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2nd Patch Broke the CPU Running Game and the Sliders for it

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Old 08-15-2010, 10:37 PM   #41
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Re: 2nd Patch Broke the CPU Running Game and the Sliders for it

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Originally Posted by rudyjuly2
Must have been a freak coincidence. I've played about 10 games post patch and I've tested this quite a bit. The cpu run block and human run defense sliders are garbage.
What kind of testing? For a full game at one setting, or just a few plays?

Because after I made my adjustments I thought I overdid it, as the CPU was breaking off some big runs... Something I wasn't seeing before...



Like you alluded to in the first post of this thread... This is tiring...
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Old 08-16-2010, 05:51 AM   #42
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Re: 2nd Patch Broke the CPU Running Game and the Sliders for it

I don't know if it comes down to the level's, sliders or player edits but I haven't any trouble with the CPU running the ball.

I Play on Varsity level and the CPU RBA slider is only at 45 with Run Blocking at 55. Basically those are default settings and this is what I see when they run the ball.









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Old 08-16-2010, 01:09 PM   #43
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Re: 2nd Patch Broke the CPU Running Game and the Sliders for it

On AA I think the key sliders to get the CPU running are CPU RB Ability and HUM Rush Defense. I have HUM Rush D at 40 and CPU RB Ability at 95 with CPU Run Block at only 55. In two games with a C rated Temple Defense, Iowa and USC were getting five to eight yard rushes pretty consistently.With these settings the CPU RB does a pretty good job at or around the line of scrimmage. The problem is they still don't break any big runs when they should, because the CPU still does not recognize when to break towards open field.
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Old 08-16-2010, 01:29 PM   #44
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Re: 2nd Patch Broke the CPU Running Game and the Sliders for it

Watching PM's videos makes me want to ditch work the rest of the day. I use his sliders and haven't seen an issue. The game is very realistic IMO.
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Old 08-16-2010, 01:53 PM   #45
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Re: 2nd Patch Broke the CPU Running Game and the Sliders for it

The disconnect here is between option and nonoption teams. Run blocking at 60 is fine on aa when combined with 40 run defense. However option and qb rushing teams don't run well. I found run block at 85 allows these teams to perform. Incidentally at 100 ga tech had 3 50+ yd runs against me, so the sliders do work they just can't totally fix the bad AI.
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Old 08-16-2010, 02:00 PM   #46
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Re: 2nd Patch Broke the CPU Running Game and the Sliders for it

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Originally Posted by hitmanwa
Watching PM's videos makes me want to ditch work the rest of the day. I use his sliders and haven't seen an issue. The game is very realistic IMO.
I'm going to test it out with default rosters today after work and see if they still run the same.

Most of the games i play are with smarter created players on my alumni teams but i still think the sliders should work the same way.
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Old 08-16-2010, 02:16 PM   #47
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Re: 2nd Patch Broke the CPU Running Game and the Sliders for it

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Originally Posted by Playmakers
I'm going to test it out with default rosters today after work and see if they still run the same.

Most of the games i play are with smarter created players on my alumni teams but i still think the sliders should work the same way.
I hope you test the cpu run block and human rush defense sliders by using drastic differences (ie. 100 cpu run block vs. 0 human run defense). People may not believe me but they will believe you. Those sliders are ineffective post patch #2.
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Old 08-16-2010, 02:18 PM   #48
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Re: 2nd Patch Broke the CPU Running Game and the Sliders for it

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Originally Posted by Playmakers
Was that the CPU? If so it was the best run I've ever seen them do without stiffarming some 300lb DL'man to the ground or other crazy animation.
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