Crunchez vos adresses URL
|
Calculez la conso électrique de votre PC
|
Hébergez vos photos
Page 8 sur 8 PremièrePremière 12345678
Affichage des résultats 211 à 238 sur 238
  1. #211
    Un autre truc emmerdant du mode MUT: il prend pas en compte ce que tu fais pendant le challenge!
    Y avait un challenge ou je devais empêcher l'adversaire de rusher plus de 30 yards sur un 2 ème quart temps entier. On commence 14-10 pour nous.
    Je me débrouille bien en défense ce coup là : je recouvre un fumble et intercepte une passe.
    Je finis le quart-temps avec un adversaire qui n'a pas fait 10 yards à la course, le challenge est donc validé, et en bonus j'ai marqué 2 touchdowns (et un safety sur un bug d'IA) , le score est 30-10 à la mi-temps.
    Challenge suivant dans le même match, le score est ramené à 14-10, merci d'être venus les gars

  2. #212
    Citation Envoyé par Dragati Voir le message
    Tssss ... C'est des petites natures, ces QBs ...

    En même temps, 1 fois sur 2 quand je suis en position d'en sacker un, je foire mon tacle et m'étale comme un couillon à ses pieds .
    lol Bon, finalement, je suis à la recherche d'un autre partenaire pour NFL 19 !
    www.infotographiste.com - Si ça doit merder, ça merdera…- PC i5 2500K+GTX980Ti OC - Panasonic GX7+14mm+20mm pancake+45-200mm+Olympus 60mm macro ou Mamiya C220 ou GF1+14-42OIS

  3. #213
    Citation Envoyé par Ashley TOUCRU Voir le message
    lol Bon, finalement, je suis à la recherche d'un autre partenaire pour NFL 19 !
    Question con: on peut faire du coop?

  4. #214
    Bon décidément ya un truc que je comprends pas : c'est normal que l'IA laisse passer mes Hail Mary 90% du temps ? Ca me semblait être un truc super risqué et super rare en vrai
    Sachant que je joue en "semi pro" (donc les contrôles normaux et la difficulté en Rookie je crois).

    Edit : bon contre des vrais joueurs étonnement ça marche pas du tout
    Par contre j'ai un soucis, quelqu'un à réussi le 3eme solo challenge des Ram ? Ils disent de pas allouer 20y (2 drives), mais j'arrive pas à le valider, faut aller jusqu'à la fin du match ?
    Dernière modification par Metalink ; 18/08/2018 à 21h35.

  5. #215
    Citation Envoyé par Myosos Voir le message
    Question con: on peut faire du coop?
    Oui !

    Et si je me trompe pas il est possible de faire du 3v3.
    Steam: n0ra | Uplay: CPC.Skoll | Forge: n0ra

  6. #216
    Here is a detailed breakdown of the newest update that is now live (20180821) in Madden NFL 19.

    Key Highlights

    Gameplay
    New Hit Stick Formula
    Less defensive knockouts vs. possession catch
    Play Action pass blocking upgrade
    Franchise
    New off-ball injury banner shows team and player

    Change Log

    General stability improvements

    Franchise Updates

    Added player name and team to the injury timeout drop-down for off-ball injuries
    Fixed an issue when withdrawing an offer during the re-sign Big Decision
    Fixed a UI layout issue when using the Members tab to invite friends to your Franchise
    Fixed an issue where play call suggestions didn't load after exiting Super Sim
    Tuned framing for Snapshots when focused on blocked field goals and punts
    Tuned Snapshot flow at the end of game so wipe correctly hides transition

    Madden Ultimate Team Updates

    Solo Battles
    Fixed an issue where the game speed was set to Slow in Solo Battles
    Fixed an issue where the playbooks selected in your lineup wouldn't always be the one brought into your Solo Battle game
    Solo Challenges
    Fixed an issue where timeouts would go to 0 when restarting a Solo Battle
    Pack Reveals
    Fixed an issue where the pack reveals were not triggering for Fantasy Packs

    Visual Updates

    Fixed an issue causing the Inner Color ring of the player indicator to remain visible after clicking off to another player
    Fixed an issue causing the green User Success ripple under the player indicator to flash randomly throughout the game
    Tuning to better frame the camera during Team TD Celebrations
    Enabled statue presentation for Atlanta Falcons during pregame
    Tuning of multiple cameras that were behind various stadium geometry during Post Game Tunnel Cut-scenes
    Updated helmet and chinstrap placement on a variety of players
    Updated a variety of uniforms
    Based on feedback gathered from the community about the Player Lock camera:
    Dev Note: In an effort to create more opportunities to make plays on the ball in Player Lock and Franchise Player, we've replaced the Player Lock cameras with our MUT Squads position-specific cameras. These cameras balance your player and the ball in frame as much as possible. This will enable you to make better reads on the play as it develops, as well as move on the ball in passing situations. In addition, we've implemented a punt and kick return view for Franchise Player when you are put in that position for your team, playing as a Running Back, Wide Receiver, or Defensive Secondary role.

