run/pass ratio Team specific playbooks for computer- offline CCM

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • ramspeedkill
    Pro
    • Sep 2006
    • 727

    #286
    Re: run/pass ratio Team specific playbooks for computer- offline CCM

    great find guys !!!

    so i get the where we use 2nd controller to change unis & playbooks that are on page 1 correspond to the team you are playing against. What about the rest of the games? are sim stats what it should be?

    Comment

    • D_Fos
      Banned
      • Apr 2012
      • 496

      #287
      Re: run/pass ratio Team specific playbooks for computer- offline CCM

      Originally posted by KingV2k3
      Well, I'm FINALLY back on the console, re started my Browns CCM (offline this time) and played a half of the PHI game as a slider test...

      WOW!

      Gave them the RNG and they played much more like they're known to...

      Instead of sending McCoy into the A gap 15 times (like they did with their default book), they ran a VERY varied "spread" attack...

      I knew this would work, based on the results in this thread, but boy is it a pleasure to experience it firsthand...

      Thanks guys!
      Wait till you see a team like GB and or the Saints w/ the Run N Gun! I'm bout to play the Bengals w/ the Pass Bal PB.
      I know the Rams were doing some damage using the Run Bal PB. They will methodically drive the ball down the field, and surprise you with a deep play downfield.
      Again, I am using a minor tweaked All-Madden set. So that may have something to do with the execution % being much improved over All-Pro.
      I am impressed with the variety of play calls with the 2 generic PBs I've played against so far.
      Last edited by D_Fos; 10-26-2012, 05:17 PM.

      Comment

      • KingV2k3
        Senior Circuit
        • May 2003
        • 5881

        #288
        Re: run/pass ratio Team specific playbooks for computer- offline CCM

        Originally posted by ramspeedkill
        great find guys !!!

        so i get the where we use 2nd controller to change unis & playbooks that are on page 1 correspond to the team you are playing against. What about the rest of the games? are sim stats what it should be?
        This is a great workaround for played games, but unfortunately, the sim engine is still out of wack (too many plays in simmed games)...

        No known fix for that...

        Might have had a shot with 32 team control, but that's not available this year...

        Comment

        • rudyjuly2
          Cade Cunningham
          • Aug 2002
          • 14815

          #289
          Re: run/pass ratio Team specific playbooks for computer- offline CCM

          Well this generic playbook swap for the cpu has saved the game for me. And we will most likely have to keep doing it as EA has stated it is unlikely to be fixed for Madden 13.

          Originally posted by EmmdotFrisk
          We know its a problem and are looking into fixing but it is not likely for M13.

          Comment

          • D_Fos
            Banned
            • Apr 2012
            • 496

            #290
            Re: run/pass ratio Team specific playbooks for computer- offline CCM

            Originally posted by rudyjuly2
            Well this generic playbook swap for the cpu has saved the game for me. And we will most likely have to keep doing it as EA has stated it is unlikely to be fixed for Madden 13.
            Possibly Madden 14, if WE as a group put that as a top concern for M14!
            EA!
            Improved play call logic! What we see on Sunday!, Mon, and Thur!
            Another top priority should be Simmed Stats for Us Offline gamers.

            Comment

            • SJHalt621
              Rookie
              • Sep 2012
              • 354

              #291
              Originally posted by rudyjuly2
              Well this generic playbook swap for the cpu has saved the game for me. And we will most likely have to keep doing it as EA has stated it is unlikely to be fixed for Madden 13.
              Is it really that hard to fix??
              "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."

              Comment

              • KingV2k3
                Senior Circuit
                • May 2003
                • 5881

                #292
                Re: run/pass ratio Team specific playbooks for computer- offline CCM

                Originally posted by rudyjuly2
                Well this generic playbook swap for the cpu has saved the game for me. And we will most likely have to keep doing it as EA has stated it is unlikely to be fixed for Madden 13.
                I just played my first offline CCM since the patch and the developments from this thread and in short, if it was an NCAA game, it would have had an "Instant Classic" score off the chart...

                My Browns versus Philly...

                Vick threw it about 35 times, scrambled 5 or so...McCoy had about 10 attempts, Lewis had two...

                Best part?

