run/pass ratio Team specific playbooks for computer- offline CCM
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To be honest it looks like whoever did the playbooks either just stopped doing it..or completely did not understand how this system worked..I mean 4 stars for all run plays on 1st down and 1 to a half a star for pass plays..and how can most play books only have 4-5 pass plays only on first down?"I don't believe in beating my kids, so I let them wear Justin Bieber shirts and Crocs to school so the others kids will do it for me." -
Re: run/pass ratio Team specific playbooks for computer- offline CCM
To be honest it looks like whoever did the playbooks either just stopped doing it..or completely did not understand how this system worked..I mean 4 stars for all run plays on 1st down and 1 to a half a star for pass plays..and how can most play books only have 4-5 pass plays only on first down?"on hoping there is a PSN flash sale before Valentine's Day"
Man there are no flashers... now what are we going to do for vd
yea but will they take psn cards
lolComment
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Re: run/pass ratio Team specific playbooks for computer- offline CCM
If you change your playbook to Pass Balanced for example before the game. Then in game if you go to Ask Madden when choosing your offensive plays it will give you more variety in the 3 random plays it picks out. With my teams default playbook, many times, it would give me 3 different run plays to choose from on 1st down if I went to Ask Madden.Comment
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Re: run/pass ratio Team specific playbooks for computer- offline CCM
changing anything in a playbook requires you saving it as a custom playbook. and as you should know, no custom Playbooks allowed in CC."on hoping there is a PSN flash sale before Valentine's Day"
Man there are no flashers... now what are we going to do for vd
yea but will they take psn cards
lolComment
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Sent from my DROID BIONIC using Tapatalk 2Comment
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Re: run/pass ratio Team specific playbooks for computer- offline CCM
1) Played them a few times in test CCMs and they threw it often AND deep
2) Megatron is on the cover...those players / teams always get extra "attention" from the developers...
I THINK it might make a good primary or alt selection for teams with similar scheme...
I'm VERY curious about the Legend books (esp. Vermeil / Billick / Gibbs / Madden)...
Not sure how to test other than observation...
I know Vermeil has some nice TE in the slot / etc. plays that might be good for NE IF RNG doesn't have enough TE "feature" plays...
Gibbs has nice zone blocking, but NO gun...so...???
As stated, Billick is a nice choice for MN / AP...anyone else?
The Madden book is nice for the USER, but might just be a "balanced" with some "vertical" when implemented by CPU...
Also:
Nice suggestions on the D Book flying around...
Once again, sticking to default scheme might make the players play as well as possible (they take a OVR hit on the depth chart when "out" of scheme, etc.)...
My main beef with the D playcall AI is too many 6-8 man blitzes on pass plays that are easy to exploit in the seam...they seem to do it on 3 and long and in the RZ...
Any generic books that minimize that?
Once again:
Great thread / research / insight!!!
Continued apologies for continuing to throw my "two cents" in while unable to help test...
Away from console at critical time!!!
UGH
Regards!Comment
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Re: run/pass ratio Team specific playbooks for computer- offline CCM
Well, to be fair, 3rd and long and in the RZ are the prime places for blitzes. The real problem here is that there's too many "all out" type blitzes. On third and long they should be sending 5-6 and dropping the rest into zone coverage to keep the play in front of them. In the redzone they should be doing more overload type blitzes, still sending 6 max, and playing press coverage on the receivers.Comment
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Re: run/pass ratio Team specific playbooks for computer- offline CCM
Great info!!!
If "Pass Balanced" is yielding an (approximate) 65 / 35 split, do you have similar approximations on the other generic books?
Seems that from posts in the thread, WC and even RNG are close to 50 / 50 (although it's a "new and improved" 50 / 50 from team book 50 /50)...
Is that correct?
Also:
I think current RNG book MIGHT be more of a collegiate Nevada / Pistol than a Spurrier / Gators "Fun and Gun" like he tried to implement in WAS, which was more of a Spread...
They had FNG in Madden back then and it was much more pass heavy...
That being said:
RNG might be a good BAL book, since they are still a run team out of the gun / no huddle / hurry up?
In the game versus CLE (for instance), it looked kind of RNG to me...
I think "Spread" might be more like the Vermeil (Martz-ish) book?
Anyway:
There's lots of room here for USER interpretation...
Between the splits the generic books may yield, the default schemes adherence that will (should /may) "make the players play better" and the ever evolving IRL gameplans ("New 50 / 50 Pats" versus NYJ for example), there's a few ways to look at this...
