We are almost there, bear with me, I believe for those that prefer ALL-JOHNM mode, the wait will be WELL WORTH it....
Finishing testing on the following game play attributes that I believe my brew has dialed in:
1) More organic reactions on CPU QB play, including: read WR progressions while feet dance and stay nimble, move around the pocket, occasionally take off and pick up positive yards with the feet, more attempts to hit receivers down field, reduce the amount of times CPU QB defaults to the dump-off underneath, tame/eliminate(?) Robo QB
2) More organic reactions on CPU RB play, including: Aggressiveness, more tackle breaking efforts, better vision, better cut backs
3) More organic reactions on WR/DB play, including: Better route running (especially by the RED ROUTE/PRIMARY RECEIVER on a particular pass play, better "fighting/jostling" for a pass in the air, more stickiness on man coverage by HUM DB's, less one arm tackles from DB's to stop ball carriers
4) More organic reactions from LB's and DL, including: Ideal "peel rate" from O-Line run blocking for LB and D-Line, improved awareness by LB's on wide runs, improved awareness from LB's to break off a zone coverage and rush the CPU QB to force a bad throw
5) More organic reactions on O-Line play, including: Less "suction blocking", much improved "wall-blocking" for sweeps and outside runs
6) More organic reactions from D-Line play, including: more aggressiveness and intelligence from stud D-Linemen, improved bull rushing and swim moves from those D-Linemen that have this trait
M15 has been a BEAST to tame, but I SEE THE LIGHT at the end of the tunnel....
I had to abandon a lot of previous held beliefs that I had settled into while preparing the ALL-PRO mods, and also previous steadfast beliefs that the overall OS community has held dear, since penalties began to matter in Madden...
In fact, to tame ROBO-QB and achieve more realistic completion percentages for CPU QB, YOU MUST bring the heat from your D-LINE!!!! The challenge is how to bring the heat with 3 or 4 man rushes and still have the CPU QB maintain a semblance of awareness to avoid the CPU QB sack glitch....
And while on the subject of CPU QB sack glitch, the OS community has to get a grip and define what a true CPU QB sack glitch is/looks like .... Bringing the house and getting a sack IS NOT necessarily a CPU QB sack glitch.... Bringing the house, and getting the blitz picked up by the CPU O-Line and the CPU QB just stands there until he gets sacked WOULD BE A CPU QB sack glitch.... I have come to the conclusion that if the CPU QB makes a SINCERE effort to move his feet, scramble right, left or forward in the pocket, leave the pocket, or move around the pocket to BUY TIME due to a fly route being called by the CPU offensive coordinator, AND THEN I get the sack, I am sorry, but these ARE ALL tell-tale signs in the real NFL, that the chances of a sack going down go through the roof, so I am chalking up all of these type of sacks as L-E-G-I-T....
Additionally, sacrifices needed to be made to get the game play to be more organic:
1) Adios a realistic mix of penalties called
2) Adios realistic amount of fumbles
3) Adios consistent & smooth looking CPU QB throwing mechanics
4) Adios WR pass drops
5) Hello a slightly annoying amount of FACEMASK (FCMSK) and ROUGHING THE PASSER (RTP) penalties; nothing crazy, and the way I look at it, if four to five, 15 yard penalties are called in some games due to FCMSK and/or RTP penalties, how is this different than the mix of holding, passing interference, late hit, etc., penalties that are seen ever Monday, Thursday and Sunday on the flattie? If y'all haven't been paying attention, there are a lot of yellow napkins flying in the real NFL...
Still am torn on how to deal with FATIGUE and INJURY sliders, since raising the FATIGUE to high truly kills the ability to take back kickoffs and punts back to the house with the way that my PENALTY SLIDERS needed to be tuned and the fact that I have chosen to build around RUN BLK sliders set at zero...
Stay tuned...
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