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Quarter length for accurate stats in Supersim

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Old 02-06-2016, 06:59 PM   #1
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Quarter length for accurate stats in Supersim

When running super sim whats the best quarter length to get realistic stats?
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Old 02-06-2016, 09:30 PM   #2
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Re: Quarter length for accurate stats in Supersim

I haven't used supersim for all that many games but I found 6 minutes seemed to work rather well.
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Old 02-07-2016, 11:16 PM   #3
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Re: Quarter length for accurate stats in Supersim

How about quarter length for stats close the CPU simmer stats. I will be playing my games.

Thanks
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Old 02-08-2016, 05:56 AM   #4
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Re: Quarter length for accurate stats in Supersim

Quote:
Originally Posted by crenk
When running super sim whats the best quarter length to get realistic stats?
Define "stats." Offensive stats? Defensive stats? You're certainly not going to get realistic defensive stats if you use 6 minute quarters, as someone suggested.
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Old 02-08-2016, 10:18 AM   #5
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Re: Quarter length for accurate stats in Supersim

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Originally Posted by mlb61
Define "stats." Offensive stats? Defensive stats? You're certainly not going to get realistic defensive stats if you use 6 minute quarters, as someone suggested.

I just mean being in the general vicinity of the AI/CPU teams. For example at 5-7 minute quarters I am the best overall defense and the worst overall offense, though I maybe undefeated.

Also, none of my top players ever get recognized for any awards due to snaps and stats.

If I had to guess; I would say 9 minutes 20 second run off, but that may still be a minute low.
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Old 02-08-2016, 06:09 PM   #6
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Re: Quarter length for accurate stats in Supersim

I use 6 for suoersim and 9 without accelerated clock for playing.

Now the way to check if it's enough is you count both teams pass attempts,sacks,and rushing attempts and you should get around 120 on average maybe slightly more.

I know I get this when playing and think I get it when using supersim.I'd have to check again to verify but am pretty sure this is the case.
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Old 02-08-2016, 06:30 PM   #7
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Re: Quarter length for accurate stats in Supersim

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Originally Posted by gr18
I use 6 for suoersim and 9 without accelerated clock for playing.



Now the way to check if it's enough is you count both teams pass attempts,sacks,and rushing attempts and you should get around 120 on average maybe slightly more.



I know I get this when playing and think I get it when using supersim.I'd have to check again to verify but am pretty sure this is the case.

Thanks; why would one count sacks??
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Old 02-08-2016, 10:39 PM   #8
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Re: Quarter length for accurate stats in Supersim

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Originally Posted by Sausage
Thanks; why would one count sacks??
Because they count as a play and won't show up in pass attempts.
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