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Madden NFL 17 Title Update 11 Available Now, Patch Notes Included

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Old 03-16-2017, 06:01 PM   #41
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Re: Madden NFL 17 Title Update 11 Available Now, Patch Notes Included

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Originally Posted by Mike Lowe
+1

Oftentimes folks mistake "comeback code" for simple probability and its fine laws

#noconspiracy
That and folks that think that just because they are ahead they can lay off on the pedal. It happens in real life too...coaches get too conservative and don't keep varying their calls. They become predictable and their opponent makes them pay for it (ask the Falcons about how this feels).
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Old 03-16-2017, 06:01 PM   #42
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Re: Madden NFL 17 Title Update 11 Available Now, Patch Notes Included

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Originally Posted by cable guy
It's the NFL. Its football. It happens. Teams look like different teams at the end of games, then they did earlier in games. I see it all the time! I sit there and I'm saying, "where was this all game." Sometimes everything clicks for one team. And the other team the opposite.

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Old 03-16-2017, 06:08 PM   #43
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Re: Madden NFL 17 Title Update 11 Available Now, Patch Notes Included

Very small sample size, so take it for what it's worth. Practiced for quite awhile in CFM and played just 1 game. Did not have ghost blocking issue occur, which had happened to me several times in the past. My RB and TE in Gun Split did not seem to block quite as effectively as they did before patch. I didn't see the cut blocks I was getting before and RB attacked the middle of the line of scrimmage rather quickly, instead of picking up Will linebacker on a couple of blitzes. A few games will tell the tale more clearly. All in all, a change for the better thus far in my humble opinion.
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Old 03-16-2017, 06:16 PM   #44
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Re: Madden NFL 17 Title Update 11 Available Now, Patch Notes Included

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Originally Posted by Mike Lowe
Correct! Just to clarify, I'm on your side!
Oh I know bro!

Sorry if I made it sound otherwise. I was continuing on your post.

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Old 03-16-2017, 06:34 PM   #45
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Re: Madden NFL 17 Title Update 11 Available Now, Patch Notes Included

Thanks Roadman , your help is always appreciated. Will try that. I guess I must be a minority, I assumed that many of us played the POTM. It is the perfect style for guys like me who do not have the thumb or hand ability to play a full game but still enjoy getting in there now and then and being involved. Bringing back CPU vs CPU and adding POTM is what restored my interest back for Madden. I have always been a Coach mode style player and POTM is about as close as I can come to that.. I thought that you also played that style..
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Old 03-16-2017, 08:40 PM   #46
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Re: Madden NFL 17 Title Update 11 Available Now, Patch Notes Included

Quote:
Originally Posted by cable guy
Thanks. I thought so.



It's the NFL. Its football. It happens. Teams look like different teams at the end of games, then they did earlier in games. I see it all the time! I sit there and I'm saying, "where was this all game." Sometimes everything clicks for one team. And the other team the opposite.

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Yeah just ask the Atlanta Falcons what happened. ....
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Old 03-16-2017, 10:17 PM   #47
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Re: Madden NFL 17 Title Update 11 Available Now, Patch Notes Included

