Originally Posted by Steeler99:
I haven't played broadcast cam since the Tecmo Bowl days, but slider sets should work equally well regardless of your choice of camera view?
As far as game time goes, it's really a personal preference based on your style of play-calling, etc. Basically whatever gives you a total of roughly 120 plays per game should provide the most accurate stats. Myself, I use 12 min quarters with 15 second accelerated runoff, but many other do a full 15 min quarter with 25 second run off. Really no right or wrong here, just use whatever gives you the correct number of plays.
Typical NFL game averages roughly 120-130 plays total (including kicks, etc).
I think there is somewhat more a of challenge when passing on B/Cam. Sometimes you are throwing to a receiver you can't see too well. I tried your sliders and liked them:-) I did up the human wr catch slider a bit only because of the "different" passing style b/c has.
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Steeler99 01:58 PM 10-01-2009
Originally Posted by ThePebble19:
I played the first game of my bills chise against NE last night about 3 times. Loved the flow, loved the feel and challenge. However, in each time I played, my receivers didn't have less than 14 combined dropped passes. I upped WR catching a bit, and it helped a lot. I was also getting gashed on the ground by the cpu running game, for really no reason. I upped my block shedding a bit, and now I think I have a perfect combo between stopping the run and giving up yards.
Well after a few more games I have to admit that the cpu run game may be a bit too strong (never thought I would say that)! What I'm seeing is a bit too many broken tackles (protak), and my D-line being handled a bit too easily by average O-lines ... so initially I will raise human TKL to 45 and also drop cpu RUN BLK to 95. I don't want to ruin the cpu run game, but I do want it to be stoppable. As it is now even Larry Johnson and the Chiefs run through me! Now I know LJ used to be pretty dominant, but I don't think that's the case anymore.
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Steeler99 02:15 PM 10-01-2009
FYI~
Below are a few other minor tweaks I'm "thinking" about making, but I would really like some feedback from others before I do so.
1.
I saw a bit of robo-qb from the cpu in today's games. From Brees I except it, but not so much from Cassell. I'm thinking of either dropping cpu PASS BLK to 40 (minimize suction blocking), or increasing human PASS REACTION to 40 (increase route coverage and batted down passes)?
2.
CPU blitz fest was in full effect today. The best way to correct this is with coach scheme sliders but I thought about bumping up human PASS BLK a bit to see if that helps? I'd also like to know if any of you feel the cpu DB's are jumping pass routes too fast (Bill). If so we may have to drop cpu PASS REACTION slightly, but I do not want the human pass game made too easy?
3.
My human run game was stuffed in both games today (vs Saints and Chiefs). I had expected those two teams to have weaker run defenses, but they were all over my RB's before I could get going. I did have a few decent runs, but most of the time my RB's were stopped for 2-3 yd gains, and I didn't come close to having a 100 yd rushing game. Now I am playing as Buffalo and their O-line is pretty weak so this may be very accurate. Is everyone comfortable with the human run game where it's at???
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Steeler99 03:02 PM 10-01-2009
Below is a slightly altered set ... I'm hoping some of you will try it out and give me your feedback. I didn't want to change anything at page one because overall everyone seems pretty happy with that set. The below set had slight adjustments to potentially correct the issues I saw in today's test games. Thanks in advance for any help with this ... changes in bold!
HUM
-Increased pass reaction to better cover routes, but lowered int
-Increased tackle to minimize cpu broken tackles
CPU
-lowered pass block to help human pass rush
-lowered run block to slightly back down cpu run game
-lowered pass reaction time to minimize "route jumping", but
increased int so watch where you throw
-lowered pass rush in attempt to minimize blitz effectiveness (not
sure this will work)?
-altered run defense by decreasing run reaction by two but
increasing block shed and tackle by one each.
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Blazzen 04:17 PM 10-01-2009
The first page sliders look good.
I play as the Panthers. I was using DB's stat accurate sliders.
On offense it's a bit too easy to run outside.
On defense I use Julius Peppers. I find I stuff the run way too easy but my pass defense gets shredded a bit. I have trouble getting sacks even if I blitz though some of that is due to the lame duck throws that appear far too often.
I'm thinking these sliders will be good to make it harder for me to run the ball and easier for the CPU to run the ball.
Mainly I'm looking for the game to be challenging so I have to really work to win a game. I want it to be satisfying to win, not expected.
Originally Posted by Blazzen:
The first page sliders look good.
I play as the Panthers. I was using DB's stat accurate sliders.
On offense it's a bit too easy to run outside.
On defense I use Julius Peppers. I find I stuff the run way too easy but my pass defense gets shredded a bit. I have trouble getting sacks even if I blitz though some of that is due to the lame duck throws that appear far too often.
I'm thinking these sliders will be good to make it harder for me to run the ball and easier for the CPU to run the ball.
Mainly I'm looking for the game to be challenging so I have to really work to win a game. I want it to be satisfying to win, not expected.
I'm hoping these sliders can do that.
Any suggestions?
All I can say is play a game with these and let me know how it goes. I am definitely finding most of my games to be challenging (some almost too challenging)! ha
CPU runs very well on these (especially page 1 sliders) and cpu pass game is strong as well, provided your opponent has a average to above average QB. You'll really notice the difference when you play a team with a bad QB ... MUCH easier to shut them down! (as it should be) Let me know your results ...
[Reply]
Steeler99 07:23 PM 10-01-2009
Originally Posted by cpdfrank:
will test them out, and post results.
Originally Posted by Steeler99:
Below is a slightly altered set ... I'm hoping some of you will try it out and give me your feedback. I didn't want to change anything at page one because overall everyone seems pretty happy with that set. The below set had slight adjustments to potentially correct the issues I saw in today's test games. Thanks in advance for any help with this ... changes in bold!
HUM
-Increased pass reaction to better cover routes, but lowered int
-Increased tackle to minimize cpu broken tackles
CPU
-lowered pass block to help human pass rush
-lowered run block to slightly back down cpu run game
-lowered pass reaction time to minimize "route jumping", but
increased int so watch where you throw
-lowered pass rush in attempt to minimize blitz effectiveness (not
sure this will work)?
-altered run defense by decreasing run reaction by two but
increasing block shed and tackle by one each.
Steeler, when u finish this slider set, would u please list the full details? Thanks my friend.
[Reply]
coffeeholic 08:24 PM 10-01-2009
I already made some r/b slider tweaks. The way you had them was really close, Just some small tweaks for me. I'm going to give your update a go next time I play a game and will post some thoughts. I'm also playing right on the front line on "D" to help equalize the run.
I went back to your original settings for human and AI passing sliders. This is on b/c... Just took some getting use to. The only slider I have adjusted now except for the running game is the int. slider for myself. I made it a little less potent due to some "blind" passing. The Ai pass rush game is great the way you have it-The AI pass game is better than what I did with my sliders.
Thanks for the sliders Steeler99-You did a great job on them. :-)...You made Madden fun again! I like the lower scoring games, your sliders make every score by myself or the Ai not feel cheap.
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