Sacks are out of control again (Sim Stats)
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Line interaction is scripted based on playcalling. Certain plays always result in a good amount of time before someone breaks through. Other plays, someone always breaks through right as the ball is snapped. It's just scripted, which is why altering the blocking slider is not having much of an impact.Comment
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Thanks for creating this thread, it's all I needed to see to know I'm not interested in this game anymore. 30+ years of making pro football games & you can't get the sim engine for a season to create realistic sim stats. They should be embarrassed. When I was reading through the posts I chuckled at the, "RB runs through 1200 with a long of 9 yards". Do they realized if they eliminated some stats that they track it would create more realism? Think about it - if they eliminated 20+ yard run statistical category we would never know how many big runs the sim engine creates unless we looked at box scores, we would just see attempts, average, & total yards. If you got those right we would be happy, or at least I would be. I would rather have the core statistics right than have a plethora of stats tracked but yield unrealistic numbers. Defensively, why not just get rid of tackles for loss? Save yourself the responsibility of getting it wrong EVERY year.Comment
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Any chance the sacks issue is fixed yet - either with a patch or through mods?Comment
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Testing on CPU vs CPU with default all Madden just to see how bad it really is. Right now the top 3 teams in sacks after 1 game have 16 (would be an NFL record), 11, and 11. The lowest team Total was 2. The NFL average is 2.4 per game, per team. Right now thru 11 slow Sim games teams are averaging 6.2 sacks per game or 259% more than an actual NFL game. Needless to say it's pretty bad.Comment
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