elmango30 said:the evidence is not compelling to me, but I understand how it could be
More lies. Keep hijacking
elmango30 said:the evidence is not compelling to me, but I understand how it could be
More lies. Keep hijacking
elmango30 said:A) not a kid
b) I was being sincere
c) be better is much more passive aggressive and condescending than anything I’ve said
I’m not hijacking this thread any longer. Have a good night
Nothing roundabout about be better Kid. Nice try tho novice. Sincerely. Kid.
BetMGMandWin said:More lies. Keep hijacking
I simply responded to someone. please chill out lol
peatrick said:Stats barely matter and the OVR ratings on cards literally do not matter, whatsoever. Basically, you need to have Secure Protector ability on your entire offensive line, starting with both Tackles and Center, at the very least. Edge Protector does not and will not slow down, let alone counter all the various D-line X-factors and abilities. However, SecurePro does often (but not always) counter things liek Inside Stuff and No Outsiders. Bonus points for adding Linchpin to your O-line, which should help improve the run game by increasing the block shed timers. You just need one (Linchpin) and it will boost your entire O-line. Andrew Thomas Sugar Rush card is a fantastic option, gets both for 0AP.
If you happen to have a Superbowl: Past Light it Up token you can get 0AP Secure Protector on Andrew Whitworth, otherwise his S5 (97 OVR) card gets Secure Protector for 1AP, i believe. On the right side, you want Rob Havenstein as RT, he does not need to be fully upgraded in order to get 0AP SecurePro.
Generally speaking, the way i liek to approach the game, especially lately, is to try and match up abilities to areas of the field. Doesn't matter that Andrew Thomas is a right tackle, according to his natural position, he can just as easily play at Guard or even Center and still preserve those wonderful abilities. Don't sweat the fact that the OVR rating changes if you happen to move him around on the O-line, the only thing you truly lose out on is team chemistries, if that is something you care about. I would urge you to consider abilities above ALL else.
As far as running the ball, it's really any HB that gets Angry Runs, or nothing at all. You are at an immense disadvantage, even when running with a brilliant back, such as Mostert, with base 99 SPD. Heck, even the old 94 OVR Derrick Henry (Ghosts of MUT) or Peyton Hillis, both of which get Angry Runs, will probably make for a better run game than the zippy Mostert. Again, because abilities are everything.
Stopping the run is a different beast entirely. Do you have Secure Tackler on your USER? It's ridiculously hard to bring down Angry Runs opponents unless/until you have these abilities. Then we can discuss scheme, if you are able to suffer through my ramblings.
That's a lot of info and are helpful, thanks. And I do have secure protector on LT, RT, and C. But thanks for the defensive help
elmango30 said:I simply responded to someone. please chill out lol
Innocence isn’t attractive on the guilty. Maybe one day you will learn to stay quiet when grown folks are talking kid. Like you said, have a good night kid. It’s late
BetMGMandWin said:Innocence isn’t attractive on the guilty. Maybe one day you will learn to stay quiet when grown folks are talking kid. Like you said, have a good night kid. It’s late
you fascinate me. Done now tho. Legitimately, have a nice evening
SuperSamSam08 said:That's a lot of info and are helpful, thanks. And I do have secure protector on LT, RT, and C. But thanks for the defensive help
Do you run 3 or 4 down sets? Are your linebackers in 40s, Double 0, etc. ? What’s your method of attack?
elmango30 said:you fascinate me. Done now tho. Legitimately, have a nice evening
Yeah you said that last time kid. Have a good night kid.
TardWrangler said:DDA exists and has for years. There's far too much evidence at every level to deny it.
I've been dying to try and find some of this purported evidence -- i'm not here suggesting you are wrong, i have yet to see it. I went through old court documents, almost anything I could find. EA obviously has a patent for dynamic difficulty adjustments and i would NEVER blindly trust anything EA says, so i don't put much weight into these type statements:
Ensuring play is fair is critical to all of us at EA, and we’ve tried to be as clear as possible that this commitment applies to us just as much as it does to our players. We’ve publicly said before that we do not use any scripting or “Dynamic Difficulty Adjustment” (DDA) or anything similar that would automatically adjust the difficulty of gameplay in FIFA, Madden and NHL Ultimate Team matches.
Our clear statements were recently challenged in a lawsuit that alleged we did, in fact, use DDA in Ultimate Team modes. We’re pleased to share that the plaintiffs have now dismissed their case. We provided them with detailed technical information and access to speak with our engineers, all of which confirmed (again) that there is no DDA or scripting in Ultimate Team modes. This is the right result.
While EA does own a patent for DDA technology, that technology never was in FIFA, Madden or NHL, and never will be. We would not use DDA technology to give players an advantage or disadvantage in online multiplayer modes in any of our games and we absolutely do not have it in FIFA, Madden or NHL.
The game is a buggy ass, wildly inconsistent mess, i think that much is obvious. However, i'm not ready to merely chalk it up to EA, i think poor coding and inability for current crop of EA Orlando / Tiburon Devs to understand their spaghetti ass code base is a much more likely culprit. I mean, hell, how many times did they try to patch stamina and fatigue or pass catching this year, before ultimately reverting both / all of the above? Stupid we still need to run Gift-Wrapped in May so our pro athletes can merely catch the dang ball. Oof. But yeah, PLEASE share as much evidence as you are able to conjure up, or point me in the direction, happy to continue my own research efforts.
