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Cpu playcalling logic problem early 4th quarter.

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  • phillyfan23
    MVP
    • Feb 2005
    • 2324

    #1

    Cpu playcalling logic problem early 4th quarter.

    For the most part the cpu playcalling makes sense. When up in the 4th they will play ball control and run more, they execute 2 min warning drives well, but one glaring sore spot situationally.

    When the cpu is down by one TD or less in the 4th, they play as if they are down by 2 scores or more, even at the very start of the 4th quarter.

    Just played rams vs titans in my franchise, and tannehill was out injured, and I held 24-20 lead going into the 4th quarter.

    The whole game , derrick henry abused me on the ground , 24 attempts for 173 yards, and barkley had less than 170 yrds going into the 4th but they had 27 mins of posession time to my 18. They played a beautiful ball control game considering starter qb was out.

    Then the 4th started, and barkley was passing basically every down. Made no sense in the context of the game and score.

    The game is coded for the cpu to abandon their offensive gameplan if down by any score in the 4th.

    What should have happened in this game was the titans to still use henry to try to move the ball. If they were down by 2 scores or more it would then make more sense to pass every down for the cpu regardless of running success, although a run here or there should also happen.

    So to test this, I supersimmed a game in play now to have a close game in the beginning of the 4th. Same thing occured, cpu abandoned the run when down by 7 pts or less. So i switched the controller select to the team that was losing ( it was dal vs nyg with giants winning by 3) and the coach playcalls for Dal were all passes and the ONLY run play available was the draw. I would assume the cpu also run their plays from the coach plays as their strategy.

    Switched back to the giants, and again the cowboys passed exclusively except for a qb scramble ( a called pass play) and one draw. Tested with a few more teams, and played out the same exact way where cpu went to pass every down when down by a TD or less.

    This definitely should be looked at by the devs and probably not a hard fix.


    Sent from my iPhone using Operation Sports
    Last edited by phillyfan23; 09-12-2021, 01:00 AM.
  • ForUntoOblivionSoar∞
    MVP
    • Dec 2009
    • 4682

    #2
    Re: Cpu playcalling logic 4th quarter.

    My guess it is IS a hard fix, because the only easy solution is to add runs to the playbook situation when trailing in the 4th, which would backfire when the team really needs to pass. They’ll have to add a new category of plays, which will probably not be easy.
    Originally posted by Therebelyell626
    I am going to create a team called "the happy town fundament rapscallions" and hurt your already diminishing image
    https://forums.operationsports.com/forums/showpost.php?p=2049813056

    Last edited by your mom; 06-06-2006 at 6:06 PM.

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    • phillyfan23
      MVP
      • Feb 2005
      • 2324

      #3
      Cpu playcalling logic problem early 4th quarter.

      Originally posted by ForUntoOblivionSoar∞
      My guess it is IS a hard fix, because the only easy solution is to add runs to the playbook situation when trailing in the 4th, which would backfire when the team really needs to pass. They’ll have to add a new category of plays, which will probably not be easy.


      All they have to do is to keep the playcall logic exactly the same as when the game starts when the cpu is down by a TD or less in the 4th quarter and the games would look much better in the 4th than what I'm seeing now.

      If going into the 4th quarter and the cpu is down by 2 scores or more then go ahead, pass away. Even that to me is still unrealistic, because in the NFL, a team down 10 with the ball and full quarter to go will still run the ball.

      But the killer, is the one score games. This is a much bigger issue for offline gaming than I initially realized. With parity in the NFL, which is reflected well in this game, around 50 percent of games will go down to the wire, so when you are up say by 2 points on the cpu late, you will for sure know that they will EXCLUSIVELY pass, even when they still have 15 mins left.

      It actually works the other way around in the NFL....if a team is down by 4 points and they have the ball with 6-8 mins left in the game, what they would attempt to do is play a methodical short passing /run game, even if the whole game was a shootout before this. ( Think eagles pats superbowl, the eagles go ahead TD took 7-8 mins). And if a 2nd and 1 situation comes, 9 times out 10, that team will run for the 1st and keep the clock going and try to score a TD with like a min left to give as little time to the opponent.

      In madden 22, 2nd and 1 and the cpu will still pass the ball.

      This is pretty bad for offline gamers....anyone ever brought this issue up to the devs??


      Sent from my iPhone using Operation Sports
      Last edited by phillyfan23; 09-11-2021, 08:57 PM.

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