    Updated player likeness for the following players:
    Chiefs HB Kareem Hunt
    Broncos OLB Bradley Chubb
    Browns HB Nick Chubb
    49ers LB Reuben Foster
    Giants HB Wayne Gallman
    Lions WR Kenny Golladay
    Redskins HB Derrius Guice
    Panthers WR DJ Moore
    Seahawks HB Rashaad Penny
    49ers QB C.J. Beathard
    Buccaneers LB Kendell Beckwith
    Chiefs K Harrison Butker
    Jaguars WR D.J. Chark
    Eagles HB Corey Clement
    Saints DE Marcus Davenport
    Lions LB Jarrad Davis
    Titans QB Luke Falk
    Dolphins FS Minkah Fitzpatrick
    Broncos HB Royce Freeman
    Dolphins TE Mike Gesicki
    Eagles TE Dallas Goedert
    Broncos WR DaeSean Hamilton
    Dolphins DE Charles Harris
    Vikings CB Mike Hughes
    Chargers SS Derwin James
    Cardinals WR Christian Kirk
    Giants QB Kyle Lauletta
    Steelers FB Jaylen Samuels
    Cowboys HB Bo Scarbrough

    Gameplay Updates

    Catching
    Tuning to decrease the frequency of defensive knockouts vs. catches, especially vs. possession catches
    Fixed an issue causing defensive knockouts to occur on receivers after they have already gone to the ground, resulting in incorrect incomplete pass rulings
    Tuning to remove defensive knockouts on sideline catches resulting in incorrect catch rulings
    Tuning to decrease the frequency of defenders jumping to swat or catch passes intended for receivers who are behind them
    Fixed an issue causing defenders to sometimes hurdle over balls on the ground that had been fumbled
    Fixed a rare issue causing players to disappear from a catch interaction
    Added functionality for users to break receivers and defenders out of Catch-drop animations so they can get back into the play quicker
    Fixed an issue causing HBs to run backwards after making a short catch when facing the QB
    Real Player Motion
    Fixed an issue causing QBs to use hot route animations when sending a receiver in motion
    Fixed an issue causing QBs to sometimes use hot route animations when using Fake Snap
    Fixed a rare issue where the play would not be blown dead when the ball carrier used the Give-Up mechanic, including QB slides
    Added functionality to break out of play-action pass rollouts early, after the fake handoff
    NOTE: This can be used by giving input on the Left Stick towards any direction and/or pressing RT/R2
    Fixed an issue in Singleback Ace HB Slam Mtn that caused the QB to hand the ball off with the wrong hand
    Fixed an issue causing the HB to miss the toss when using Pistol Weak I Flex Power Option and Gun Open Flex HB Toss
    Fixed an issue causing left-handed QBs to sometimes turn around and look behind them when inside the pocket
    Tuning to Hit Sticks to increase the frequency of broken tackles vs. hit stick attempts
    NOTE: Hit Stick outcomes are determined by using the defender's Hit Power rating (POW) vs. the Ball Carrier's Break Tackle rating (BTK) and can be modified by weight and momentum of both players in the interaction
    Blocking
    Upgraded block targeting and behavior for Play-Action pass blocking
    Tuning to slightly decrease early block sheds vs. the run game on only All-Madden difficulty in Simulation and Competitive Game Styles
    DEV NOTE: Because Rushing Yards Per Carry is currently below our target range on All-Madden, we have slightly decreased the frequency of early block sheds on All-Madden by tuning them a little bit more towards the values used on All-Pro, where Rushing Yards Per Carry is within our target range.
    Fixed issues causing TEs to remain frozen at the line when they had no defender to block when in a pass blocking assignment
    Tuning to increase the effectiveness of the Ultimate Team Ability Secure Pass Blocker
    NOTE: This will now be an additive timer the defender must wait before attempting a shed move. It will be added onto the base wait time, which is determined by the defender's pass rush rating currently being used (PMV or FMV)
    Post-Play:
    Fixed some cases of players remaining frozen on the ground when trying to get up after the play is over
    Fixed some issues causing the ball to get stuck to players' forearms after getting up off the ground
    Fixed an issue causing defenders to continue playing a tackle animation after the ball carrier had branched out of the interaction
    Fixed an issue causing receivers to run off the field and into the edge wall before celebrating when the user has not taken control of them during a TD catch
    Fixed some issues causing players to run off the field after getting up when the play is over
    Tuning to decrease the frequency of small moment celebrations after the play is over, which will also improve post-play player avoidance
    Pre-Play:
    Fixed an issue causing WR icons to flip when using an audible to a new formation or from a run to a pass within the same formation
    Fixed an issue causing HBs and TEs to not show Receiver Icons after hot routing them to pass block and then back to a route
    Fixed various cases of defenders lining up on top of each other in pre-snap
    Tuning to make defender movement after breaking the huddle smoother
    Fixed an issue causing offensive and/or defensive linemen to align incorrectly when using no huddle
    Tuning to speed up defenders when covering a receiver in motion in pre-play
    Fixed an issue causing a broken play when using an audible from Fake Punt Pass to Fake Punt FB Off Tackle

