Madden NFL 16 Connected Franchise Draft and Scouting Guide

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We have a Madden NFL 16 Connected Franchise Scouting and Combine Guide that breaks down the scouted letters and combine results for all of the undrafted prospects, giving you a jump on the competition! I've seen a few people ask for info when it comes to the scouted letters and combine results, and what those letters and numbers translate to. Here is a guide that translates the scouted letters into their actual attributes which I'm sure can help a lot of people out.

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Stay tuned for more Madden 16 Connected Franchise Tips as we bring you more analysis to get the most of our your rosters and tips to get your team to the the Super Bowl in your CFM leagues.


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When scouting try to narrow it down to positions of needs and scout every player for that position. Initially scout the first two skills and if they are C+ or higher come back later to uncover the third. Don't waste your time scouting the second or third skill if the first is rated C+ or worse. Once you have the players at your position of need with good ratings at them to your board.

STRENGTH is based on bench press reps. The highest I've seen is 44 reps, which was 97 strength, but usually the highest is 41 reps, with 4 reps being the lowest. Any reps under 28 go down in descending order but can have two or more results, so 23 reps can equal 76/75 strength.

SPEED is based on the 40 yard dash and translates as follows (40yd - speed). Haven't seen a time under 5.59, and I haven't seen anyone with speed 99, though following the pattern a 99 speed would be a 40 yard dash time of 4.24.

ACCELERATION and AGILITY are based on the 3 cone and 20 yard shuttle. You are looking for players whose 3 cone is 7.00 secs or under, and the 20 yard shuttle is around 4.00 secs or under, then the results should be around the 90 mark or better.

Madden 16 CFM:

Connected Franchise Mode (CFM) is back and deeper than ever in Madden NFL 16. Everything in Connected Franchise is done thinking about our players first, and all these new features came directly from community feedback and play-test sessions. Weekly goals have been refactored from the ground up by implementing a new quest-like system that chains goals together week to week. These goals are assigned based on performance, position, and career status and are both team-based and individual. For example, a “Breakout Running Back” goal may be triggered for rookie running backs that are having a great season. As goals are completed or missed, player confidence will fluctuate. Some focus on negative stats such as fumbles and interceptions, and are tied to regression.