I don’t even know wtf I’m supposed to be looking for lol so far I do like the menus/some of the in-game pre snap stuff.
I did read somewhere (maybe here, I’m high) that this isn’t even the current WIP version. So whatever we’re playing isn’t what they have a month ahead of release.
Spoiler: Reddit Review CF26 BETA Review This is going to be in two groups: # Dynasty and Gameplay. **DYNASTY** * WnT sliders for different types of hits and how much they impact WnT. Sacks, Hit sticks, normal tackles, etc. also recovery sliders for per play, per timeout, per half, and per game. * Transfer settings. Can set a max amount of transfers that will leave a team. (Default is 15). Can also set it to a higher or lower chance a user or cpu players will transfer. * Player customization: no real major gear changes, helmet/facemask UI is 100% better. You can edit QB throw motion, shotgun stance, under center stance, running style, and a HB/WR/CB stances too. * You also manually upgrade players. They earn their coins and you choose to apply them. You buy both ratings and abilities. * Position change week: last year if you changed a players position in this week, they gained all the abilities they qualify for, in the beta players lose all abilities when you move their position. * Coach abilities: for recruiter, they moved the “increased recruiting hours of position” to elite recruiter tier 4. * TONS of new archetypes and a lot of overlap. For example, HBs have 6 total. East-West back and elusive bruiser backs can get shifty ability * Shifty is now tied to both CoD and ACC. * Also saw a physical route runner that has 50/50 and downhill. * Depth chart has edge, Sam, Mike, Will, NT, gadget, * Formation subs exist * History tab shows previous champs and award winners. No trophy room in beta * Stat increase: it now shows very clearly if a player went up in a specific stat in the menu. * Dev trait increase: I got an alert that a player went up from impact to star. Also dev trait is easily viewable from roster screen * Players gained weight in offseason. * Recruiting as a whole is similar but QoL updates telling you quickly if they are rising or lowering on you, I didn’t deep dive into recruiting yet but someone mentioned visits are a little different. * Pro potential for deal breakers seems to be fixed to by position and looks back further than 1 year. **GAMEPLAY** * Custom zones on defense are just like custom stem routes. For Xbox hit Y, then Y again. Select the players whose zone you wanna change. Hold L1 and up or down to change the zone depth. * QBs can use juke stick behind the LS while sprinting. * At LoS up on the DPad triggers a new menu for the formation you’re in where you can quickly move each position and assign a substitution for the next time you’re in that formation. You can reset to starters with Y. * Dynamic abilities. Had a gold shifty HB, he got hot and it upgraded his shifty to platinum for a few drives. This also showed for my QB and OL when they played well. * Zone coverage seemed a little better. But didn’t deep dive into that * They added stunts. When in play selection you use X, Y, A to select a play. If you want to add a stunt/twist to that plays pass rush, press and hold the play button and a submenu will pop up where you can select the adjustment you want. * Noticed more sponsors, all state sponsor on kicking net during PAT. Mountain Dew, discovery, Lowes, felt like a broadcast. * Blocking feels good but I haven’t played too many OP teams to find out if Quick jump is wild * NEW: Theres some cool double motion plays. a guy motions and gets set. and then another player motions on the play. * NEW: Double motion power read. both QB and HB move over a step. HB takes snap and runs a power read with himself and the QB. **EDIT:** * looking at the roster screen. the player is on the right and theres the submenu i can change with the RS. they go as follows: pg 1. abilities and dev traits pg 2. 6 position specific attributes. (for RB, speed, acc, agi, awareness, carrying, BCV) pf 3. deal breaker pg 4. WnT pg 5 season stats * Coach Carousel. I just won SEC champ and went 13-0 and the best i got offered was USC/Pitt/Wisconsin HC jobs. * Coaches have a lot of aparrel options * Transfer Players do get offseason upgrades. * Presentation has good replays with stats. seems fresh and clean.
Looks like it yes. Also QOL thing but when you’re looking at your roster/depth chart it will show how many pts they have to use. So you don’t have to pull the guys “card” up to know if he’s ready
Yea stadium pulse is trash. Down 3 with ball, QB completely airmailed 3rd and 4th down throws to wide open WR on less than 10 yard throws. I dont like the cpu taking over games.
they talked about changes to the transfer portal. were there any changes to how many recruiting periods it has? still 4?
