Making Your CFM Last For Decades – Team Building House Rules In Madden 17

In the words of Aaron Lewis (from Staind), It’s Been Awhile.

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In the spirit of not only updating NoobTubeTV with new and fresh things for the secular Holiday Season of Capitalism and video games during the winter snow and vortex.  I am presenting a new way to play a part of your Madden 17 Connected Franchise Mode from the Owner/Coach perspective!

This will focus on house rules I have implemented over the course of playing multiple seasons with multiple teams in CFM.  Before we get into the details of how to make a great experience more challenging and entertaining I have to give you the ‘why’.

Madden has improved in many regards as far as CFM goes.  They really have made strides and complete jumps to another level in some cases.  That said, they also have a lot of work to do with figuring out how teams deal with the salary cap and such.  By the time you reach season 4 and 5 in your CFM (2019-2020) you will start to see that almost every team is in a dire situation with salary caps and such.

One easy fix is to turn off salary caps.  I suggest not doing this simply because it’s nice to have a limitation placed on yourself during the offseason.

The other issue is that it is still way too easy to accumulated tons of first round picks and later picks as well.  On top of that part being easy it is also relatively simple to scout for players that you can draft with assurance that they will be rated 75+ OVR.  In order to preserve an ongoing CFM that will not only keep your team competitive, but also honest – here is my Madden 17 method of Team Management House Rules.

During The Season

Re-Signing Players –  Because you get a chance to make three offers during the season before you have one final chance after the season and then into free agency this rule is easy.
NOTE – This doesn’t mean you are limited to having certain OVR players on your team.  This is strictly a limit on re-signing players during the season.  This is meant to make your team stay within the same general competitive level as others and give other teams a shot at signing great players as well.

  • Any player rated 90+ is permitted ONE offer at any point during the season and you can only re-sign ONE of these players during the season.  If you have multiple 90+ rated players you must choose who you place the most value in keeping.  If they decline you then have to wait until the final re-sign chance after your season is over.
  • Any player rated 80-89 is permitted TWO offers at any point during the season.  The difference here is that you get to re-sign up to SEVEN players rated 80-89 during the season.
  • Players rated 79 and lower don’t have limits on offers.  Do what you want to here.

Scouting and The Draft

Here’s the deal.  You get to scout any players you want.  Feel free to go bonkers and even get the Scouting Perk for your coach.  The catch is that you are limited once the draft arrives.

Using the ‘Watch’ function is key to this rule and it will make the draft a hell of a lot more fun for you.  Not to mention more challenging from the perspective of adding some realism.

First, your draft picks will have limitations (This will also help you avoid weird salary cap penalties if you want to cut a rookie with guaranteed money – this can and does happen).

Scouting and Watching –

Each draft pick you own will allow you to watch a certain number of players projected in that round (prior to drafting them)

1st Round – 6 Watchable Players (2 Picks = 12 Watchable Players)

2nd & 3rd Round – 7 Watchable Players (two picks = 14 watchable players per round)

4th – 7th Round – 8 Watchable Players (three picks = 24 watchable players per round)

HERE IS THE CATCH!

  • You must select your watched players before the draft begins.
  • You only get to manually draft a player that you have watched.
  • You may draft any player from any projected round at any time.
  • If none of your watched players are available you have two options
    • Simulate the pick (you get to keep any draft pick obtained if it is traded and you must keep the player drafted for at least one season, if only on the practice squad.)
    • Trade the pick
      • You may trade this for any pick or set of picks.  However, you need to even out your pick numbers prior to Week 9 of the regular season.

You get a maximum of 12 picks in any one draft each year.

1st Round – Maximum of two picks in one draft (Never two years in a row).  If you have two picks in one year you only get one the next year.  If you find that a team wants to trade up and give you a pick you can only do it for lower round picks OR must trade the new First Round Pick to a team with one of the ten WORST records without giving them more than two picks as well.

  • If you make an Washington/St. Louis for RG3 kind of deal with a team you must count your 1st Round Picks as two picks each.  This means you lose two picks extra picks that year.  You must trade two picks two another team.

