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Madden 21 Patch Notes | Title Update February 2, 2022

A fresh new patch is spiraling its way into Madden NFL 21 . The latest title update was released today, Feb 2, 2021, with changes beyond Xbox Series Ten|S, Xbox One, PS4, PS5, PC, and Google Stadia. Even better, this is a robust update with bug fixes and changes to passing, blocking, tackling, and more than. Keep reading to larn about all of the adjustments arriving in the latest Madden 21 patch notes.

Madden NFL 21 | Title Update February two, 2021

Madden NFL 21 Title Update February 2, 2021

The February 2, 2021 championship update to Madden NFL 21 includes a large corporeality of gameplay tweaks and changes. Pass coverage has been given significant adjustments, particularly when it comes to player routing. At that place take also been tweaks to AI reactions that should event in more than logical choices during human being-coverage.

Of grade, there are several issues fixes in the mix, as well. About of these relate to tackling, blocking, and locomotion: Defenders should no longer get stuck during breakdown faux-outs, unintended penalties during pass rushing should be generally eliminated, and the frustrating (albeit admittedly humorous) bug where quarterbacks would be "air-tackled" has been addressed.

Madden NFL 21 | February 2, 2021 patch notes

Madden NFL 21 - February 2 2021 patch notes

Here are the complete Madden NFL 21 patch notes equally provided by the team at Electronic Arts. Note that two separate changelogs are offered: One for current-gen consoles, and another for PS4, Xbox I, PC, and Google Stadia.

Xbox Series X|Southward & PS5

Key Highlights

  • In Competitive only, merely players with the 'Achieve For It' ability will trigger sure reaches
  • Extensive Coverage fixes for Cover iii, 4, and Man
  • Locomotion and Pursuit improvements
  • Made Blocking improvements to handle DBs
  • Stock-still unintended penalties from DL

Gameplay Updates

Pass Coverage

  • Tuning to outside deep-zone defenders in Cover three to improve the timing of the drop to get to the advisable coverage depth when aligned over an exterior receiver running a short route (Drag, Smoke Screen, etc.). This aligning will allow them to get deeper and play whatever deep routes coming from the slot.
  • Tuning to outside deep-zone defenders in Cover 3 to reduce the frequency of jumping within to cover an out-route from the slot, allowing an outside receiver on a Streak/Fade to become backside them. The outside deep-zone defender will now keep his width and continue to leverage his zone-drib accordingly.
  • Fixed an issue causing receivers to sometimes see the back of a slower defender playing a deep-zone assignment, leading to an avoidance animation disrupting the road.
  • Updated Cover iv Quarters to employ more Man Matching principles confronting Trip formations and improved transitioning from zone to man when matching certain vertical routes.
  • Fixed an issue causing deep-zone defenders in Embrace 4 Quarters and Palms to let streaking receivers run by them on the exterior. Now the defenders will backpedal and transition to turn and run with the correct timing.
  • Tuning to Cover 4 Drop to better cover deep postal service routes, by improving deep-zone anticipation of vertical routes moving to the middle of the field to reduce the likelihood of big plays over the elevation of all the deep zone defenders.
  • Added logic to make the reaction of linebackers in human being-coverage more accurate when covering a running dorsum in a cake-and-release consignment. The LB'due south will have the choice to either trigger a laissez passer rush and transition to a QB Spy assignment when they meet the running-dorsum block, and the timing they use to brand the decision will be scaled by their play-recognition rating.
  • Fixed an outcome sometimes causing cornerbacks to instantly rush the passer when playing man-coverage on RPO Screen plays.
  • Fixed an result causing all the underneath zone defenders to intermission out of coverage and rush the Quarterback when he rolled out of the pocket, fifty-fifty if he was not shut to the line of scrimmage.
  • Tuning to meliorate Jam/Press criteria and so user-controlled defenders will be able to trigger the appropriate animations for all angles and situations.

Tackling and Blocking

  • Fixed an issue allowing an exploit blitz with nickel corners in the incorporate consignment. New logic and movement has been implemented for pass blockers to better react to this exploit blitz which is nigh commonly run out of formations similar Dime 1-4-6.
  • Fixed an issue sometimes causing defenders to go stuck in a breakdown fake-out when the ball carrier was being tackled within close proximity.
  • Fixed an issue causing unintended 'Roughing the Passer' penalties when laissez passer rushers could obviously meet the ball had been released.
  • Fixed a rare result with a reach-sack animation that could get misaligned, and make it appear like the QB would be tackled by air.
  • Tuning to reduce the amount of broken tackles that were triggering from defenders being out of position, with the near significant tuning being done for the Competitive game mode. This should result in far less broken tackles from over/under-pursuit defender alignments.