It's also worth noting that even if two teams use the same generic book, they will implement it differently according to the CPU HC run / pass / aggressiveness settings that we can no longer see, as well as personnel and game situation...
That being said, as much "variation" with all the currently "known factors" will bring about the most satisfying result...IMHO
The reason is took me a minute to grasp this whole concept was it's initial phase which was based on giving the Pass Balanced book across the board, which didn't appeal to me...
As the research and insight developed, the concept evolved into "getting the best fit" out of all the generic books and the legend books with regard to scheme and splits...
Looking VERY forward to the "fine tuning" stage which appears to be close at hand...Comment
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There's LOTS of room for user interpretation and it can go in two directions: matching to real life schemes or matching to Madden's original vision for the schemes.
The "real life" approach means checking stats and reports on coaching schemes for those teams as setting an appropriate play book. The problem is that there is no 30 team control so if a team is all of a sudden pass heavy in real life and you give them a pass heavy play book in a run balanced in game scheme things can get messy.
Matching to Madden's schemes, like I posted earlier is finding a playbook to best fit the games original scheme. So a west coast scheme in CCM will play a west coast scheme in game. Some have noted that real life dictates the browns or raiders should be running more. Something about McFadden getting used to the system. That doesn't matter in this case. Without 30 team control you can't change the coaches scheme (unless you are that team) so you want a playbook to match the game's intended scheme.Comment
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Re: run/pass ratio Team specific playbooks for computer- offline CCM
There's LOTS of room for user interpretation and it can go in two directions: matching to real life schemes or matching to Madden's original vision for the schemes.
The "real life" approach means checking stats and reports on coaching schemes for those teams as setting an appropriate play book. The problem is that there is no 30 team control so if a team is all of a sudden pass heavy in real life and you give them a pass heavy play book in a run balanced in game scheme things can get messy.
Matching to Madden's schemes, like I posted earlier is finding a playbook to best fit the games original scheme. So a west coast scheme in CCM will play a west coast scheme in game. Some have noted that real life dictates the browns or raiders should be running more. Something about McFadden getting used to the system. That doesn't matter in this case. Without 30 team control you can't change the coaches scheme (unless you are that team) so you want a playbook to match the game's intended scheme.
I personally have been matching the playbook to the teams scheme. However I do believe that they're not always right. It is likely that through studying the game you could match perfect playbooks for each team, but you've got to bare in mind aspects like coach changes and personnel changes. As your CCM develops, so will the teams. And for that reason you will need to match playbooks to schemes, unless you understand every teams roster.
Coaches will change, and they'll bring different schemes. And providing that what EA have told us about the AI logic, they should build teams to match their schemes and needs. Thus making most sense to just accept their scheme, and pick the playbook accordingly.Comment
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Re: run/pass ratio Team specific playbooks for computer- offline CCM
As you know Detroit I've been using the playbooks and your sliders, and have had fantastic results.
I personally have been matching the playbook to the teams scheme. However I do believe that they're not always right. It is likely that through studying the game you could match perfect playbooks for each team, but you've got to bare in mind aspects like coach changes and personnel changes. As your CCM develops, so will the teams. And for that reason you will need to match playbooks to schemes, unless you understand every teams roster.
Coaches will change, and they'll bring different schemes. And providing that what EA have told us about the AI logic, they should build teams to match their schemes and needs. Thus making most sense to just accept their scheme, and pick the playbook accordingly.Comment
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Re: run/pass ratio Team specific playbooks for computer- offline CCM
you could buy a cheap used one at gamestopComment
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Re: run/pass ratio Team specific playbooks for computer- offline CCM
Tested this out with the Saints and at halftime they had 18 rushes and 7 passes. It looks like it affects ANY team playbook. We'll see if the legends are different but you might want to avoid team specific playbooks at all costs.Comment
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Re: run/pass ratio Team specific playbooks for computer- offline CCM
I agree that matching to scheme is going to be the way to go, ESP. as one plays out multiple years in CCM...
Funny about that Lions book assertion I made: it seems that there are scripts and possibly slider settings that trigger run / pass splits this year that are wildly different from game to game...
Once again, generics will eliminate that...
Looking very forward to what you conclude out about Legends books / usage!
Continued thanks!Last edited by KingV2k3; 10-22-2012, 11:30 AM.Comment
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