Building A Team In Madden 13 – More Than Just ‘Overall’ Ratings

Now that Madden 13 finally has the patches needed to make it a truly complete game we can start talking more about how to approach different modes.  In the case of Connected Careers Mode there are numerous ways to approach how to build your team as a coach.

Building your team starts with getting the right pieces in place.

I started a career with the Kansas City Chiefs and somehow took them to a Super Bowl victory with Romeo Crennel in my single player Online Franchise ‘Romeo’s Thinkin’ Arbys’.  After winning the big game in my first season I wanted to move on with a new coach in a new (and more challenging) situation.  Naturally, I went with the Browns and started my first off-season by trying to get players to fulfill stop-gap roles for my first season.  Then finally, I got to the draft… aka – the best part of building your team.

Drafting Your Team

It is more than simply taking the best-available player.

You need to consider what your team truly needs when you start drafting players.  This includes scouting during the season as well.  As a coach, you will need to pay close attention to the contract statuses of your players and how they are performing for you.  Taking a Quarterback when you really need a Defensive End or Linebacker could make your team suffer.  In this same breath, you should also compare the players by their ratings and their size.

Also, if you want a cheap way to scout for players that will be highly rated on your team, make sure you spend the 25 scouting points on ‘Scheme’.  This will be something you can use as you go through the year to set up your potential draft picks.

Free Agency

Over the course of my current CCM I have come across a few free agents that intrigued me.  The best pick-up I have made is WR, Leonard Hankerson for the Browns in 2013.  He came in as a replacement for my injured rookie WR and ended up leading the team in receiving yards, TDs and got himself a huge contract in the off-season.  Keep your eyes open for players that perform well when playiing for you.  Sometimes a player might not be ‘a good fit’ but he could end up becoming exactly what you need to turn things around.

Release Failed Project Players

One of the hardest things to do in sports games is to part with players that you either like in real-life or simply want to develop in the game.  Some of them just don’t pan out or under-perform over the course of time.  You have to make those tough decisions and understand that the betterment of your team is the long-term goal.

Pick A Starter… and stick with him

One of the parts of CCM in Madden 13 is progressing players based on their performance on the field.  Make it your mission to look at the goals being set for all of your starters and try to develop your players through that system.

What More Do You Want From Shooter Games?

The best-selling games on consoles seem to come down to First Person Shooters every single year.

While this isn’t necessarily a bad thing, it does drive me to wonder what else I really want from my FPS gaming experiences.  There seem to be three choices when it comes down to decision-making.

Arcade/Deathmatch Style – Call of Duty is the quintessential example of shooter games that revolve around picking up the controller and smacking other gamers in the face.  It is a fast-paced game with slight differences between weapons.  Not to mention a huge group of core gamers that are dedicated to the game they have come to love (or even sometimes, hate).

What More Do I Want?I have been hoping for years for the sniping in this game to be nerfed.  However, that is the ‘charm’ of Call of Duty games…  the weapons are subjectively rated and designed.  In many cases there isn’t much of a difference between using a magnum side-arm and a MK-14 as long as you ‘know how to handle them’.

I don’t want Call of Duty to change, primarily because I know that every time I turn it on I will be able to play it for an hour or two before I get so fed up with connectivity or quick-scoping spawn trappers that I turn it off and put in a different game.

Objective Based/Simulation – Battlefield 3 is designed with huge maps and team-play as the primary components.  While some of the interactions with vehicles is far from ‘simulation’ the weapons and handling of the game in-general present a much more ‘realistic’ feel to the game.  The recoil of the weapons makes for tough decisions to be made at times when you try to determine if you want more power or more control.  This is a primary difference between BF3 and COD games.

Also, objectives are the primary gametypes for Battlefield games.  This is something that tends to escape the common COD player than ventures into the land of Battlefield.  They will often try to come into a game of Rush or Conquest and try to turn it into some sort of Team Deathmatch.  While this is quite useful in Conquest, it is far from useful if you are the attacking team in Rush.

What More Do I Want? –A preventative measure to keep teams from spawn camping with vehicles like helicopters.  This is a great game, but people that are new to it will find that it is unforgiving when you play Conquest mode against seasoned teams of gamers.  It is one of the biggest downfalls in game design when you make it nearly impossible for a losing team to recover.

 

Sci-Fi/Fantasy – Halo, Fallout and The Elder Scrolls series all fall into this category for the most part.  They are either based in a realm that doesn’t exist or in some sort of alternate universe.  Fallout is the only potential threat to this category, but in reality it still has ‘laser’ weapons.  Much like Fallout, Skyrim has magic and other spells that make it fantasy related.  Halo is based on other planets or regions of the universe and uses weapons that either don’t exist or close to that description.

