<p>This is all great advice. I have used similar defensive concepts for a very long time. I do run it a little different than most though. I almost always user the Slot CB on the strong side and send the strong side SubLb to a deep middle third. I cove…</p>peatrick said:There is no "best" defense, only specific counters to what opponents try to run. For example, if you're facing a ton of the usual RPO style cheese-fest we're experiencing of late, that might require something different than, say trying to defend deep (or double) sideline or corner breaking routes, which might benefit from what is called Double Mable style coverage. To set this up, you can really start from any base formation, then adjust to either single or double mable your coverage.
Dollar is extremely popular and always plays quite well, allowing us to get tons of speed on the field, although linebackers finally play well and are usable again, assuming you run a series of 0AP LurkArtist on most linebackers, which will allow them to animate and actually play pass defense. Without Lurker/LurkArtist, your linebackers simply will NOT attempt to make a play on the ball, they literally cannot pick the ball off. It it wasn't already obvious, the abilities you run on defense are THE single most important determining factor if you'll succeed. Without tons of Zone KOs, you will probably struggle against pass defense.
Let's use this extremely popular DB Fire 2 coverage play and turn it into Mable, or even Double. Place the Slot receiver on the strong side of the field into a Curl Flat (purple zone) and manually set your Flats to 25-30 yards, 5 yard Curl Flats and 15 yard Hook Zones. The goal is that you want your outside corners to back up and prevent the opponent from getting above their zone coverage, while having the Curl Flats to defend crossers, drags, etc. You will control the weak-side MLB/SUBLB and your job is to take away the first read and try to defend the middle of the field, which will be the soft spots in your zone coverage. There's better/different options if your opponent prefers to attack the middle, but it's often the corner posts and sideline stuff that gives me the most trouble. Just one example.
Another variation you could use, which is also extremely popular, is this Cover 2 Press, also from Dollar, which will give you fantastic and near instant A-gap pressure from the blitzing SUBLB. The same principles can be applied (convert the yellow Vert Hooks into Curl Flats). Although this play isn't in most playbooks, you'd need to run either 46 or Multiple D to use this second option.
I think we're finally at the point where offense might be more difficult than defense with all the Zone KOs floating around. Outside corners NEED to have at least Deep Out Zone KO, hopefully Mid Zone KO, as well. Slot corners can benefit from either Flat or Mid Zone KO. Deep Safeties should be getting Deep Zone KO (both Deep In & Deep Out) stacked with Mid Zone KO. I would encourage most folks to invest nearly all of their 11 AP into various DB abilities, although having Unstoppable Force and/or Colossus on your D-line will certainly be a huge help. Doesn't make sense to run many/most D-line abilities, as they are all basically directly countered by Secure Protector. YMMV, hope there's some helpful ideas in here for you to apply and use. It is by no means the best, let alone perfect defense. 4-3 Even 6-1 is also extremely popular and fairly quick to set up, can be used to blitz 6 or drop 7 into coverage, or even drop back 8 if you personally USER control a DE, making it quite versatile. Be sure to have LurkArtist on ALL linebackers and/or perhaps even a DE if you hope to control him. Otherwise, it's best to use MLB/SUBLB and know your job. Often taking away your opponent's primary read will be enough to get you stops. Force them to actually work for yardage, hoping to catch a mistake.
Re: Whats the best defense
Re: what happens after madden 24 is over and madden 25 starts?
<p>None of the currency carries over. If you have any green currency I would spend it and try to turn it into the most coins you can before the game completely dies.</p>Wooooo said:Last year, we were able to acquire rookies and have the rookies at the beginning of this year.
I only had 7 of the possible rookies, but it was a tremendous help at the beginning. It makes all of the challenges easier.
The coins do not carry over. I do not know if the green currency carries over or not? I got some for an early purchase and I am wondering if I need to spend it all this year or if it will carry over?
Re: Which H2H Mode Would You Choose?
<p>Damn dude, that is brutal!</p>Hurtsmvpszn said:Yeah this games gone off the rails fast I just played a whole szn where everyone quit out and I got bounced 1st game of the playoffs 2hrs of my for lit nothing I just sold my team and uninstalled 😂
Re: Which H2H Mode Would You Choose?
<p>Angry runs seems to be what causes the most frustration for most players. Some abilities are just too overpowered. </p> <p> I think it’s absolutely insane that coins aren’t being awarded for opponents quitting in the first half. I actually sat out this ye…</p>Hurtsmvpszn said:personally I don’t mind h2h the only xfactor I hate is angry runs all the other ones are fine I do also wish if my opp quit out I would get coins for it
Re: William Perry, LTD EA's solution
Re: Which H2H Mode Would You Choose?
<p>I always enjoyed playing a few games of MUT Draft when I would get bored with H2H. Sometimes I would find a rare gem that played above its attributes even without abilities.</p>peatrick said:THIS. So much this^^ -- the solution is painfully obvious to anyone that plays the game, but as OP so accurately pointed out, that goes against EA's "make or break" year levels of sheer greed. Everything is a stupid cash-grab, which is exactly as it was designed. The game isn't made for most of us, it's specifically catering to the small (~1%) of whales, content creators and big spenders who regularly drop hundreds, if not much, much more on the game.
As if it weren't already obvious (the array of cash-grabs), all those Light it Up X-factor tokens have made many of my 95 OVR players significantly better than basically anything that has dropped since the Superbowl promo. William Perry looks fantastic and all, but why would i give up Warren Sapp, who has SB chems and has Unstoppable Force that starts ON and remains active the entire game.
Perhaps i'm the damn fool for thinking i was signing up for actual simulation fatball. Oof. This has been anything of the sort. I absolutely adore the team building aspects of a game, things would be SO much more accessible if players hoping to test things out could drop in and out of something liek MUT Draft and not be forced to use some 73 OVR quarterback that wouldn't even have been decent when the game dropped last August or September. Alas, those things require time and effort and Devs who are allowed to work on things that might improve the sad state of Madden franchise. Big John surely is rolling in his grave. I bet his kids love cashing these EA checks, though.
Re: Which H2H Mode Would You Choose?
<p>😂😂😂</p> <p>I guess I should’ve had some more options on my poll!</p>bathbwoy27 said:I would choose the h2h mode where I get coins when my opp quits in the first half
Re: Which H2H Mode Would You Choose?
<p>I don’t mind this take.</p>hockeyislife2010 said:I hate KOs and Unstoppable X-factors, I don't mind the other abilities that aren't crazy OP, like Bruiser, Jukebox, Mid out/in elite(any of the WRs ability), Tackle Supreme, I'm fine with abilities like this, but the ones that are stupid OP I just can't stand them(KOs, Unstoppable Double Me). AKA players used to be so good for the on and off Double me but now it kinda sucks because you can get a Julio that after 9 plays its a instant touchdown for 70 yards with mossed.
Re: Which H2H Mode Would You Choose?
<p>If there were a H2H mode with zero abilities and they tweaked the gameplay I think it would be a lot closer to the “Simulation” football game that a lot of people say they want.</p>SportsPerson94 said:Abilities are the only thing that matters, top end cards don't mean shit. Remove abilities, tweak some gameplay and the game would be 100% better. Abilities have ruined the game and instead of being a bonus, they are more of a crutch and you can't play without them and even if you do, you're at a huge disadvantage

