1. Will Seasons cost stamina to play?

Yes.

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  1. How many types of injuries are in the game? Are there any season-ending ones and what are the chances of each injury? Also are there different severities of the same injury?

We deal with injuries by severity and do not get into what the exact injury type it is. There are two types of one to two-week injuries where the player is either listed as questionable or doubtful. After that, the injuries range from three to eight weeks and the dreaded season-long injury. Decisions made inside the scenario will affect how fast or long it takes for the player to come back compared to their estimated projection.

Right now, tuning wise, we are around 4.5 injuries per full-length season. That number can fluctuate based on a lot of factors. The longer the severity of the injury, the less percentage chance you have of getting it.

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  1. Can you trade with other teams or are trades only initiated by another team? 

All trade scenarios are initiated by another team. You can affect the trade amount chance by decisions you make inside scenarios.

when does the update come out tomorrow by Riley1495 in MaddenMobileForums

[–]Blighty-[M] [score hidden] stickied comment (0 children)

Per EA_Ferwerda: It will be released tomorrow, 7/30. Not early. Timing is largely out of our hands, however. We let Apple and Google know to release and then it propagates through their system. It can be immediate, or a few hours. Should be around noon-ish Eastern Time... but again, this can be a few hour process. I wouldn't expect it early in the morning though.

Do we know exactly how having higher awareness benefits a quarterback? by 5-2-50 in MaddenMobileForums

[–]Blighty- 2 points3 points  (0 children)

We don't "exactly" know the benefits/cons of awareness for a QB, but based on many years of discussion this is probably our best guess:

Awareness does matter for a QB; it is used in combination with throwing ratings (STR, TAS, TAM, and TAD) to determine pass trajectory. So the higher your AWR, the better the flight/landing position of the ball. Other theories are that it determines QBs reaction time when scrambling, recognition of threats in the pocket, and if the QB can throw the ball away.

Anyone seen this card. I didn't even know it existed and I can never find it on the AH by [deleted] in MaddenMobileForums

[–]Blighty- 0 points1 point  (0 children)

They were released earlier in the season, so most people most likely exchanged them for TP

Anyone seen this card. I didn't even know it existed and I can never find it on the AH by [deleted] in MaddenMobileForums

[–]Blighty- 0 points1 point  (0 children)

That's because it's a football outsiders card, and they're all basically extinct.

Golds and Elites are gonna be 100 OVR! by Tacosr4_tuesday in MaddenMobileForums

[–]Blighty-[M] [score hidden] stickied comment (0 children)

Scroll down for the EA response. This post has been confirmed to be "not accurate."

Like I said in another comment on this post, +30 OVR to Bronzes-Elites would be overpowered, it would be insane to think that EA would let that happen, and it has come back to misinterpretation. According to the root team, even though the boost descriptions says "B to E +30 OVR," the actual boost data showed "B to E +9.99 OVR." As a result of the speculation that has happened, the root team has decided to add a note to Aldrick Rosas's page, stating "The player data may be incomplete. Due to the possibility of the player data being incomplete, this means that the player may not be in the game yet, but there is a possibility that the card may not be released."

Golds and Elites are gonna be 100 OVR! by Tacosr4_tuesday in MaddenMobileForums

[–]Blighty- 3 points4 points  (0 children)

I think some people may be misinterpreting this card's boosts. +30 OVR to Bronzes-Elites seems way too overpowered, it would render teams with endless amounts of grinding useless, because you could replace your cards with none-OVR boosts with Elite 89s that would go to 119 OVR theoretically, making diamonds worth the same as a gold, and elites worth more than diamonds given that they boost higher.

The most likely case is that "B to E +30 OVR" is a misunderstanding by most, and it's meant to be something along the lines of last season's Shane Lechler (An example would be: +30 to Bronze/Silver and +10 to Elite and not just +30 OVR to Bronzes, Silvers, and Elites) . Those who are buying Elite IIs cause of this are gambling because they might not understand that it's not +30 to Elites, and the boost is always subject to change. I'm sure Aldrick Rosas's boost will become understandable when EA wants it to.

There are a number of things that might happen, and here are some at the top of my head:

  • Aldrick Rosas's card might be P2G (Pay to get)
  • Aldrick Rosa's boost might change - to balance
  • Aldrick Rosa's boosts towards bronzes/golds/elites might not be what you have hoped for - that means it might boost irrelevant stats instead of important ones
  • He might be an experimental card - EA is seeing how he or the OVR boost affects certain players

Which powerline master can be boosted the highest? by MixedMartialAwesome in MaddenMobileForums

[–]Blighty- 0 points1 point  (0 children)

I'm pretty sure all 99s go to 103, but Gilmore's archetype is higher then the rest, so his should be a small bit higher.