Locomotion

  • Tuning to reduce steerability while in Truck animations.
  • Stock-still a rare issue causing ball carriers to go stuck in the running consignment and run out of bounds.
  • Fixed an issue causing defenders to sometimes utilize the 'Option Quarterback' comport-fashion when switching brawl hands later an INT.
  • Fixed an effect causing defenders to sometimes hitch in the transition from pre-play to during-play motion in pass coverage.
  • Fixed an outcome causing Tight Ends to sometimes slide on the cut when running corner routes against certain coverages.
  • Tuning to amend brawl-carrier ability to go through the line when running routes from the backfield.
  • Fixed a rare issue sometimes causing the ball carrier to freeze upward after two spin moves were used in quick succession.

Passing

  • Fixed an issue causing the running dorsum's receiver icon to disappear after the handoff when running Gun Doubles Y Off RPO Zone Y Peek.
  • Fixed a rare event causing the QB to throw an odd push pass when running Singleback Wing Pair HB Dive Alert Smoke
  • Stock-still an issue causing the QB's arm to get defenseless up on the running back when attempting to pass during the handoff when running Gun Wing Slot Showtime PA Jailbreak Screen.

Abilities

  • Tuning to only allow players with the 'Attain For it' Ability equipped to be able to trigger successful pylon/first-down marker accomplish-tackles for Competitive game style.
  • Fixed a visual event allowing the in-game indicators to remain visible during the entire play when using the 'Blitz Radar' and 'Threat Detector' abilities.

Environment

  • Fixed various problems sometimes causing the coach or other sideline players to ghost through an opposing player during various sideline interactions with players running or falling out of bounds.
  • Fixed an issue preventing sideline 'help-up' animations from triggering in situations where they should.

General Gameplay Improvements

  • Fixed an issue sometimes causing a new field to load with invisible players after switching Practise type from the Practice Pause carte du jour.
  • Stock-still an result causing the punter to line up as well close to the line of scrimmage when punting from inside the 5-yard line, allowing the punt to be blocked too frequently.

Xbox 1, PS4, PC, and Google Stadia patch notes

Key Highlights

  • In Competitive only, just players with the 'Attain For It' ability will trigger certain reaches
  • Stock-still blitz'southward with Nickel Corners in Contain
  • Fine-tuned deep-zone defenders in Cover 3
  • Tuned the distance-based receiver abilities vs. Man-Coverage
  • Addressed Man-Coverage problems with RPOs and Receiver motion
  • Fixed frequency of defenders doing QB Slide avoidance

Gameplay Updates

  • Fixed an issue causing the tight end to stay in his iii-point opinion subsequently beingness motioned to the slot on running plays out of the Gun Doubles formation.
  • Stock-still a visual upshot allowing the in-game indicators to remain visible during the unabridged play when using the 'Rush Radar' and 'Threat Detector' abilities.
  • Fixed an issue causing the QB's arm to go caught on the pulling baby-sit when throwing the ball early on I-Class Slot Flex Power Alert Fume.
  • Tuning to the distance-based receiver abilities so the Receivers to increase the receiver'due south win-gamble on the cutting vs. man-coverage defenders without a counter-ability, as long the cut is performed in the designated expanse of the field.
  • Fixed an outcome sometimes causing cornerbacks to instantly rush the passer when playing man-coverage on RPO Screen plays.
  • Tuning to outside deep-zone defenders in Cover 3 to improve the timing of the drop to go to the advisable coverage depth when aligned over an outside receiver running a short road (Drag, Smoke Screen, etc.). This adjustment will allow them to get deeper and play any deep routes coming from the slot.
  • Fixed an exploit assuasive the offensive user to manipulate a man-coverage defender by using motion straight after a hot-route.
  • Stock-still an result causing defenders to trigger avoidance animations any time whatsoever ball carrier would swoop.
  • Stock-still an issue allowing an exploit blitz with nickel corners in the contain assignment. New logic and movement has been implemented for pass blockers to improve react to this exploit blitz which is most normally run out of formations like Dime ane-4-vi.
  • Tuning to pass-blocking logic to improve 'blocking handoffs' for left tackles when facing two rushers in the outside gap.

Source: https://www.gamerevolution.com/guides/673326-madden-21-patch-notes-title-update-feb-2-2021

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