2nd Round – Maximum of two picks

3rd Round – Maximum of two picks

4th Round – Maximum of three picks

5th Round – Maximum of three picks

6th Round – Maximum of three picks

7th Round – Maximum of three picks

These rules are meant to keep your CFM fair for the CPU and fun for your own benefit.

I have had to make tough decisions and even gamble on re-signing a few players because of weak draft classes.  Usually, I roll with my Browns in Madden CFM and this year I made it through five seasons before realizing that building such a dominant team with multiple draft picks made the actual experience less enjoyable.  I had to start a new one just to keep my interest in Madden (as I don’t particularly enjoy the lag fest and arcade feel of Madden Online).

Now that these new rules have fixed my CFM experience, it’s time to start fresh and this time I will be starting with the Bills.

Happy Holiday Gaming!

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One Step Forward – Madden 17’s Franchise Mode Takes Two Steps Back

It has been a rough ride being an NFL fan and having one option for video game representation.

Madden NFL has had a bit of a roller coaster existence since becoming the monopoly that it is.  Franchise Mode has been the primary victim when it comes to changes to the game.  It has also been the elephant in the room when fans are asked for feedback from EA Tiburon.  It seems that the Franchise Mode/CFM/CCM team has finally realized (for Madden 17 at least) that customized rosters and real world features are key to people enjoying Franchise Mode.  There are a couple changes new to Madden in general but the real changes seem to be the things that have been featured before or needed since the monopoly took effect.

Coaches Are The Least Important Aspect of Madden Franchise Mode - This isn't a big decision... it's a non-decision.
Coaches Are The Least Important Aspect of Madden Franchise Mode – This isn’t a big decision… it’s a non-decision.

First, the things that truly matter the most when it comes to Franchise Mode improvements.

  • Full Player Editing – This isn’t new as they might want people to believe.  It existed in Madden 12 and provided much needed customization for rosters.  The fact that this is available to online leagues is also a nice touch.  To add that any changes will be shown in the Transactions is a nice and necessary perk for league members as well.  The biggest curiosity for me is whether or not we will be able to edit Draft Classes before the draft or if we will have to draft players that are once again less than stellar prospects and edit them all to resemble legitimate rookies.
  • Practice Squads are finally entering the Franchise Mode universe.  It was always puzzling to me that EA would make claims about not having the resources to put certain small aspects into the game.  This was one of the many that was apparently a matter of time. Now we can have players on a practice squad as long as they have played fewer than two full seasons in our respective Franchise Modes.  It will be nice to know that I can take a flier on that 7th Round WR that can run like the wind but catch like Simple Jack.
  • Dynamic Development is one of the aspects that I am skeptical of when it comes to Madden.  They have tried and failed to implement all sorts of development and player growth from season to season.  Now they are putting the trait of Development into the front of how players grow in ratings.  The broken season awards system is going to play a strong role in how players are moved up and down in development traits as well.  It really makes no sense for players to be pre-rated in this way as Slow, Normal, Quick, and Superstar.  Make every player start each season with the same baseline and allow the season to determine how each player progresses.  Sure, Tom Brady is and has been a Superstar, but he isn’t too far from being done.  Then we have players like Robert Griffin III that have played up to par in their rookie year and then either fall apart or get injured.  Maybe he comes back and becomes a superstar after this season.  His slow development rating might say otherwise.

The other changes like ‘Big Moments’ and the ‘score ticker’ make me scratch my head.  I love the idea of a score ticker and believe it has been needed for years.  This doesn’t change the fact that Franchise Mode has yet to make it feel like anything more than a single team focus that misses out on an entire story outside of your own franchise.

Big Moments are rather insulting as it looks like they want to make the user think that every moment is a big moment.  ‘First Drive of the Game’ is probably the least impressive in-game ‘Big Moment’ I have read about.  The non-game Big Moments are laughable.  Injuries, Free Agents and Coach Re-Signings aren’t big moments.  Signing a coach is the least important aspect of Madden and they call it a Big Moment.  Give me a break.

Madden does seem to be making strides this year.  I am actually excited about it this season.

As jaded as I am and seem to always be about Madden, I am truly excited to play it this year.  I just wish 2K would shock the world and release a new football title.