Lol. I'll be one of the people to go out on a limb, here, and say, 'this patch feels a lot different.' Lol. And, I'm serious. I've played 2 franchise games. I've been playing default all-pro sliders for awhile, so I'm not slidering around at all. Just playing the game straight up and enjoying it, actually. The 3 main things I've noticed. And, yes, I know they don't mention much gameplay in the patch notes, but seriously, I'm seeing differences, and so far, I like them. 1. I'm actually seeing more realistic dropped balls (from inaccurate passes, good D - proximity drops and D swats/hits). 2. Better?/different blocking. Lol. I put a ? on the better because I like what I see so far, but want more time to see. I'm seeing more varied lineplay on pass blocking. But, I'm also seeing VERY different run blocking. I'm really seeing the D line surge, and the LBs filling gaps more realistically now. And, I'm better able to jiggle in and out of blockers. The FB seems a little smarter - he seems to stay in front of me, but can sometimes stay on my hip too long when running a stretch play instead of getting up field. 3. Holy crap! The zone D is totally DIFFERENT!! Lol. And, right now, by different, I also mean harder. Perhaps, I'll adjust to what I'm seeing. But, seriously, on some flood plays that I've 'mastered' finding the open man regardless of post snap DB animations, I'm seeing some very active LBs playing zones better - moving with a player for less time to better play a different player coming across the zone. Overall, I'm just seeing some serious pass D. But, it's not enough to crush me, for sure. And, I'm still winning games convincingly (I'm talking all-pro franchise vs CPU, here, btw) and I play with an updated Falcons roster, so passing should be solid. But, I'm also seeing better/smoother animations. Game just looks/feels better. It's only 2 games, and I know the patch notes don't say much. And, yes, I've seen placebo effects before, and normally I don't get that, lol, but these last 2 games with this patch feel like they tweaked blocking AI and pass D AI. Feels good to me, so I'm all for it. Even this late in the season. Lol. I've rolled with all the patches on all-pro and been able to enjoy this game all season, but this last patch really feels like an interesting finish to the product. Maybe, it's just placebo, though. Lol. [emoji6][emoji848][emoji41]


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Old 03-16-2017, 10:42 PM   #48
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Re: Madden NFL 17 Title Update 11 Available Now, Patch Notes Included

Quote:
Originally Posted by OhMrHanky
Lol. I'll be one of the people to go out on a limb, here, and say, 'this patch feels a lot different.' Lol. And, I'm serious. I've played 2 franchise games. I've been playing default all-pro sliders for awhile, so I'm not slidering around at all. Just playing the game straight up and enjoying it, actually. The 3 main things I've noticed. And, yes, I know they don't mention much gameplay in the patch notes, but seriously, I'm seeing differences, and so far, I like them. 1. I'm actually seeing more realistic dropped balls (from inaccurate passes, good D - proximity drops and D swats/hits). 2. Better?/different blocking. Lol. I put a ? on the better because I like what I see so far, but want more time to see. I'm seeing more varied lineplay on pass blocking. But, I'm also seeing VERY different run blocking. I'm really seeing the D line surge, and the LBs filling gaps more realistically now. And, I'm better able to jiggle in and out of blockers. The FB seems a little smarter - he seems to stay in front of me, but can sometimes stay on my hip too long when running a stretch play instead of getting up field. 3. Holy crap! The zone D is totally DIFFERENT!! Lol. And, right now, by different, I also mean harder. Perhaps, I'll adjust to what I'm seeing. But, seriously, on some flood plays that I've 'mastered' finding the open man regardless of post snap DB animations, I'm seeing some very active LBs playing zones better - moving with a player for less time to better play a different player coming across the zone. Overall, I'm just seeing some serious pass D. But, it's not enough to crush me, for sure. And, I'm still winning games convincingly (I'm talking all-pro franchise vs CPU, here, btw) and I play with an updated Falcons roster, so passing should be solid. But, I'm also seeing better/smoother animations. Game just looks/feels better. It's only 2 games, and I know the patch notes don't say much. And, yes, I've seen placebo effects before, and normally I don't get that, lol, but these last 2 games with this patch feel like they tweaked blocking AI and pass D AI. Feels good to me, so I'm all for it. Even this late in the season. Lol. I've rolled with all the patches on all-pro and been able to enjoy this game all season, but this last patch really feels like an interesting finish to the product. Maybe, it's just placebo, though. Lol. [emoji6][emoji848][emoji41]


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By all pro default are you matching mm sliders and CFM sliders exactly? Meaning do you have CFM injury slider at 10 like it is in the mm? Are you also playing with default CFM auto subs of 50/49? I ask bc pass def coverage has been my biggest issue so I'm interested in your default settings. Thanks.


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