    Commentary Updates

    Added new content from the commentary team of Brandon Gaudin and Charles Davis
    Fixed an issue where our commentators reference kicking off from San Diego, when we're actually in Carson

    PC Updates

    Fixed an issue that would cause some resolutions to display the uniform preview model in the wrong location
    Fixed an issue that sometimes caused audio to cut off during gameplay
    Fixed an issue that sometimes prevented the pause menu from being opened when both peripheral types were connected
    Fixed an issue that sometimes caused keyboard and mouse inputs to display even when the primary input was a controller
    Fixed an issue that sometimes caused the keyboard icon to display within team select when using a controller
    Fixed an issue in Online Head to Head that sometimes caused users to get kicked back to the Main Menu after selecting Quick Match
    Fixed an issue in Franchise that would cause positions to be hidden until a user scrolls through the entire list
    Fixed an issue that sometimes disabled mouse click functionality after exiting exhibition mode
    Fixed an issue that sometimes caused mouse clicks to not function in the pause menu
    Fixed an issue that prevented mouse clicks from functioning properly on some grid-based menus
    Fixed an issue that prevented the hyphen and apostrophe keys from functioning when editing a player's name
    Fixed an issue that prevented the MUT card reveal sequence from playing when using the mouse
    Fixed an issue that would sometimes cause MUT Solo Challenge goals from displaying properly

  7. #217
    Merci Drah !
    Steam: n0ra | Uplay: CPC.Skoll | Forge: n0ra

  8. #218
    Citation Envoyé par Drah Voir le message
    Here is a detailed breakdown of the newest update that is now live (20180821) in Madden NFL 19.

    Key Highlights

    Gameplay
    New Hit Stick Formula
    Less defensive knockouts vs. possession catch
    Pre-Play:
    Fixed an issue causing WR icons to flip when using an audible to a new formation or from a run to a pass within the same formation
    J'ai fait pas mal de parties hier soir et effectivement j'ai pu constater ces points là. C'est vraiment plus confortable à mon sens (surtout pour les receveirs qui lachaient le ballon plusieurs pas après une réception).
    Bon enfin, le hit-stick est un poil trop efficace à mon goût mais heureusement l'IA ne l'utilise pas trop.

  9. #219
    Vous êtes des dangereux quand même les joueurs de madden nfl.

  10. #220
    Pour une fois c'est pas un jeu de tir qui est incriminé... pour le reste, sans commentaire...

  11. #221
    Faut renommer le topic du coup
    Citation Envoyé par Monsieur Cacao Voir le message
    Chaque fois qu'un joueur achète un DLC, un nazi naît quelque part dans le monde.

  12. #222
    Salut les coincoins,
    Une petite question sur le jeu lorsqu'on incarne un joueur en particulier et spécifiquement les QB (celui créé en mode franchise ou un gus comme Wade en longshot) : est-ce qu'on gère la réception des passes aussi ? Je n'arrive pas à me faire une idée. J'ai l'impression que non mais…

    Et ils sont chauds, les skill training. Vous avez un truc pour sacker le QB ? Ca passe parfois mais c'est trop rare pour me valider les 3 ou 4 essais réussis sur les 7.