Inquiring minds want to know (about DDA).
SuperSamSam08 said:That's a lot of info and are helpful, thanks. And I do have secure protector on LT, RT, and C. But thanks for the defensive help
What else can we do to try and help with your defensive situation? I tend to spend the bulk of my AP on various DBs, namely; KOs, KOs, KOs (Zone). Due to the fact that we're seeing a TON of Secure Protector on most (if not all) of our opponents, i was forced to finally shift my entire defensive philosophy. In the past i felt that two D-line X-factors made sense, three was a bit overkill and one wasn't enough, as they could be quickly and easily double-teamed... at least that was my logic or thinking at the time.
Lately i'm spending all three X-factors on Universal Coverage for my DBs. Two outside corners (Nnamdi & Tariq) plus a Safety (Troy P.) -- what formations or playbooks do you prefer to run on defense? Regardless of scheme, a good way to help defend against the run is by using what i believe is widely termed as "Heavy Box" which can work from basically any formations, I've used it successfully from both Dollar and Dime. What i mean by heavy box, you want your Safeties to both be walked down into the box. It seems as if this would be counter-intuitive (at least to me), but it helps in both run and pass defense. I was initially worried i'd get beat over top, but that is not the case. Make sure you have Deep Zone KOs on your DBs and you'll almost never get beat deep.
There's a couple ways to go about this, but i find the easiest and fastest is to always come out in a play such as this Dbl Safety Go and then quickly audible over to the desired play, before setting up your defensive adjustments. You can also manually select each/both Safety and walk them down, but that gets tedious, IMO. I'm a dumpy old white guy, i ain't got time to walk my dudes down each and every time. The audibles you prefer are entirely up to you, but here's what i tend to use (from Dollar):
Same basic concept for Dime, only the audibles change. Lemme know if any of this tracks with you, or what else we can try and do to help improve your defensive scheme. You obviously have the same basic ability stack that i'm using (No Outsiders & Inside Stuff).
peatrick said:I've been dying to try and find some of this purported evidence -- i'm not here suggesting you are wrong, i have yet to see it. I went through old court documents, almost anything I could find. EA obviously has a patent for dynamic difficulty adjustments and i would NEVER blindly trust anything EA says, so i don't put much weight into these type statements:
Ensuring play is fair is critical to all of us at EA, and we’ve tried to be as clear as possible that this commitment applies to us just as much as it does to our players. We’ve publicly said before that we do not use any scripting or “Dynamic Difficulty Adjustment” (DDA) or anything similar that would automatically adjust the difficulty of gameplay in FIFA, Madden and NHL Ultimate Team matches.
Our clear statements were recently challenged in a lawsuit that alleged we did, in fact, use DDA in Ultimate Team modes. We’re pleased to share that the plaintiffs have now dismissed their case. We provided them with detailed technical information and access to speak with our engineers, all of which confirmed (again) that there is no DDA or scripting in Ultimate Team modes. This is the right result.
While EA does own a patent for DDA technology, that technology never was in FIFA, Madden or NHL, and never will be. We would not use DDA technology to give players an advantage or disadvantage in online multiplayer modes in any of our games and we absolutely do not have it in FIFA, Madden or NHL.
The game is a buggy ass, wildly inconsistent mess, i think that much is obvious. However, i'm not ready to merely chalk it up to EA, i think poor coding and inability for current crop of EA Orlando / Tiburon Devs to understand their spaghetti ass code base is a much more likely culprit. I mean, hell, how many times did they try to patch stamina and fatigue or pass catching this year, before ultimately reverting both / all of the above? Stupid we still need to run Gift-Wrapped in May so our pro athletes can merely catch the dang ball. Oof. But yeah, PLEASE share as much evidence as you are able to conjure up, or point me in the direction, happy to continue my own research efforts.
Inquiring minds want to know (about DDA).
I can just outright dismiss kids who don't know anything or EA sycophants, that's easy enough. What I've never been able to understand, and this isn't directed at you or any specific person, is how someone can unironically do the Patrick and Man Ray wallet meme with this. "Does EA have legal documentation saying they have systems?" Yes. "Do developers actively manipulate matchmaking and gameplay to benefit inferior players?" Yes. "Has EA and other developers actively tried to remove skill-gap in games?" Yes. "Does Madden have patterns of fluke that're absurd?" Yes. "Did anyone talk about DDA before 2016?" No. "Does EA have incentives to do all of this?" Yes. "So you agree that DDA exists?" No, because I haven't seen EA literally say it's in the game with a neon billboard sign burning my retinas.
Which players have angry runs on old gen?
RNG is what drove me away from video game football over thirty years ago. I came back twenty years later fully accepting of the fact that simulation football necessarily involves randomly generated events in the form of dropped and caught passes, on- and off-target throws, missed and made tackles, lost fumbles, and so forth. (Lost fumbles when trying to salt away would-have-been-wins was the reason I quit.)
The tips for improving are valid. The accusation that Madden inherently manipulates the result is also true. While the mechanism for that manipulation is hotly debated, the end result is akin to Monopoly, not Chess. You will win some games out of sheer skill, you'll win others because of overwhelmingly positive random chance, and you'll lose others because of overwhelmingly negative random chance. If your opponent is a complete scrub, you can overcome terrible RNG results. Most of these guys are just competent enough to make the most of your bad rolls.
Still, we try to improve. It does make the non-RNG wins more gratifying.