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

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  • DeuceDouglas
    Madden Dev Team
    • Apr 2010
    • 4297

    #511
    Re: run/pass ratio Team specific playbooks for computer- offline CCM

    Originally posted by KBLover
    not sure what Grounding impact was, I was on 100, which supposedly tends to create throwaways and not scrambles?)
    I have no idea what impact it has or what it actually does but I just switched my from 50 to 15 before I started my current season and I've only played 5 games (4 preseason and my opener) and the CPU QB seems to be if anything, smarter and a little more deliberate.

    The screens they've ran have actually been executed properly and with a good sense of timing rather than dropping back 12 yards and waiting. The deep balls they've thrown have been thrown more while the receiver has been running down the field rather than when he's towards the end of his route creating a stationary jump ball situation. Five games is a small sample size but those are the areas I've noticed it the most.

    Comment

    • KingV2k3
      Senior Circuit
      • May 2003
      • 5881

      #512
      Re: run/pass ratio Team specific playbooks for computer- offline CCM

      Originally posted by DeuceDouglas
      I have no idea what impact it has or what it actually does but I just switched my from 50 to 15 before I started my current season and I've only played 5 games (4 preseason and my opener) and the CPU QB seems to be if anything, smarter and a little more deliberate.

      The screens they've ran have actually been executed properly and with a good sense of timing rather than dropping back 12 yards and waiting. The deep balls they've thrown have been thrown more while the receiver has been running down the field rather than when he's towards the end of his route creating a stationary jump ball situation. Five games is a small sample size but those are the areas I've noticed it the most.
      Did changing this from 50 to 15 create any kind of "domino effect" with your CPU pass sliders or HUM pass defense sliders?

      I left this one where I've always had it (100) because I was "late to the penalty slider party" and only implemented the ones that related to the run game...

      Those sliders had to be rebuilt after patch 2 anyway...

      I can't say that there's anything "deficient" about 100, but I'm always up for any possible improvement...

      Thanks!

      Comment

      • rudyjuly2
        Cade Cunningham
        • Aug 2002
        • 14816

        #513
        Re: run/pass ratio Team specific playbooks for computer- offline CCM

        Originally posted by KingV2k3
        I had to edit my post...

        I actually used Walsh for CIN new WC / HC...

        Anyway:

        Nice list!

        I also think that Billick / Vermeil is a good option for any Spread / Air Coryell type teams...

        Either one can function as an alt for RNG...
        Most of that initial set was from you. I will add any ideas to my post and online spreadsheet for experimenting with. I'd like to play around with the Legend playbooks a little more. Any thoughts you or others have are appreciated.

        Comment

        • KBLover
          Hall Of Fame
          • Aug 2009
          • 12172

          #514
          Re: run/pass ratio Team specific playbooks for computer- offline CCM

          Originally posted by DeuceDouglas
          I have no idea what impact it has or what it actually does but I just switched my from 50 to 15 before I started my current season and I've only played 5 games (4 preseason and my opener) and the CPU QB seems to be if anything, smarter and a little more deliberate.

          The screens they've ran have actually been executed properly and with a good sense of timing rather than dropping back 12 yards and waiting. The deep balls they've thrown have been thrown more while the receiver has been running down the field rather than when he's towards the end of his route creating a stationary jump ball situation. Five games is a small sample size but those are the areas I've noticed it the most.

          Nice - I will try 15. Just about to play another game in my Raiders CCM before starting to dabble more with trying to come up with a "Hard All-Pro" set for me to use with the Ravens.
          "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

          Comment

          • KBLover
            Hall Of Fame
            • Aug 2009
            • 12172

            #515
            Re: run/pass ratio Team specific playbooks for computer- offline CCM

            Originally posted by KingV2k3
            Did changing this from 50 to 15 create any kind of "domino effect" with your CPU pass sliders or HUM pass defense sliders?

            I left this one where I've always had it (100) because I was "late to the penalty slider party" and only implemented the ones that related to the run game...

            Those sliders had to be rebuilt after patch 2 anyway...

            I can't say that there's anything "deficient" about 100, but I'm always up for any possible improvement...

            Thanks!
            Speaking of run game, I put the CPU on 75 run blocking just to mess around (All-Pro Custom), and the CPU nearly ran back a line drive punt on me.

            It was a 30 yard return. I think All-Pro might be a way to get good blocking AND good kick return blocking...will mess around...
            "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

            Comment

            • KingV2k3
              Senior Circuit
              • May 2003
              • 5881

              #516
              Re: run/pass ratio Team specific playbooks for computer- offline CCM

              Originally posted by KBLover
              Nice - I will try 15. Just about to play another game in my Raiders CCM before starting to dabble more with trying to come up with a "Hard All-Pro" set for me to use with the Ravens.
              Then I will pose the same question to you!



              Let me know if 15 will require the aforementioned slider adjustments or if it just "smooths things out" without having to tweak?

              Thanks!

              P.S. Plz remind me...what did you have it set at before trying 15?

              Comment

              • rudyjuly2
                Cade Cunningham
                • Aug 2002
                • 14816

                #517
                Re: run/pass ratio Team specific playbooks for computer- offline CCM

                Originally posted by KBLover
                Speaking of run game, I put the CPU on 75 run blocking just to mess around (All-Pro Custom), and the CPU nearly ran back a line drive punt on me.

                It was a 30 yard return. I think All-Pro might be a way to get good blocking AND good kick return blocking...will mess around...
                I don't think it's possible. Cpu kick returns are bad on All-Pro no matter what but if you do see a pattern i will try it. I'd love to have a kick return blocking slider.