    Si ça peut aider l'un d'entre vous, retour d'expérience utilisateur : la manipulation qui m'a permis de démarrer (puis jouer) à ce jeu est la désinstallation / réinstallation de Origin (j'avais pourtant une version mise à jour). Sans ça, le gameplay de Madden 19 n'allait pas plus loin que cliquer sur jouer, voir mon bureau, revoir le bouton jouer :D

  13. #223
    Citation Envoyé par Baern Voir le message
    Salut les coincoins,
    Une petite question sur le jeu lorsqu'on incarne un joueur en particulier et spécifiquement les QB (celui créé en mode franchise ou un gus comme Wade en longshot) : est-ce qu'on gère la réception des passes aussi ? Je n'arrive pas à me faire une idée. J'ai l'impression que non mais…

    Et ils sont chauds, les skill training. Vous avez un truc pour sacker le QB ? Ca passe parfois mais c'est trop rare pour me valider les 3 ou 4 essais réussis sur les 7.
    Je me souviens plus trop mais de mémoire en longshot tu ne contrôle que Wade. Par contre en universitaire tu contrôle aussi les receveurs. en mode exhibition ou autre aussi. Je sais pas si c'est nouveau mais il y a un bouton pour sécuriser le catch mais tu tombes ou sort en touches et un autre bouton pour catch & run.

    Pour les skill pareils ça ne marche pas tout le temps. j'ai remarqué que le timing quand tu appuis est super important ! Par contre certaines fois ça clignote en vert mais tu restes bloqué quand même ! faut aussi bouger le joystick en même temps du bon côté où tu veux passer.

  14. #224
    Citation Envoyé par Raoulospoko Voir le message
    Faut renommer le topic du coup
    Ça se joue toujours avec les mains

  15. #225
    Acheté par ici aussi.

    Je ne joue pour le moment qu'en mode Franchise.

    Pour ce qui est de la difficulté, avec les sliders qui vont bien, j'ai du mal à me fixer entre les niveaux rookie et pro. Le premier bien trop facile, le second trop difficile pour moi (je débute). Dans le mode pro, et malgré la correction des sliders, l'I.A. intercepte trop régulièrement je trouve, du coup c'est très difficile d'assurer un challenge avec l'Ordi.

    Si vous avez des conseils quelconques, je suis preneur. Merci !

  16. #226
    Reste en pro ! en fait il faut trouver les tactiques qui fonctionnent bien en def et en attaque qui te permettront de te sortir de la mouise le moment opportun. Pour les passes le timing et le type de lancer (laser/lob etc...) est primordial !

    Fais aussi les skill training qui permettent de bien prendre le jeu en main. J'ai pas mal progresser pour les contrôles individuels des joueurs.

  17. #227
    Je vais tâcher, merci.

  18. #228
    Bon matin par ici,

    Est-ce que vous avez sous la main un guide (ou êtes-vous le guide ?) du mode MUT qui explique aussi les différences entre les types de cartes ? J'en ai lu plusieurs sans recevoir toutes les infos recherchées et je fais des tests en jeu pour apprendre mais bon, c'est pas suffisant ou fiable.
    Par exemple, NAT, c'est non auctionable (et dans ce cas, quelles cartes sont vendables aux enchères parce que les non NAT sur lesquelles je suis passé ne sont pas vendables non plus) ? C'est quoi une carte Campaign ? Comment fonctionne les sets ? Il me semble avoir compris après un essai sur Gégé Watt dans le set Gatorade - c'est pareil pour les autres ? Il vaut mieux avoir des cartes power up, core gold/elite,... ?

  19. #229
    Perso j'ai rien compris, je remplace mes joueurs quand j'en choppe un meilleur

  20. #230
    Citation Envoyé par Metalink Voir le message
    Perso j'ai rien compris, je remplace mes joueurs quand j'en choppe un meilleur
    Je t'avoue que je fais pareil ^^

  21. #231
    Faudrait vraiment que je prenne du temps pour apprendre à jouer, mais c'est assez compliqué en partant de rien et sans ressources ...
    En attaque je choisi si je veux faire une passe ou une course, puis je choisi un truc qui m'a l'air fun, mais sans jamais vraiment me préoccuper de ce que pourrais faire l'adversaire (j'essaye quand même de varier un peu).
    Et en défense alors là j'avoue que je choisi soit au hasard soit en prenant la suggestion du coach, puis j'essaye de sacker le QB ou d'empêcher la réception de la passe. Mais du coup souvent je laisse passer des trucs de ouf, contre lesquels je sais pas trop quoi faire.