What More Do I Want?–  This category is difficult because there isn’t a lot to base anything off of in ‘real life’.  The issue I have with Halo is recoil with weapons feeling non-existent.  In general, Halo has a feel to it that makes it seem like the gamer is playing the game with a lot less ‘motion’.  There is almost a floating sensation when playing Halo.

What’s the point?

When thinking about any of these things it leaves me thinking that any of the things I wish would happen in FPS games are subjective at best and pointless at worst.  Most of the games we choose to play revolve around what we have had time to find a love for over the years.  Chances are good that you have already pre-ordered a game this fall or at least plan on asking for one of them during the holiday season.

Take that as a sign that you really don’t have a lot more you want out of a shooter game.  Otherwise you wouldn’t pre-order something before you hear about, let alone see any real changes.

Spawn Camping, Connectivity and the Potential Pitfalls of Black Ops 2

Call of Duty:  Black Ops suffers from tremendous issues that should cause many gamers to wonder if they should expect the same problems that plague the predecessor of Black Ops 2.

After recently popping-in  the original Black Ops for a refresher on Treyarch’s digital cash-cow I was greeted quickly with the reasons I sold this game after owning it for only five-months.

Connectivity

Black Ops seems more like a low-budget, poorly supported online title that could be easily discarded and replaced by any other online title.  Firing automatic weapons like the Galil seems to result in a largely disappointing task of dealing with poor frame-rates.  Is it really so hard to give such a widely purchased game a decent server system?

It seems almost laughable when playing Black Ops that it has the hit-detection problems that I remembered from ‘so long ago’.  I was under some sort of delusion that it would have been patched, but apparently this is something either created ‘by-design’ or strictly overlooked as they moved on with their Call of Duty rehashing development cycle.

Spawn Camping

Another issue that plagues the Domination game mode is spawn camping.  If this is an issue in any game they should be firing game-testers.  Some of the biggest problems in multi-player gaming is when the logic of spawning is broken.  In Black Ops you are almost guaranteed to experience a mind-numbing round of spawn camping by some group of ‘try-hard’ clan kids.

While being the victim of such a childish tactic is annoying, it is more annoying to be a paying consumer of a product that isn’t designed well.  You can always quit out of a match that is populated by these internet tough guys, but it is a bit more difficult to quit out of a product you have already spent $60+ on.
Hopefully Black Ops 2 will fix these issues.  If not, it could be a long year in the Call of Duty kingdom.

Madden 13 – Patch #3 Details Announced

This is slated to be released on October 16!

Feature Additions:

Custom Rosters Offline: Added the ability to start an offline career with a custom roster.

Connected Careers Edit Player: Added the ability to edit gear and information for players in a league.

Coach Mode in Connected Careers: Added the ability to use coach mode in Connected Careers.

Changing Schemes in Connected Careers: Added the ability to change offensive and defensive schemes as a coach.

Offline Play Along in Connected Careers: Added the ability for multiple people to join a CCM game. This applies to coaches only.

Draft Clock: Added a draft clock during the draft that is displayed on screen if you leave the draft interface to view rosters, depth charts, etc.

Draft Filter: Added a filter to the draft screen to display players that have been drafted.

Connected Careers Practice XP: Added the ability for user controlled players to earn extra XP in practice mode through the stats they accumulate.
Gameplay Tuning:

  • Fixed an issue where WRs were dropping too many passes when playing on All Madden difficulty setting.
  • Fixed an issue where it was too easy to time the kick meter on FGs and PATs in user vs. user games.
  • Fixed an issue where punt returners were moving away from the landing spot if you called a fair catch while letting the CPU control the player.
  • Fixed an issue where someone who attempted to bull rush with the R stick once the ball was snapped activated run commit.

Commentary:

  • Added over a dozen logic fixes to make our commentary more intelligent.

Presentation:

  • Fixed an issue where specific offensive player celebrations were not triggering.
  • Fixed an issue where the referee was backwards when calling a penalty.
  • Fixed an issue with the Giants away uniforms (missing a sleeve stripe).