Played 4 online games, only 2 finished. Hard to judge gameplay, its clearly still being worked on. The OL seemed to pick up cross blitzes better, guys didn't come free on every play like last year. Stadium pulse seemed to affect the DL too, like the home team DL was unblockable in crucial spots. If they leave stadium pulse in for online ranked games, its going to lead to a lot of blowouts and quits.
Agree about the playbooks though. All the stuff from last year seemed to be there but way more stuff too. Bama has a lot of plays where 2 TE will shift from one side to the other after you press snap, then they'll get set, then and WR or RB will go in motion after they get set. That's realistic, looks good.
Not that I saw but doesnt mean they didnt do it. I was trying lots of new plays. Also guys on defense seem to walk around pre snap. Like they dont just come out in their set spot and stay there. Your MLB may come out over the TE and then walk to the middle where he's supposed to be as the D is lining up. I guess it's meant to disguise your D. Basically they dont just come out in base align as the offense is coming to the line.
The defense walking around was definitely there. 99% sure they added that to Madden last year, but it looks pretty realistic and seemed to make guys move less “robotic” right after the snap. I didn’t mess with it but also saw in coaching adjustments you could set how your safeties line up. I think it had 4-5 choices Prevent, Over the top, then maybe 5 yards and 8 yards from LOS, then just “base”. Then you could decide if you wanted them wide or inside. I think the 3rd thing was left/right/standard for where they shade pre snap.
I need to mess with the DL stuff when I play today, I wasn’t sure how to do it so need to check that out.
Was hoping they added neutral site games to dynasty but doesn’t appear you can do that yet. Last year it seemed like I’d randomly open up at a neutral but couldn’t figure out how the game decided that.
Was that just random? Probably how every online game should be imo. In the TMB dynasty I would seem to open up the season with a game at the Panthers stadium every couple seasons but wasn’t sure how that was decided. I’m sure other teams were similar.
My future in-laws are coming this weekend and I told my fiancé I need to do clock into work for EA so I’m not sure if I’ll be available. We’ll see if that works…
Hoping they figure out a way to make recruiting more efficient. Everything is fairly simple but the way you have to click like 100 times just to add/remove points gets old.
yes. all of it. pregame, cutscenes, post game, half time. anything that would interrupt me going from play call to play to play call to play repeat. like 2k has some nice little settings to turn all that time wasting nonsense off. like it's cool that they're doing it for the people who care but also i'm just so good.
This is really dumb bc EA holds the cards in what teams people use based on players ratings. Last year Bama was by far the most used team bc Milroe was so juiced. Someone may be a Miss St fan but they aren't going to use them bc they are terrible on the game.
About to play Wisky in week 8 in Madison. Curious to see the jump around between the 3rd and 4th qtrs
When making your coach, you get to pick your archetypes like last year. Above each they show a irl coach. Motivator shows Freeman, Recruiter shows Lanning, and Tactician shows Sark.
i mean, anything really. i don't think it's even slightly realistic for a head coach to be level 1. 14 had a starting level option so i was hoping it would be back this year. just another basic customization feature they have overlooked. doing year 1 on very fast exp gain then turning it down is a workable fix but i'd always rather just have the option.
Idk the whole point of dynasty is to build, not to create Saban from day 1. Just my opinion. Its already incredibly easy to recruit even as a new coach.
the point of games is to have fun. i would have more fun being able to pick my starting level so i can simulate several different types of scenarios rather than just brand new coach. this isn't a big ask. as always, i just want options.
You can keep the current HC. UGA HC is level 45. OSU is 40. Bama is 38. This version doesnt have irl coaches on teams.
i understand. that's not what i'm looking for and what i'm looking for isn't there. thank you for answering. there's no reason to continue this conversation.
Probably not. That’s where my frustration with the archetypes from previous editions comes into play. I would recruit athlete centers because they come in with 90+ strength and 75+ speed. Couple years of development and luck and you’re looking at 90+ speed, 90+ accel, and 90+ strength… would use them at FB, DE, and DT. the archetypes lump every player into the same category and it takes the randomness out of players. You recruit archetypes and don’t really need to scout any further if you notice the right attributes in the first 1-2 clicks of scouting. hopefully with the new additions the variety is a lot better.
I scouted 13-15 WR and only 1 had over 90 speed and that was 91. Meanwhile a lot of PB had 86-89 speed. If LB are as fast as WR, we got a problem.