    C'est assez dur d'essayer de comprendre un jeu quand on a pas la moindre idée des stratégies appliquées en vrai

  22. #232
    Citation Envoyé par Metalink Voir le message
    C'est assez dur d'essayer de comprendre un jeu quand on a pas la moindre idée des stratégies appliquées en vrai
    Faut faire les tuto Skill Trainer dans exhibition, la logique des plays est souvent expliquée, en attaque on t'indique souvent quel est le joueur clé de la défense qui permet de faire la lecture.
    En défense c'est plus dur, mais déjà en fonction du placement du QB et du RB tu peux déjà anticiper une passe ou un run, je recommande vivement de supprimer l'option accelerated clock et d'utiliser pleinement le temps pour mémoriser ton call et faire mumuse avec les audible.

  23. #233
    J'en suis pas encore là dans les tutos, mais j'ai pour objectif de tous les faire effectivement donc je verrais bien.
    Merci pour les conseils

  24. #234
    Citation Envoyé par Praag Voir le message
    je recommande vivement de supprimer l'option accelerated clock et d'utiliser pleinement le temps pour mémoriser ton call et faire mumuse avec les audible.
    +1 !

    Sinon en def tu peux utiliser les concepts comme ça tu peux orienter ta défense en fonction de ce que tu anticipes. Est-ce une course ou une passe ? intérieur ou extèrieur etc...

    Le personel utilisé par l'attque adversaire est également importante. C'est le truc qui ressemble à: 2-1-2 => nombre de running backs - nombre de tight ends - nombre de receveurs. Plus tu as de receveurs et moins y'a de chances que ce soit une course (pour l'IA en tout cas car les p'tit malins dont je fait parti font l'inverse).

    Ensuite pour ton personnel en défense, dans les grande ligne:
    - 43: défense de base avec 4 D-Line et 3 LineBacker donc un bon match s'il y a deux RB en face.
    - nickel: efficace contre les 1-1-3
    - dime: pour défendre la passe mais tu te découvre contre les courses
    - dollar: mega efficace contre la passe mais tu prends l'eau contre les courses surtout intérieurs.

    et la fameuse question Cover ou Man ?
    - cover tu "autorise le catch" mais tu es là rapidement pour qu'il ne prenne pas plus de yards
    - c'est l'inverse

    Pour l'attaque: le tuto des Running back m'a vraiment aidé ! Ensuite bah ça dépend de ton style de jeu. Pour faire simple on peux dire que les courses permettent de gagner du temps alors que les passes permettent de gagner du terrain.

  25. #235
    A new Madden NFL 19 patch (20190910) is available now, weighing in at just over 1 GB. Check out the patch notes below and post your thoughts.