Call of Duty and the Disposable Consumer

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Maybe we should start with the obvious.

Activision doesn’t care about you… neither does Electronic Arts or Ubi Soft. You can go down the list of developers and gaming corporations that genuinely don’t care about you as a customer. Heck… any corporation for that matter.

With that said, the latest announcement of Call of Duty Infinite Warfare being officially released again in November has brought a new reaction from many that once worshipped the series (present party included). Now it seems that quite a few former COD apologists and fanboys have started to go in a new direction… reverse.

Most FPS gamers within a couple years of my age (let’s call it early to mid-30’s) remember when the debate was Halo vs. Call of Duty and coming in a distant 3rd was Battlefield. I recall my wife buying Call of Duty 2 for me as a Christmas gift back in 2006-ish. We were pretty close to poor at the time and the fact that she got me that game meant a lot. The graphics blew me away, mostly seeing the heat from the desert in the first mission. I had the first COD on PC and my machine could barely play it, but I found a way. Now that the 360 could play all these games at great resolution I was hooked. I both lacked the money for COD 3 and after renting it briefly lacked the desire to play it at all… it felt different enough from COD 2 that it left a sour taste in my mouth for Treyarch titles after that.

COD4: Modern Warfare blew my effing mind. We still didn’t have the income for me to justify buying it… so, I had to hope to get it for Christmas. It was almost a double blessing as my 360 died within a couple days of release from the RROD. So I started my MW gaming around Christmas and was hooked. It was tactical and fun. The simple killstreaks were easy enough to use and didn’t totally alter the game in multiplayer.

Hell, even the single player campaign was amazing. I felt like I was in a movie and it was certainly one of the first games that I legitimately couldn’t take out of my system. I basically stopped playing most other games. I didn’t buy COD 5: World at War because I was sick of WW2 shooters. It had nothing to do with wanting to have more mobility or some sort of exo-suit… if I wanted that I’d have bought Hali or even Killzone. Call of Duty 4: Modern Warfare was simple in its own way and that’s what made it great.

Activision started breakin records because of the success of the Modern Warfare games. They improved those games throughout the rest of the trilogy. In the meantime they started releasing DLC to bring in more money. They even had most of the DLC finished prior to release and on the disc… they just wanted to make you pay for it… because they knew you would.

Fast forward to now and we see the money grab that has been Advanced Warfare and Black Ops 3. The terrible campaigns for single player and the sci-fi exo-suit, wall running atrocity that has become common place in Call of Duty.

Meanwhile, their latest launch trailer has received over 300,000 dislikes. It’s a game based in space warfare/invasions/whatever/sigh.

What makes this the worst Call of Duty ever? The fact that if you buy the ‘Legacy Edition’ for $80 ($20 more than regular retail) you will get COD4 Modern Warfare – Remastered. Yeah… they know what you want and now they are going to try and take you to the cleaners if you want to play it again.

This goes beyond not caring about customers… this is as close to bad business as a company can get without encouraging a class-action lawsuit. I will no longer be buying Call of Duty games as long as they continue this type of behavior.

Good bye Call of Duty, it was good when it was good… but you’ve changed man… you’ve changed.

Not In Madden – Big Trades Still Don’t Exist

With the recent trades leading up to the NFL Draft I really have to wonder what makes it so difficult for EA to add things like this to Madden’s Connected Franchise Mode.  This isn’t the first time we have had the exchange of more than 3 picks/plays from one team to another.  In this case it even involves a pick from the 2018 draft!

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Madden has unfortunately been an annual addition to my gaming library every year since Madden 2007 (I skipped out on Madden 06 because I was broke and just out of college among other things).  Now we are looking at an NFL that doesn’t allow legitimate real-time injuries to take place in the NFL video game.  Nor do they seem to allow player morale or other such depth into a game that holds a monopoly over football gaming.

The more I see how front offices work in the NFL the more I realize how broken Madden has been for a rather long time.  I don’t expect ultra-realistic things to happen, but seriously – when can we trade more than three draft picks at a time?  When will they make trade logic a thing?

Maybe I am asking the wrong question.