                I kicked a FG to go ahead (19-17) with about 90 seconds to go...

                Vick ran a textbook 2 minute drill and they scored with about 28 seconds left...

                It looked pretty much like what happened in Week One IRL...

                One of the best overall games of ANY Madden to date, and that's saying something...

                Assist to you, rudyjuly2!

                I cribbed your post patch run sliders to base my changes on...worked fast and very well...

                Thanks!

                Originally posted by D_Fos
                Possibly Madden 14, if WE as a group put that as a top concern for M14!
                EA!
                Improved play call logic! What we see on Sunday!, Mon, and Thur!
                Another top priority should be Simmed Stats for Us Offline gamers.
                Better Sim stats and 32 team control would nail this title for me...

                Originally posted by SJHalt621
                Is it really that hard to fix??
                Oh boy, that's the kind of loaded question that gets old timers banned for teeing off...



                I will refrain...

                Comment

                • SickDL
                  Pro
                  • Aug 2012
                  • 970

                  #293
                  Re: run/pass ratio Team specific playbooks for computer- offline CCM

                  How is the john madden playbook and the other legandary playbooks? Do they bring the same out come as the run balance and so.

                  Would be cool if we could use them to so we have a few more playbooks to give to the cpu team

                  Comment

                  • shttymcgee
                    Pro
                    • Jul 2005
                    • 744

                    #294
                    Re: run/pass ratio Team specific playbooks for computer- offline CCM

                    Originally posted by rudyjuly2
                    The truth is that real NFL gameplans are actually a lot more limited than we realize. There are maybe 40 plays in a game plan (with different formations for each play that could technically push that a lot higher). I was surprised by that when reading Pat Kirwan's book "Take Your Eye of the Ball". But those game plans change a lot from week to week as well. And half time adjustments include adding about 3 plays to the second half game plan that weren't practiced that week but are expected to remember. Plays that worked poorly in the first half are cut out and good plays are used more often. I don't see the cpu adjusting their game plans much at all.

                    Frozen cpu game plans by EA just aren't a good idea for a video game. They have to change based on the team they are playing and to provide different looks. Heck, even Ask Madden stinks compared to NCAA's version which provided a bunch of plays and not just 2-3.
                    This is not what I've experienced. Different formations DO make the plays different, especially in terms of defending them, whether it be a run or pass concept. Of course, you are trying to recognize and defend the concept, but a the differences in formation/displacement necessitate differences in defensive alignment, thus making it a different play.

                    The best offenses often times are not overwhelming in concepts, but the multiplicity of formations/personnel groupings/motions and shifts are what makes them so hard to defend.

                    Adding to that is the current trend of adjusting routes post-snap (the so-called "option" routes, by Kirwan and other media "experts"). Don't tell me that a route that can convert into 6 or 7 variants is the same play, because its not. Whether its called the same or not.

                    Comment

                    • rudyjuly2
                      Cade Cunningham
                      • Aug 2002
                      • 14815

                      #295
                      Re: run/pass ratio Team specific playbooks for computer- offline CCM

                      Originally posted by SJHalt621
                      Is it really that hard to fix??
                      I'd like to know this as well but I'm not holding my breath for the answer.

                      Comment

                      • DetroitStyle
                        Meow
                        • May 2011
                        • 1045

                        #296
                        Originally posted by rudyjuly2
                        I'd like to know this as well but I'm not holding my breath for the answer.
                        I think they're just done supporting the game period since that last patch came out. I mean we haven't even seen the community manager Emmdot in weeks! He was all over the forums and then poof. Not even a farewell. Other than roster updates don't expect any further support.

                        Comment

                        • rudyjuly2
                          Cade Cunningham
                          • Aug 2002
                          • 14815

                          #297
                          Re: run/pass ratio Team specific playbooks for computer- offline CCM

                          Originally posted by DetroitStyle
                          I think they're just done supporting the game period since that last patch came out. I mean we haven't even seen the community manager Emmdot in weeks! He was all over the forums and then poof. Not even a farewell. Other than roster updates don't expect any further support.
                          He just re-appeared yesterday in the patch thread. EA wasted a patch with their two patches early on that were basically pre-release patches. At this point I'm just dealing with what we have because a 4th patch may never happen and it would be a long wait if it did.