    Key Highlights

    Gameplay
    Added Signature Celebration by Douglas Veney, the Touchdown Dance Challenge winner from EA Play
    Updated formula for defenders’ ability to play the ball in the air
    Followed new NFL Rules Point of Emphasis – Dives by the ball carrier will be considered as giving himself up on the play, and will be ruled the same as QB slides
    Franchise
    Added new To Do items for Weekly and Yearly Awards, Pro Bowl, and Upgrading Players
    Added new filter options to the Roster and Draft Recap menus, so you can see the best players in the league at a glance
    Change Log
    Made general stability improvements
    Franchise Updates
    NOTE: All changes will be available to existing Cloud and Offline Franchises.
    Added a new To Do item to View Weekly Award when someone on your team wins a Weekly Award
    Added a new To Do item to Upgrade Players that appears when someone on your team has a Skill Point
    Added a new To Do item to View Yearly Awards that appears during the Wild Card week
    Added a new To Do item to View Pro Bowl Rosters that appears during the Pro Bowl week
    Added XP values to the Skill Point progression bar on the Player Card
    Added an All Team filter option in the Draft Recap menu
    Added an NFL filter option in the Roster menu
    Updated keyboard popup so text is cleared upon typing, so it’s faster to rename players
    Updated draft generator so players at the top of the draft projections are younger
    Lowered chance to gain a Speed point when upgrading your player
    Increased scroll speed for editing contracts and colleges in the player editor
    Fixed issue where backup offensive linemen were making the Pro Bowl
    Added ability to offer contracts with a salary up to $30 million per year
    Added postgame automatic snapshot presentation for cloud Head-to-Head games
    Fixed a visual issue that made the Buffalo Bills on coach hats transparent
    Added some missing historical season stats for various players, including Todd Gurley II and Odell Beckham Jr.
    Fixed issue when backing out of My Coach didn’t return you to proper tile
    Fixed alignment issues on Members menu for Cloud Franchises
    Fixed issue where character models wouldn’t load in the Franchise hub
    Fixed issue where the bottom line ticker showed incorrect starting times for games
    Updated bottom line ticker so it doesn’t show Upset Alerts until Week 6
    Fixed issue where winning the Super Bowl would award extremely high XP if the XP sliders were adjusted
    Added Player Card button to the end of season regression menu for players not on your team
    Grouped duplicate skill upgrades on Player Card Progression History so it’s easier to read
    Fixed issue where fully-maxed 99 OVR players showed on the upgrade tab on the Player Card, and they were listed in the postgame upgrade screen
    Fixed visual menu issues and applied player’s best OVR to Awards screen
    Fixed Training Recap menu to use player’s best OVR
    Fixed issue where the Drafted filter during the Draft wasn’t showing best OVR
    Fixed issue that when starting as a Player the Active Player menu wasn’t showing best OVR
    Fixed issue where Pro Bowl Awards screen wasn’t showing best OVR
    Increased speed at which Snapshots show on the loading screen
    Adjusted spreadsheet column widths on Roster, Depth Chart, Draft Recap, etc. to make them easier to use
    Updated draft generator so players come out with varying QB throwing animations
    Added ties to the records shown on loading screens
    Added color variation when swapping players in the Draft Class Editor
    Fixed issue where team needs values weren’t updating during the Draft
    Fixed issue where players on IR could sometimes be subbed into game
    Added Captains patch to player model in Locker Room environment when playing as a Player
    Fixed issue where traits weren’t being shown in full on the Player Card
    Added functionality so players with tied Player Types will match a selected Coach Scheme when backing out of the Scheme Menu
    Updated selection logic on loading menu so it shows better player comparisons
    Removed the incorrect Coach Scheme that was visible on the Owner Goals menu
    Added ability to change weight by single digits when editing your player
    Fixed exploit where players with stocked up skill points didn’t ask for proper contract amounts
    Fixed issue where facemask was not updating when changing the helmet type
    Added status message when uploading snapshots in postgame
    Tuned passing attempt stats when simulating games
    Added Super Bowl teams to the schedule bar even when your team isn’t playing
    Fixed message when drafting a player with star or superstar development trait to always be a “Good Pick”
    Fixed issue where wrong Super Bowl number was shown
    Improved stability when using “slow” super sim
    Fixed issue where players featured in draft stories could have unrealistic ratings
    Added the Wembley Stadium to the Seahawks vs. Raiders game
    Tuned cut logic so rookies drafted in the first four rounds are valued higher
    Fixed issue in Cloud leagues where the draft tracker didn’t update with the correct team after a trade occurred
    Fixed logic for choosing recommended players to show when cutting
    Updated visuals on Team Salaries menu
    Visual Updates
    Fixed an issue causing the Big Hitter Fumble banner to fire incorrectly on dive tackles from behind the ball carrier that would result in fumbles (specifically QBs)
    Fixed issue preventing blue feedback flicker from firing for Ultimate Team Ability Lead the Way
    Fixed issues preventing the Highlight Coverage UI from appearing in some cases
    Fixed an issue of blank play art in the Play-call Screen for plays Zona Shallow and Zona Slants in the Cardinals playbook, as well as plays Pistol Trips Inside Smash and Pistol Trips HB Draw in the Pistol Playbook
    Tuning to make the User Celebration in-game graphic appear more consistently after sacks
    Fixed a lighting issue causing the in-game lighting to be overexposed after manually skipping the pre-game runout sequence
    Fixed an issue causing the player to dive in the wrong direction when attempting dive tackles while in the Defensive Player lock camera
    Updated player likeness for the following players:
    Cowboys CB Chidobe Awuzie
    Bears HB Tarik Cohen
    Seahawks CB Shaquill Griffin
    Ravens TE Hayden Hurst
    Chargers CB Desmond King
    Titans OLB Harold Landry
    Cowboys CB Jourdan Lewis
    Jaguars DE Yannick Ngakoue
    Bills QB Nathan Peterman
    49ers WR Dante Pettis
    Chiefs MLB Reggie Ragland
    Falcons WR Calvin Ridley
    Cardinals TE Ricky Seals-Jones
    Bears MLB Roquan Smith
    Broncos WR Courtland Sutton
    Buccaneers DT Vita Vea
    Cowboys QB Mike White