When will 2K make a football game again?

Taking Your Draft To The Next Level – Madden 16

Now that the order of the first twenty teams of the 2016 NFL Draft have been determined it is officially draft season for many fans.  This includes yours truly… the constantly disappointed by my Browns ‘in real life’ Dawg Pound faithful Cleveland fan.

What makes it all better for me is knowing that I can at least build my team effectively in the draft on Madden 16. Fortunately, you don’t have to be an analytics wiz like Paul DePodesta to do this either. Here is a quick-ish guide to scouting and drafting better players in Madden 16.

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Scouting…It Matters
It took me awhile to realize that the most valuable moment in Madden 16 scouting is the first and cheapest ‘letter grade’ for each player. This is because it only get worse after that first grade… seriously, once you realize that the best grade they have is the first one you find you can quickly determine who to cast away as a waste of resources.

Scout Needs and Schemes First
Now that we know that letter grades will be a good guide for investing more points we can eventually scout all of the players that fit our scheme first.

C+ Is Not Average, It’s Bad
When scouting any players you should never be excited to see a ‘C’ rating. This is never a good sign and should tell you to move on. If you want to take a chance on some WR with ‘A’ SPD and ‘C+’ catching, that’s on you.

Combine ‘Final Litmus Test’
Never judge your prospects solely by their combine score. Always check out where they ranked in the important categories. If your LT prospect was 12th in the 40 yd dash, who cares? If he is the strongest Bench Press LT you might be happy to take him. The combine scores aren’t as important as the rankings for each workout. Do the extra button press and judge your prospects accordingly.

Don’t Be Afraid To Trade Down
If you don’t believe there is a ‘must have’ player for your team where you are picking you should always look to trade for other picks. If you have a Top 5 or 10 pick and want to trade, you could find a lot of great offers. Don’t take a player in the Top 10 if he doesn’t have at least an ‘A’ or an ‘A-‘ Grade in one category with ‘B+’ after… otherwise, you will find you drafted too high.

Take A Chance In Rounds 3-7
You will find that some players projected well (green projections) will be worth taking in the round before their projection at times, especially in later rounds.

While I wouldn’t suggest taking a projected 5th Round player in the 2nd or 3rd round, they might actually be worth it if their combine and grades check out. Take your time and be picky with this as you learn what your team needs.

Don’t Forget Position Changes
What many people might forget is that some players that might not fit schemes as they are listed for the draft but they would be perfect if they changed positions. That 3-4 DE might be too fat and slow to be a DE for your Attacking 4-3, but that doesn’t mean you can ‘ draft him and edit his position to DT just after the draft. This is the only time you can do it for any player, so don’t forget. Also, take a look at changing CB to SS or FS as it may fit them better. You can always mess with these things to see which ratings will be the best for OVR.

You should now be on track to have a top draft every single year.

Metal Gear Solid 5 And The Nuclear Quest(ion)

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After beating the known storylines in Metal Gear Solid 5 there are still so many small things to do and accomplish as far as side-ops and further development go.  The biggest sticking point for many MGS players is the building/disarming of nuclear weapons in the FOB Resource section of their game.

I have yet to develop a nuke on my own to this point, but that didn’t keep me from reaching 150,000+ Heroism (unlocking the Hero Trophy and therefore making it possible to infiltrate other FOBs that already developed or stole a nuke for their own base).  After breaking into the rival FOB last night and stealing their nuke while completing my infiltration I realized a couple things about my status when in possession of a nuke in MGS 5 – I am a huge target when I have a nuke.  Now that this game has been out for nearly two months and gamers have been pouring over the details after completing the storyline there are really only two things left to accomplish.

  1. Develop A Nuke/Disarm A Nuke
  2. Develop the remaining items for Venom Snake (I refuse to call our character Big Boss) and the Buddys

This is where the entire basis of the FOB started to make me think that it really becomes meaningless after you have developed every item (including a nuke).

By the time most MGS gamers have earned enough heroism to break into an FOB and steal a nuke they won’t have any reason to break into a non-nuclear FOB.  This means that having a nuke isn’t so much a deterrent as it is an invitation to have your FOB jacked with constantly (as long as you possess a nuke that is).  The only reason I have been bothering to break into rival FOBs is to steal their minor metal and fuel resources… why?  To develop a nuke, get the trophy and dismantle it.

