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Old 08-15-2015, 08:52 PM   #1
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CFM Roster

Is there going to be a roster that caters to Connected Franchise Mode? I want a roster that I can continue playing the game with; in other words, I don't want the draft classes to break the game due to the disparity between them and the base roster.
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Old 08-16-2015, 08:29 AM   #2
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Re: CFM Roster

If the cfm draft classes are messed up I'm going to edit all speeds etc.


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Old 08-16-2015, 06:41 PM   #3
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Re: CFM Roster

I've analyzed several of the 30 Draft Classes of M15 (as well as the Game Install Save on 360) and found that "65" for some reason is set as the base that most "positional" ratings are generated at or above with some caveat's.

**Awareness rating falls under "70" for 99% of draft classes with "65" set as the base high for "1st round" talent (no matter where they are selected).

**Stamina rating generates for most at "80+".

Defense specific:
Play Recognition
(50-65'ish) 99% generate in this range across the board


Here are the main ratings (outside of SPD & ACC) for each position and the generated range(s) of Draft Classes:

QB
Throw Power
(80+)
Throw Accuracy
Short & Mid (70-85'ish)
Long (65'ish for most)
Awareness
(40-65'ish)
Elusiveness
(20-40'ish) the cause of the "Sack" issue as it drives "Avoidance" in the pocket


RB's
Ball Carry Vision
(70+)
Awareness
(40 - 65'ish)
Elusiveness
(65 - 85'ish)
Agility
(75+)
Truck & Stiff Arm
(65 - 85'ish)

WR's
Agility
(75+)
Awareness
(45 - 65'ish)
Catch
(65-85)
Catch in Traffic
(65-85'ish)
Route Run
(50-80'ish)
Spectacular Catch
(60-85'ish)
Release
(40-75'ish)

OL
Awareness
(40-65'ish)
Pass/Run & Impact Block
(70-85'ish)

DL & LB's
Strength
(65-80'ish)
Agility
(65-80'ish)
Awareness
(45-65'ish)
Tackling
(65-80'ish)
Jumping
(70-80'ish)
Power/Finesse Moves
(65-80'ish)
Block Shedding
(65-80'ish)
Pursuit **catch up speed
(55-70) for DL
(65-85'ish) for LB's
Man Coverage
(45-60'ish) for LB's
Zone Coverage
(65-80'ish)for LB's
Hit Power
(55-75'ish)

DB's
Strength
(40-65'ish)
Agility
(75+)
Awareness
(40-65'ish)
Tackling
(40-55'ish) for Corners
(65-85'ish) for Safeties
Jumping **drives pass swat/int
(85'ish+)
Block Shed
(50-65'ish) for safeties
Pursuit
(65-75'ish)
Player Recognition
(50-65'ish) **99% are 65 or below
Man/Zone Coverage
(75-85'ish)
Hit Power
(50-65'ish)
Press
(65-75'ish)


Most rosters (default and created) fall apart in CFM (functioning wise) because they fall outside of these generated levels (either lower or higher).

99% of generated players have positional ratings few and far between above "90", but many rosters taken into CFM consist of a great deal of players above this level.

The "only" rating that I've stepped outside the lines on is with "Awareness" for the top players in the NFL or on the team.
Everyone else is reduced to the "65" generated level while the A. Rogers/J.J. Watt's are given "99".

Draft Classes are now able to function with the roster that is brought into CFM without drastic deviation happening.

***Again, these aren't ranges "I believe" they should be at, but the ranges Draft Classes are generated at.


Unless some person/persons did an update to the Draft Classes, the default roster (per EA Ratings Spreadsheet) once again will not function to well in CFM due to the ranges not being in-line.

I've experimented doing these ranges with M15, and all I can say is that I'll be 100% doing this with M16 also!!!

Last edited by khaliib; 08-16-2015 at 06:46 PM.
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Old 08-19-2015, 04:47 PM   #4
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Re: CFM Roster

Looks like we will be needing these rosters
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Old 08-20-2015, 01:51 AM   #5
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Re: CFM Roster

I figured that lol. Unfortunately Rex has said they're looking into it which puts everything at a stand still. I mean I'll still work on it, but hopefully they patch it.


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