    Gameplay Updates

    Tuning
    Tuning to decrease the frequency of fumbles when using the Strip Ball mechanic
    Tuning to increase the frequency of broken tackles when setting the Strip Ball coach adjustment to Aggressive
    Tuning to make the defense more susceptible to running plays when setting the Pass Rush coach adjustment to Aggressive
    Defaulted the Auto Strafe option to OFF for all users in MUT Squads to remedy issues of users’ auto-strafe settings changing to the host’s setting without knowing it
    Tuning to increase the Out of Position penalty for using defensive players on offense
    Tuning to decrease the number of fumbles that occur when the ball carrier is tackled by getting his feet taken out from behind
    Pass Coverage
    Fixed an issue preventing Cover 3 and Cover 4 zones from covering Fake Screen Wheel plays properly
    NOTE: Specific to Cover 3, we are still working on an issue occurring with Curl-Flat zones sometimes leveraging the Wheel route and leaving the flat route uncovered, but this can be mitigated by using hot-routes to put the Curl-Flat player in a Hard Flat or Cloud flat – we are continuing to work in this area and hope to have this completely addressed in a future title update
    Fixed an issue causing Cover 4 Palms to overplay out routes from the slot instead of covering streaks behind it
    Fixed an issue causing fade routes out of Bunch formations to get open too frequently vs. Cover 4 Palms and Cover 4 Quarters
    Fixed an issue causing deep post routes out of Bunch formations to get open too frequently vs. Cover 4 Palms
    Fixed an issue causing Cover 4 Quarters to leave the Seam route uncovered with an RB route to the same side
    Fixed an issue preventing defenders in match zones from properly covering double-move routes
    Fixed an issue that would sometimes prevent the Ultimate Team ability Footsteps from applying the proper catching penalty to nearby receivers
    Real Player Motion
    Fixed an issue causing the center to sometimes get stuck in the snap animation after the snap when playing on any game speed besides Normal
    Tuning to decrease the frequency of AI ball carrier’s usage of the One-Cut mechanic
    Fixed an issue causing a player to get stuck while getting up off the ground in post-play
    Fixed an issue causing left-footed punters to quickly change their stance during the snap on punting plays
    Fixed a rare issue where the QB would get stuck in a physics pose and hover off the ground following a sack
    Tuning to improve cases of short delays after handoffs in MUT Squads
    NOTE: We still have a few improvements to make here in future updates
    Fixed an issue causing a short delay after the handoff when playing on Slow or Very Slow game speeds
    Fixed an issue preventing QBs in pistol formations from properly finishing their rollouts on Play-Action plays
    Fixed a rare issue causing the ball carrier to warp either forward or backwards while using a Hit the Hole animation
    Fixed an issue causing defenders to sometimes warp from a dive tackle off the ground into a standing tackle
    Tuning to prevent movement issues with user-controlled defenders when the user would make slight movements with left stick in pre-play
    Fixed an issue causing the FB to run into the QB during the play I-Form Wing HB Toss
    Fixed an issue causing the QB to delay when trying to set his feet for a pass while scrambling, which would result in an incorrect Throw on the Run accuracy penalty
    Fixed an issue causing an incorrect physics interaction when a defender would hit the kicker after attempting a kick block
    Fixed an issue that would cause handoff animations to sometimes be misaligned when running hurry-up offense
    Pre-Play
    Further tuning to improve defensive player movement out of huddle breaks
    Fixed an issue causing the auto-motion player to freeze at the snap on plays Singleback Spread 61 X Choice and Singleback Spread 60 Go
    Tuning to reduce the time it takes AI-controlled teams to kick or punt when the game clock is stopped
    Additional logic for pre-play QB Signature animations to make QBs use only hot-route animations instead of the longer change-play animations when using an audible within the current formation
    Fixed an exploit that allowed the user-controlled defender to prevent the offense from snapping the ball while using hurry-up offense
    Fixed an exploit that allowed the user to flip routes and offensive alignment without the defense reacting
    Fixed an issue with routes not flipping when prompted in No Huddle offense audible plays
    Fixed an animation issue causing defender to twitch after using Base Align in Big Nickel > Over G > Cover 3 Match
    Fixed an issue causing the AI to always use Four Verticals as the default play when calling an audible out of FG Block to prevent exploits
    Catching
    Updated the formula used to determine defenders’ ability to play the ball in the air to allow for more opportunities for defenders to use jump catches, specifically user-controlled defenders
    NOTE: Instead of using the Spectacular Catch (SPC) rating to determine if a defender can play a jumping catch or a 180-catch when not facing the QB, we are now using a combination of the Jump (JMP) and Agility (AGI) ratings – in order for a defender to have the ability to play a high ball or catch a pass over his shoulder, he must have at least a 75-rating in Jump AND an 80-rating in Agility. This should reduce situations where the defender fails to play the ball in coverage. This change will have no impact on offensive players and will be used across all game styles and difficulty levels.
    Fixed an issue preventing a catch animation from playing on user-controlled defenders when holding the Play Ball button before the pass is released
    NOTE: When holding any catch or play-receiver button before the pass is in the air, users on defense will now get an animation corresponding to the button input. This should be considered as an Early Ball Hawk penalty that will decrease the catch chance, but we are still adding improvements to that logic for a future title update.
    Fixed a rare issue causing kick returners to incorrectly use a catch drop animation after catching the ball, in which case he would stand in place with the ball and not run
    Tuning to better balance catch outcomes for mid-air catch interactions (interactions that occur at the catch point with both the defender and the receiver jumping in the air), specifically to reduce the frequency of completed passes when throwing high balls to covered receivers
    Fixed a player warping issue on kick returns
    Fixed an exploit used on kick returns that resulted in an incorrect Safety ruling when the returner caught the ball near the sidelines and ran out of bounds
    Blocking
    Made improvements to blocking logic for RBs in pass protection to improve blitz pick-ups dealing with slot CBs in a contain assignment
    Tuning to improve pass blocking logic vs. blitz set-ups where the user-controlled defender or a QB Spy defender idles near the line of scrimmage to force blockers to target him
    Tuning to improve blockers getting out of run-block double teams and to their secondary target
    Tuning to improve blocking logic for Crack blockers on Toss Crack running plays
    Fixed an issue causing the center to keep the ball on the Pass Mechanics drill in the Skills Trainer Gauntlet
    Fixed an issue causing a specific defensive-win block shed to occur too frequently vs. run block double teams
    NFL Rules
    Fixed a rare issue on punt blocks where the ball would go out of bounds and the kicking team would incorrectly retain possession of the ball on the opposite side of the field
    Added support for new NFL Rules point of emphasis – any ball carrier who dives forward to give himself up on the play will be ruled down at the spot of the ball when the first body part that is not a hand or foot hits the ground, whether he is touched by a defender or not.