                Comment

                • DeuceDouglas
                  Madden Dev Team
                  • Apr 2010
                  • 4297

                  #518
                  Re: run/pass ratio Team specific playbooks for computer- offline CCM

                  Originally posted by KingV2k3
                  Did changing this from 50 to 15 create any kind of "domino effect" with your CPU pass sliders or HUM pass defense sliders?

                  I left this one where I've always had it (100) because I was "late to the penalty slider party" and only implemented the ones that related to the run game...

                  Those sliders had to be rebuilt after patch 2 anyway...

                  I can't say that there's anything "deficient" about 100, but I'm always up for any possible improvement...

                  Thanks!
                  As of right now, no. But I only make slider adjustments before every season so that's why. As of right now, I see it affecting mainly my pass rush/CPU pass block the most. I've generally been pretty happy with the CPU pass game with the exception of what I mentioned with the screen passes and what not. My main issue before was getting a lot of "unwarranted" sacks where the the QB would hold onto the ball for way too long. Now, it seems like most of my sacks are a result of either a good rush and/or good coverage and I'm really liking the way it feels. But as a result of me continuously bumping up CPU pass block over the last several seasons, I'm not getting as much pressure as well.

                  I'll have to wait and see how things play out over the course of my season before I make any definitive adjustments. I haven't tried it at 100 as I haven't bothered with penalty sliders at all until my current season so I don't have any impressions on the difference between the two but I can say my early impressions of it at 15 are that I really like it.

                  Comment

                  • KBLover
                    Hall Of Fame
                    • Aug 2009
                    • 12172

                    #519
                    Re: run/pass ratio Team specific playbooks for computer- offline CCM

                    Originally posted by rudyjuly2
                    I don't think it's possible. Cpu kick returns are bad on All-Pro no matter what but if you do see a pattern i will try it. I'd love to have a kick return blocking slider.
                    Yeah, seems like such an obvious decision...maybe that's why we don't have one...

                    I wonder what made the awesome kick return...couldn't have been lowering holding from 55 to 53...though blocking in general got better...Hmm...
                    "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

                    Comment

                    • KBLover
                      Hall Of Fame
                      • Aug 2009
                      • 12172

                      #520
                      Re: run/pass ratio Team specific playbooks for computer- offline CCM

                      Originally posted by KingV2k3
                      Then I will pose the same question to you!



                      Let me know if 15 will require the aforementioned slider adjustments or if it just "smooths things out" without having to tweak?

                      Thanks!

                      P.S. Plz remind me...what did you have it set at before trying 15?
                      100.

                      15 was interesting, the QB seemed to make better throws - faced Rivers and he was hitting guys on the sideline, finding open men, not taking sacks - might can up pass rushing - and that would be great because I'd like to have a good pass rush.
                      "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

                      Comment

                      • KingV2k3
                        Senior Circuit
                        • May 2003
                        • 5881

                        #521
                        Re: run/pass ratio Team specific playbooks for computer- offline CCM

                        Originally posted by KBLover
                        Yeah, seems like such an obvious decision...maybe that's why we don't have one...

                        I wonder what made the awesome kick return...couldn't have been lowering holding from 55 to 53...though blocking in general got better...Hmm...
                        I've noticed that CPU punt and kick return averages are at an all time high in my CCM played games since the implementation of the penalty sliders...

                        My gunners don't automatically get off the jam and blocking in general is much better on returns...

                        Still haven't seen one get broken for a TD, but I've seen plent go for around double the usual averages...

                        Makes field position matter more, etc...

                        Thanks also to you and Deuce for the feedback on the grounding slider...

                        I'm leery because I have struck that "delicate balance" with PBK vs PSRH, so...

                        Tempting tho!

                        Comment

                        • Jonotheking9
                          Rookie
                          • Nov 2012
                          • 241

                          #522
                          Re: run/pass ratio Team specific playbooks for computer- offline CCM

                          I have a problem went into the pre game menu on my ccm and although I had 2 controllers connected only one shows up on screen is there something I need to do to differently because I really want to try this out.

                          Comment

                          • KingV2k3
                            Senior Circuit
                            • May 2003
                            • 5881

                            #523
                            Re: run/pass ratio Team specific playbooks for computer- offline CCM

                            Originally posted by Jonotheking9
                            I have a problem went into the pre game menu on my ccm and although I had 2 controllers connected only one shows up on screen is there something I need to do to differently because I really want to try this out.
                            They should both show up in the middle of the load screen...

                            One red / one blue (pretty sure about that)...

                            Sure the second one is charged?

                            If you hit the PS3 circle in the middle of the controller, it should turn on...

                            Sorry if that's too "obvious", but so far...that's all I got!

                            Comment

                            • Jonotheking9
                              Rookie
                              • Nov 2012
                              • 241

                              #524
                              Re: run/pass ratio Team specific playbooks for computer- offline CCM

                              Originally posted by KingV2k3
                              They should both show up in the middle of the load screen...

                              One red / one blue (pretty sure about that)...

                              Sure the second one is charged?

                              If you hit the PS3 circle in the middle of the controller, it should turn on...

                              Sorry if that's too "obvious", but so far...that's all I got!

                              Its ok i thought it was obvious too but anyway I'm on Xbox 360 controller has batteries in of course but doesn't show up for some reason but it does when I go into play now?

                              Comment

                              • KingV2k3
                                Senior Circuit
                                • May 2003
                                • 5881

                                #525
                                Re: run/pass ratio Team specific playbooks for computer- offline CCM

                                Originally posted by Jonotheking9
                                Its ok i thought it was obvious too but anyway I'm on Xbox 360 controller has batteries in of course but doesn't show up for some reason but it does when I go into play now?
                                It only works in OFFLINE CCM...Online doesn't allow for this workaround...

                                You're trying to make it happen with an Offline CCM, right?

                                Comment

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