Why dismantle it?  Because if someone has played the game enough and is able to break into FOBs – your nuke is as good as gone and your resources have been wasted as a false deterrent.  Also, there is no actual use for the nuke other than making it impossible for non-hero rated gamers to raid your FOB.  Again, if you have all your weapons developed and have already developed/disarmed a nuke – who cares if someone breaks in and steals the resources you are basically done with?

It would be different if you could use your nuke against someone that has been trolling your FOB (I’m looking at you Crimson157).  If we were able to unleash our nuke and totally destroy another user’s FOB this game would become total anarchy and probably lose even more gamers to the coming nuclear aftermath of Fallout 4.

So, to answer the nuclear question as far as MGS 5 goes – Develop and dismantle a nuke to get the trophy.  Then focus on developing the rest of your FOB, weapons and such.  After that, you can basically focus on trolling the CPU in single player and wasting more time with Metal Gear Online.

Speaking for myself – I plan on getting every trophy for this game and setting it aside for Fallout 4.  It really is too bad that Kojima and Co. jacked with our minds and the end of a great franchise so much as to make it downright trivial to develop nukes.

Madden 16 – Settings and Sliders (CFM)

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As promised, here are the official NoobTubeTV settings (version 1.0) and sliders for your CFM.

A few things before you dig into these.  Yes, I have nerfed the CPU run blocking.  This is because I have played against enough players like Jeremy Hill and such that simply run over every tackle attempt that I chose to even it up a bit.  I am considering turning CPU Run Block up to 20 as I keep playing, but so far I have been having great games (especially in my second season).

Also, be sure to set the auto-subs before the season if you want to get the proper stats for starters and backups.

I set the quarter length to 12 minutes because 15 was giving me far too many plays and high scores.  Setting it at 12 minutes is a great sim experience that will give you about 65 plays per game depending on how quickly you snap the ball, etc.

One final tip… When running the ball you should NEVER hit the sprint button until the play has developed and then speed burst through the hole.

If you have any questions don’t hesitate to ask!

Settings
Instant Starter – ON
Salary Cap – ON
Skill Level – All Madden
Quarter Length – 12 Minutes
Accelerated Clock – On
Minimum Play Clock – 15 Seconds
Game Speed – Normal
Player Progression – Every 4 Weeks
Coach Firing – On
Gameplay Tuning – Yes
Injury – On
Pre-Existing Injury – OFF
Trade Deadline – On
Trade Type – Enable All
Relocation Settings – Off
League Type – All
Auto Strafe – Off
Heat Seeker – On
Ball Hawk – On
Camera – Standard
On-Field Visual – Off
Def. Tackle Indicator – Off
Kicking Arc – On
Passing Camera – On
CPU Settings (CFM)
All set to OFF besides Game Prep (Game Prep is a complete waste of time)
SLIDERS HUM/CPU
QBA 55/40
Pass Block 50/50
WRC – 50/41
RBK – 53/15
FUM – 45/35
PDR – 75/55
INT – 50/40
PCV – 70/53
TAK – 60/45
Special Teams
FGP – 50
FGA – 50 (If you set this below 50 you will get the terrible accuracy glitch that basically makes your kick arc go crazy)
PPW – 50
PAC – 100 (CPU punters are terrible, EA needs to fix this legacy issue)
KOP – 50
Game Options
Injuries – 55
Fatigue – 60
Min Speed Thresh – 40
Penalties
Offside – 55
False Start – 50
Holding – 40
Def. Hold – 50
Face Mask – 50
Def PI – 50
Off PI – On
Kick Catch – On
Illegal Block – 50
Intentional Ground – On (Doesn’t work either way)
Rough Pass – 50
Rough Kick – On
Running Into – On
Auto-Subs
QB – 50/40
HB – 85/70
WR – 85/70
TE/FB – 80/65
OL – 12/10
DT – 80/65
DE – 80/65
LB – 80/65
CB – 80/70
S – 80/70