                          Comment

                          • dirtguru
                            Rookie
                            • Aug 2010
                            • 303

                            #298
                            Re: run/pass ratio Team specific playbooks for computer- offline CCM

                            Excellent thread!!

                            Have not tried offline CCM yet but after reading the info provided here I am looking forward to giving it a shot.

                            My only experience so far with Madden 13 has been with online single user CCM.
                            CPU gameplay has been ok, post patch, AllMadden based sliders with 15min quarters/12 sec acc clock. Seems like half the games are predictable, half seem to mix it up more.
                            Definately more fun and challenging but not necessarily team specific. May be a result of online tuner sets, not sure???
                            The single biggest improvement I have found with Madden 13 has been that time of posession much more balanced. Often favoring cpu which creates much more realistic defensive stats as my linebackers and even my safeties total tackles much closer to real NFL as well as sim stats.

                            What are you guys seeing, on average, as far as T.O.P. and defensive stats in offline CCM using generic playbooks for cpu?

                            One other question I have is: Is anybody experiencing mid game lockups in offline CCM using different CPU playbooks? Especially with PS3?
                            My concerns with game locking up comes from my experience creating and using custom cpu off/def gameplans in Madden 12 which resulted in huge gameplay improvements but it seemed that the more gameplans I saved the more likely the game would freeze at some point.
                            Last edited by dirtguru; 10-27-2012, 10:56 AM.

                            Comment

                            • D_Fos
                              Banned
                              • Apr 2012
                              • 496

                              #299
                              Re: run/pass ratio Team specific playbooks for computer- offline CCM

                              Originally posted by dirtguru
                              Excellent thread!!

                              Have not tried offline CCM yet but after reading the info provided here I am looking forward to giving it a shot.

                              My only experience so far with Madden 13 has been with online single user CCM.
                              CPU gameplay has been ok, post patch, AllMadden based sliders with 15min quarters/12 sec acc clock. Seems like half the games are predictable, half seem to mix it up more.
                              Definately more fun and challenging but not necessarily team specific. May be a result of online tuner sets, not sure???
                              The single biggest improvement I have found with Madden 13 has been that time of posession much more balanced. Often favoring cpu which creates much more realistic defensive stats as my linebackers and even my safeties total tackles much closer to real NFL as well as sim stats.

                              What are you guys seeing, on average, as far as T.O.P. and defensive stats in offline CCM using generic playbooks for cpu?

                              One other question I have is: Is anybody experiencing mid game lockups in offline CCM using different CPU playbooks? Especially with PS3?
                              My concerns with game locking up comes from my experience creating and using custom cpu off/def gameplans in Madden 12 which resulted in huge gameplay improvements but it seemed that the more gameplans I saved the more likely the game would freeze at some point.
                              Whats up Dirtguru!
                              The CPU is actually getting close to, if not more T.O.P., and more 1st downs with the http://www.operationsports.com/forum...3-realism.html, and of course the play call logic is much improved with the Generic PB changes. I'm not doing a bunch of slider tweaking from All-Madden default.

                              Im on PS3 and haven't had any lockups w/ updated PBs. Really haven't had 1 lockup since Patch 3.
                              You may already know this, but if your on PS3 and only have 1 controller, you can assign to controller 2 to change the CPUs PB before you start the game.
                              Last edited by D_Fos; 10-27-2012, 11:17 AM.

                              Comment

                              • KingV2k3
                                Senior Circuit
                                • May 2003
                                • 5881

                                #300
                                Re: run/pass ratio Team specific playbooks for computer- offline CCM

                                Played the Bengals (versus my Browns) and again, a stellar result...

                                I used the balanced book for them, and not only were the calls more realistic, the execution was much better...

                                Matching the generic to the existing scheme works even better than suspected...

                                Also:

                                Since the patch I've been able to adjust MY scheme to match my book (spread / Vermeil) and since I'm no longer stuck running that book with a default "west coast" scheme, my players are playing much better as well...

                                It's all very noticeable, because I already played a CLE 2012 CCM (online) before the patch, so these scheme and CPU playbook improvements really stick out...

                                Great stuff, indeed!

                                Comment

                                Working...