    PC Updates

    Fixed an issue in gameplay that caused the Virtual Thumbstick to display while playing with a gamepad
    Fixed an issue in gameplay that caused framerate stutters for some users playing with an unlocked FPS
    Fixed an issue in Playcalling that would incorrectly cause a play to be selected when clicking with the mouse
    Fixed an issue in Online H2H Playcalling that caused mouse clicks to not function while on the Away team
    Fixed various stability issues
    Fixed numerous issues throughout Franchise and MUT menus where mouse clicks would not function as expected
    Fixed an issue in Franchise that could move the camera into darkness while in the create-a-player flow
    Fixed an issue in Franchise where the Snapshot help pop-up incorrectly displayed “Z” instead of “R”
    Fixed an issue in Franchise mouse highlighting issue on the Formation Subs screen
    Fixed an issue in MUT where the intro video would not play when entering the MUT HUB for the first time
    Fixed an issue where a Right Stick button hint would appear instead of WAS” while showing the matchup wheel
    Fixed an issue where accepting a H2H invite could set the wrong controller as active
    Fixed an issue where mouse clicks did not function in the settings when accessed via the in-game pause menu
    Fixed an issue where mouse functionality was inconsistent when entering gameplay from different modes
    Fixed an issue where the mouse would not highlight player details in the Player Management Screen

    Madden Ultimate Team Updates

    Made improvement to the Squads Lobby screen that will show the name of the Event that is currently active
    Fixed an issue causing the base OVR of the player to appear when placing an upgraded item into a Set
    New latency icons have been added to online games so players will now be able to see when they are having connection issues; this is a server feature that we will experiment with and collect feedback from players before making a decision to leave it on permanently.
    Addressed an issue causing custom commentary to carry over and repeat itself in other MUT game modes after playing a Solo Challenge

  26. #236
    Alors j'ai commençais à jouer en Rookie, histoire de prendre le jeu en main.

    Maintenant que j'arrête pas de faire des 40-0, je passe en Pro....


    Bon...


    J'ai encore des progrès à faire 2 pick-6 coup sur coup.

  27. #237
    Et ils baissent quand le prix du jeu ?

  28. #238
    Sachant que la saison a commencé ya deux jours (si je me trompe pas ?), je dirais pas tout de suite

Règles de messages

  • Vous ne pouvez pas créer de nouvelles discussions
  • Vous ne pouvez pas envoyer des réponses
  • Vous ne pouvez pas envoyer des pièces jointes
  • Vous ne pouvez pas modifier vos messages
  •