Connected Careers:

  • Fixed an issue where Offline Gameplay AI/Logic did not match the logic in Play Now.
  • Fixed an issue where playing the game on All-Madden is too easy.
  • Fixed an issue where changing the camera setting in CCM game works for single player.
  • Fixed an issue where League Sliders had limited impact on difficulty.
  • Fixed an issue where the Accelerated Clock did not function in an online CCM game when the option was set to On.
  • Fixed an issue where you could not turn on/off GameFlow in CCM.
  • Fixed an issue where you were unable to sign Free Agents during the season.
  • Fixed an issue where ‘Starting a League’ would reset Player Schemes.
  • Fixed an issue where after declining a trade offer, you are no longer able to accept or decline another offer.
  • Fixed an issue where you could exploit supersim to run the game clock indefinitely.
  • Fixed some spelling and polish issues in the News and Twitter.
  • Fixed an issue where a coach could make a contract offer to a user controlled player.
  • Fixed an issue where you are forced to select a throwing style for a created player that is not a QB.
  • Fixed an issue where turning Auto-Start to off does not save week to week.
  • Fixed an issue where you can see rookie overall ratings by accessing the player card of the prospect through Team Needs.
  • Fixed an issue where changing Auto-Sub Frequency does not change the correct data.
  • Fixed an issue where the profanity filter was preventing offline players from typing in their names.
  • Fixed an issue where you can draft a player and then trade down while the draft is paused. The issue resulted in the user keeping both the traded picks and drafted player.

Stability:

  • Fixed numerous crashes.
  • Fixed an issue with the in-game pause menu disappearing.

Madden Ultimate Team:

  • Changed the Packs button to Store Button.
  • Condensed Leaderboards and Help menus.
  • Implemented the ability to view videos from the hub.
  • Implemented Store Panel Changes.
  • Moved Auctions/Trades to a separate menu option.
  • Fixed several Solo Challenge exploits

Playbooks:

  • Fixed an issue where theHail Mary formation in a custom playbook had a blank play that resulted in a broken formation and invisible players if selected.

Black Ops 2 and Aritificial Inaccuracy While Aiming Down Sight

One of the primary reasons I stopped playing Black Ops within a few months of release was due to the way they decided to make some weapons ‘inaccurate’.  The AK-47 is certainly an inaccurate weapon, however it shouldn’t mean that when you have your sights trained on an enemy that the rounds don’t fire straight out of the barrel.  This was one of the more annoying aspects of Black Ops as it seemed like every time I had my weapon aimed down sight directly on an enemy it would often result in a few missed shots.  It would be one thing if I was holding the trigger down on full auto but when firing in bursts and aiming low on the body in order to prevent recoil-misses and still miss shots on target – it takes away from the game drastically.

In Black Ops 2 we will be ‘flashing forward’ a bit as we start fighting in ‘The Near Future’.  There are a lot of things about Black Ops 2 that might make artificial inaccuracy a thing of the past for Treyarch.  The primary reasoning behind this assumption is that the weapons will be more aligned with those that we are currently using in Modern Warfare 3 or they will simply be more accurate weapons of the future.

We will keep you posted as details emerge but in the mean time we recommend that you start playing more Black Ops in order to get ready for Black Ops 2.  Treyarch seems to have a lot up their sleeve with this game and the online approach especially.

What’s Next? Madden NFL Zombie Mode…?

I bet you think I am joking… and I am to an extent – but…

So many people were clamouring for fantasy drafts and player editing in Madden 13 – and their wishes are slowly being granted.  Many people are still playing Black Ops strictly for the zombie mode and are looking forward to Black Ops 2 only for the continuation of it as well.  Now we have numerous zombie add-ons for games like ARMA 2 to go with the already growing number of actual zombie-themed games like Left 4 Dead and Dead Island.

Then it crossed my mind.

What would make a football game more accessible for non-sports gamers?

Zombies!

Consider the possibilities of instead of simply getting tackled by other players you were being chased around the field by zombies.  Maybe you could actually break ankles with a crazy juke move or use the hit stick to wreck a few zombies carrying the brain…err – ball.

I bet Donny Moore would give them all 99 OVRs in toughness and 25s in Awareness…

What are your thoughts? – Should zombies make their way into sports games?

Prepping For Black Ops 2? – Dust Off The Original Black Ops


With Black Ops 2 coming out in November you will want to play the first one to get a feel for the guns and overall handling of Treyarch’s last iteration of COD.

Getting your eyes and fingers ready for an anticipated game doesn’t entail taking a long break from gaming.  If you are looking forward to games like Black Ops 2 you should start putting in some practice time with the predecessor.  In this case, you should take the opportunity to start playing some of the original Black Ops.

There are a few reasons for this approach –

Developers Usually Make Games ‘Handle’ Like Old Ones – Treyarch is the developer in charge of Black Ops 2 (as they were with the original Black Ops).  Playing Modern Warfare 3 will still help you quite a bit with Call of Duty’s speed and presentation.  However, you will notice that Black Ops has many nuances that make it rather difficult to shift between Modern Warfare (Infinity Ward/Sledgehammer) and the titles developed by Treyarch.  You will notice guns aim and even carry differently – pop in each game and start looking for those slight differences that could make a big difference in your ability to play Black Ops 2 more effectively on November 13.

