It's true,
Mut 25 coins is finally coming back to PC. It means that those who do not own a console will be able to play Madden on a high-performance gaming PC that will allow you to enjoy the possibilities of this game. With ultra widescreen monitors, you will enjoy the thrill of watching your wide receivers lining up wide without the need to use the coach camera. The game is bound to be amazing when played on the PC platform. It is also a sign that players can modify the game using all kinds of cosmetic modifications that range from tweaks to stadiums to changing players and their equipment. It's another way in which Madden attempts to give some control back into the hands of those who participate in the game.
There's probably no other area which is subject to as much scrutiny in Madden as the defensive coverage systems and the AI's capacity to stick to their own tasks within these plans. The first impression at the moment is that the defenders who are in zone coverage seem to be more proficient than the previous year in performing their task (as Bill Belichick would say) in defending their assigned zone, although there have instances where certain plans (like Cover 2) aren't as effective as they could be.
However the man coverage has historically been known to frequently fail in Madden however there are early signs that it's close to being unreliable for Madden 25. It's still to be determined the extent to which balanced and efficient various coverage strategies are in this regard, but it's an area which Madden could benefit from an improvement in and is bound to be crucial to the game's acceptance by the public.
One of the biggest lessons learned from the early footage that showed
Madden coins for sale gameplay (and the comments of those who decided to challenge the rules for the beta closed by engaging in discussions about the game in forums other than the one that EA created to facilitate this) was the amount of time it quarterbacks took to announce their intentions on the line prior to the snap. This reduced the number of pre-play modifications (i.e. blocking and hot routes) which could be made prior to the time limit for play.
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