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Published on February 9th, 2013 | by Shopmaster

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Madden NFL 13 CCM Blog: Player Progression Attributes

On this past Game Changers Radio Show; Episode #87, my co-host MadScientist06 did his segment called “What’s up with dat?” and it was all about progressing players in Madden NFL 13.  Now if you listen to the podcast every week, you’ll know that MadSci is the “Black” Al Davis, the dude loves speed.  In all of his CCM leagues that’s all he draft is speed.  Now we won’t talk about the issue of speed being too dominant in Madden still, but focus on player progression.  MadSci detailed how he drafted a rookie QB and the QB is fast and has decent accuracy but his throwing power THP is only an 88.  Now if you have speedy wide receivers then is doesn’t take a rocket scientist to know that you better have a QB that can put it out there and his 88 THP rookie QB wasn’t going to get it done. MadSci knew this but his thinking was this guy had all the other intangibles he was looking for and he would just use the XP to boost up his THP to about a low 90.  So after a couple of games, he went in to progress his QBs THP, but what about attributes that do not show up when you are progressing your player.

I ran into a particular frustrating situation myself.  I love to run the ball and what I look for in WRs besides their CTH, CIT, and JMP is their blocking, because when you get WRs that can seal the edges it opens up the running game really nice.  Unfortunately for me, there are no blocking attributes for my WRs. 

So I started thinking why are some of these attributes not available.  Is there a reason to why EA doesn’t allow you to upgrade certain attributes?  Are there certain attributes that certain position would never get better at?

Now a WR could realistically get better at pass blocking, so why isn’t that attribute available.  I haven’t asked anyone at EA about it but my guess is to keep guys from becoming “all powerful”.  Think about this for a second.  If you had a WR that was pretty much maxed out why wouldn’t you increase his blocking so you can put him at the TE position.  I know that’s not sim, but in leagues where this is an option I could see someone boosting up Megatron and then add blocking to his abilities and now you have a threat for someone who can pass, pass block, and run block.  What would keep you from making your QB a running back stud as well who could truck defenders and throw a 60+ yard bomb.

Let’s take a look at some of the non position attributes that are missing from each skilled position.

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QB  — CTH, CIT, SPC, RTE, RLS, JMP, RBK, IBL, TAK, POW, BSH, FMV, PMV, PUR, MCV, ZCV, PRS, PRE, KPW, KAC, RET

I have no problem with not being able to upgrade any of these attributes for the QB.  

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HB — SPC, RLS, JMP, THP, SAC, MAC, DAC, RUN, PAC, PBK, RBK, IBL, TAK, POW, BSH, FMV, PMV, PUR, MCV, ZCV, PRS, PRE, KPW, KAC,

The one thing that I would say for the HB, I wish there was at least a PBK, JMP, and RLS for the HB.  I can’t tell you how many time I’ve seen my HB get run over when I leave him in to block.  I’m a Redskins fan and the one thing I can say about Clinton Portis was that he could pass block his tail off.  He would put his nose in there against LB, DT, it didn’t matter he was one of the best blocking HB I have ever seen.  Why can’t I have one in Madden?  A guy that can pass block when I leave him in.  Also I would like to see a RLS for a HB.  Some times you flank the HB out wide on a LB and it would be nice if he had a high release and could get separation off the bump n run coverage.

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WR –  SAC, MAC, DAC, RUN, PAC, PBK, RBK, IBL, TAK, BSH, FMV, PMV, PUR, MCV, ZCV, PRS, PRE, KPW, KAC

So the clear one for me that should be added to the WR is RBK.  Once again I like to run the ball and there is nothing better than to get to the outside and have your WRs blocking instead of doing their bullfighter impression and letting their man tackle me.  Blocking is one of the things I look for in a rookie WR, especially since I can’t progress that. The other theory I had was that if you progress the strength attribute maybe their run blocking will increase.  I’ll continue to test this. I have no clue as to why RBK is not part of the attributes but hopefully I’ll get the chance to ask at an upcoming Community Day.

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TE — THP, SAC, MAC, DAC, RUN, PAC, TAK, POW, BSH, FMV, PMV, PUR, MCV, ZV, PRS, PRE, KPW, KAC, RET

The TE positions seems to have all of the attributes you would like for your TE

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With Madden NFL 25 Community Day coming up, I hope I can get invited and talk to the developers about this.  Like I said I think if the issue is that they didn’t want to see a player that could do everything, that’s fine but there are some things I should be able to progress.

Also if you don’t see a player attribute, it could be because that attribute is already at a 99.

So let me know what your thoughts are on progressing player attributes.  I’ll have another post in the next couple of days talking about XP, thanks and as always if you have feedback hit me up here or @Shopmaster on Twitter.

 

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About the Author

Shopmaster is a die-hard hardcore Madden Player. He also serves an EA SPORTS Game Changer that provides the community with help and information regarding Madden.



5 Responses to Madden NFL 13 CCM Blog: Player Progression Attributes

  1. kmart2180 says:

    What about the traits that usually cost 10,000 or more, do they effect the player that the human controls?

    And does consistency do anything from 0-1? 1-2? 2-3? Im assuming once at 4 the player will play to the best of his attr. abilities.

    If I have Colin Kaep at qb and he already throws laser beams……why does it ask me to purchase the bullet trait?

    • Shopmaster says:

      Some Attributes do. Let’s say you have Kaep and he has “One” consistency. If he throws a pick, your accuracy is going to dip. I’ve seen this on curls and routes and when I’m trying to use total control passing. When you have a guy with 4 consistency, he could throw two picks and still be on target. So for my QB that’s one of the things I do and get them to a 3.

      Some of the attributes for a QB doesn’t really matter: Force Pass Trait, Throw Ball Away Trait, Senses Pressure Trait,Tight Spiral Trait, and Tuck and Run Trait

      Those are all traits that you really control. I’ve never seen a bullet trait, do you mean Tight Spiral Trait?

      So definitely purchase the consistency trait and Clutch Trait for your QB.

      Let me know if you have any other questions.

  2. Uncle Bubba says:

    That’s why I will sign WR Josh Morgan when he’s a F/A… 71 Run Blocking! That’s better than a lot of TE’s and FB’s…

    When I’m in 3 wide with a TE I’ll run a couple of times in a row to the strong side to get’em thinking then run to the weak side with Morgan in the slot and he will seal the s#&% out of the OLB or FS.

    Another 10k trait to think about is the DL moves. Ever control the DL and try to use the right stick only to get pancaked? Upgrade your man with a Bull Rush or Swim Move and watch him shed the blocker for instant pressure. Works best when he’s not tired unless he has the High Motor trait.

  3. Sydemy_Joanis says:

    I want to upgrade my 3-4 end so that he penetrates the backfield more often. What traits should i focus on?

    • Shopmaster says:

      Bull Rush. It’s going to be tough for a 3-4 end because he is not made to penetrate the defensive line but to clog up the run. So you have to bump up his Bull Rush and Finesse rush significantly. I’d focus on Bull Rush and Strength.

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