Get Used To Game Speed – The difference in game speed between Treyarch and Infinity Ward is also something that is very slight, but it is something to take into consideration none-the-less.  You will notice that sprinting speed and even the aiming of weapons can be just a few fractions of a second different from one game to another.

Snipers…Be Warned – Treyarch is rumored to be removing aim-assist (at least from Sniper Rifles).  This will hopefully get rid of ‘quick-scoping’ as well as making sniping a more skillful art than some sort of carnival weapon.  Sniping is a major point of contention for a lot of first person shooter gamers.  However, when it comes to the difference between sniping in Treyarch and Infinity Ward games – it is one of the most vast differences in gun-play.

Zombies – They are coming back and lets be honest… half of the people that say they play Call of Duty: Black Ops at this point play it simply for the zombies.  Start getting your braaaaaains ready folks – Black Ops 2 is less than two months away!

Madden 13 All-Madden Sliders for Connected Careers Now Available *Updated 2/1/13*

For those of you clamoring for a more challenging experience in Madden 13 – look no further.  These sliders are tough and they will give you some close games.

I highly suggest you use GameFlow as it seems to help make the game play a bit more realistically and it also keeps you from running money-plays like Power-O with motion, etc.

The CPU running game is terrible in Madden 13, so in this case we have made an effort to fix this through upping the speed threshold as well as taking down the Human run defense sliders.

For the passing game, you need to make sure that your players are open.  Close man coverage and forced passes will often lead to interceptions.

Happy Gaming!

NTTV ALL-MADDEN SLIDERS
SETTINGS
Quarter Length 12 Mins
Acc Clock 11 Secs
Game Speed Slow
Auto Strafe Off
Auto Sprint Off
Spd Thresh 90
Injury 53
Fatigue 65
SLIDERS HUM CPU
QB Acc 15 50
Pass Block 2 15
WR Catch 50 55
Broken Tackles 35 50
Run Blocking 15 55
Fumbles 25 55
Pass Def React 35 50
Interceptions 20 50
Pass Rush 10 45
Rush Def React 12 50
Block Shed 7 50
Tackling 5 50
FG Power 50
FG Acc 40
Punt Power 50
Punt Acc 80
KO Power 46
Penalties
Offside 100
False Start 50
Holding 52
Face Mask 53
DPI 100
OPI 100
PCI 100
Clipping 54
Int Ground 100
Rough Passer 52
Rough Kicker 100

Borderlands 2 Will Open Gun Season This Autumn

There are a lot of things that come with autumn – in gaming it is gun season. 

Over the next couple of months we will be covering some of the most anticipated titles of ‘gun season’.  The first game to grace us with its wonderful firearms is Borderlands 2.  Next week you will have the chance to continue the adventures on the planet of Pandora.  While you won’t be controlling the same characters during this story, you will have the ability to see even more amazing weapons and experience a new type of enemy intelligence. 

The best part of Borderlands is the weapons and we will give you a quick guide on some of the companies that make the weapons of Borderlands 2.

Dahl – These weapons tend to be some of the more solid performing guns in the game.  They often look like military surplus with their camouflage and firing modes.  Think of these as being go-to weapons when you need consistency.
Hyperion – These weapons are elemental in their damage (fire, electricity, poison, etc.) when they are fired for a long period of time they will develop better accuracy (especially as you hold down the trigger).
Jakobs – Jakobs weapons are like the MK14 in MW3 – they fire rounds as fast as you can pull the trigger.  This tends to mean that you should have steady aiming ability or just hope that recoil on your weapon isn’t too drastic.
Maliwan – These are also primarily developed around elemental damage.  It should be no surprise for you to find one of these guns late in the game as you level up and be impressed with some of the massive damage bonuses that come with their elemental powers.
Tediore – You should be careful when you use these weapons.  They will be rather unreliable and also have the ability to be discarded as active grenades (if you have ammunition in them) – this might be the only perk to using Tediore weapons.  I don’t see these being enjoyable to use early in the game but crappy weapons are often something you will start with in any game.
Torgue – this company’s weapons use Gyrojet ammunition – essentially giving the user an opportunity to have more damage-per-shot but in exchange you will have fewer rounds per clip.  This gives you a choice to make when you come across a Torgue weapon that can do massive damage but only has four rounds and perhaps using a weapon with less damage but more rounds to fire at a target.  *Reload speed is vital when using weapons with small capacity.
Vladof – Consider Vladof weapons to be speed focused.  These guns are often for the class of player that uses a Gunzerker or Commando character.  Think of Vladof guns as being really fast guns with little control.