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Old 12-14-2015, 07:14 PM   #825
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by BlackBetty15
Your have to be absolutely kidding me?! I know you can't make that up but...wow...LOL...Geez, the only thing that would make this epic is if Fix it Felix game jumped into madden
Lol. Just to be clear I haven't tried this at all and it was only a 2 game sample from the other guy so it's not even remotely verified. But this would totally be hilarious. As King says about it being a house of cards. One tiny adjustment that should impact one tiny thing in actuality impacts numerous things lol. If anything its super easy to try out and test.

It does fix the time of day stuff for sure though. I'd also imagine it fix the weather so it won't be the same all game. I don't think I've played a rain game that doesn't rain the entire time.

Sent from my Galaxy s4 so deal with the short hand
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Old 12-14-2015, 08:34 PM   #826
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Re: JoshC1977's M16 Sliders

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Originally Posted by tdawg3782
So I won't be able to get around to playing for a bit but I came across a post on A&S thread about playing without acc clock on and it allows the time of day change to actually work (game starts in day and ends at night with lights on) but as a side affect he thinks the auto subs are having more of an impact as well. Now I have no idea if this works (I do trust the guy though) and he's only played 2 games but wouldn't this be funny. Most of us sim guys (who are the only ones who care about auto subs) play with acc clock on because we want that 15 min qtr feel. It's more sim lol. Anyways just throwing it out there if anyone wants to test while playing. Not sure what a good time is. It would depend on how fast you call plays and the adjustments you make but I'd think somewhere between 9-12 min would work. He was using 12 min qtr no acc clock.
I could understand this working b/c fatigue is progressive, meaning if the longer the time span in between plays, the more recovery time the player's have, which would in turn keep them from subbing as often.
KBlover mentioned this year's ago but never really tried turning acc. Clock off, to my knowledge.
Im going to test 50 Fatigue w/ No acc clock and 9min qtrs to test it out tonight. Default autosubs for now, just testing to see how they fatigue and sub.
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Old 12-14-2015, 08:44 PM   #827
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Re: JoshC1977's M16 Sliders

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Originally Posted by D81SKINS
I could understand this working b/c fatigue is progressive, meaning if the longer the time span in between plays, the more recovery time the player's have, which would in turn keep them from subbing as often.
KBlover mentioned this year's ago but never really tried turning acc. Clock off, to my knowledge.
Im going to test 50 Fatigue w/ No acc clock and 9min qtrs to test it out tonight. Default autosubs for now, just testing to see how they fatigue and sub.
Oh man. Bringing back an old school guy. KBLovers sliders were always legit. He was another of those guys that tried to dig deep into this game. Wonder what happened to him? Anyways I plan to try it out myself when I get a chance. Keep us posted.

Sorry Josh about the mini slider hijack.
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Old 12-14-2015, 08:46 PM   #828
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by D81SKINS
I could understand this working b/c fatigue is progressive, meaning if the longer the time span in between plays, the more recovery time the player's have, which would in turn keep them from subbing as often.
KBlover mentioned this year's ago but never really tried turning acc. Clock off, to my knowledge.
Im going to test 50 Fatigue w/ No acc clock and 9min qtrs to test it out tonight. Default autosubs for now, just testing to see how they fatigue and sub.
I will test 12 min qtr with no accel clock and default auto subs to see what happens and will report back
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Old 12-14-2015, 08:51 PM   #829
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Re: JoshC1977's M16 Sliders

I just got off of work after an 11 hour day, so I am going to keep this short...

Quote:
Originally Posted by Ueauvan
changed my settings to the latest set. played giants and got my &*^% handed to me 40+ to 20 odd, 3 key def pi calls and 3 ints to my qb is always seemed to throw away than throw near coverage. he has ideal for coverage throws and has throw away. awr is 84 odd.
then played the colts while annoyed at that. rammed the run down their throat and passed when i could be bothered, beat them 58 to 20 odd. their points were scored by throws to wrs who were covered by safeties who were deeper but let the receiver catch it, even the one caught on the 2 yd line and the wr walked in. its like the defender backed off and let the animation happen. this is all coach mode. and i forced the running game, i form tackle over, personally subbed Oline for 2 TE spots and put best RBK/IBL/STR TE as the WR. so 7 oline were were my best physically and skillfully with rbk/ibl, add a 87 power back and 87 blocking fb and run into the heart of their dline. i would apologise but i grew up playing rugby . to be fair they tried to stop it usually some form of 4-3 cover 0 or 8 man blitz but i was relentless.

so my biggest concern is dbs backing off receivers making catches and occasionally front seven backing back off the opportunity to get to the qb once past the oline/blocker and reengaging a blocker, not suction though
The bolded part is HUGE as I saw the same thing last night when testing the 55/60 DPI. It flat out means DPI is too high - coverage is unrealistically close so the game has to adjust the animation to compensate. I'm going back to 45/55 and see if I see it happen there to be sure.

Quote:
Originally Posted by kennypowers88
Hey Josh

I see that you and Fistsofrage using penalty sliders to manipulate the game. I'm sure it's been explained throughout the thread, but do you think you (or anyone else for that matter) could give a brief explanation as to what each slider does? I've been tweaking my own sliders for years in order to have a realistic, challenging experience and am running into a few issue that I think your penalty sliders could help with.

Some of the issue I'm finding are:

Too loose in coverage. I like having the interception slider down for both teams, which effects overall coverage.


Too easy to run the ball. I continue dropping my run block slider, but it's starting to result in some strange animations and plays. I'd like to find a more organic feel to the line play up front. Trouble is that I always seem to run for about 200, and always keep the defense under 60 or so.

When pass coverage is good, CPU QB's won't push the ball downfield enough unless there accuracy is high, which results in perfect ball placement nearly every pass.
This is a critical point and another reason why I like DPI where it is on the OP. It's close enough that DBs can at least make diving plays to break up passes, but not so open that they are completely helpless.

To your questions on your own personal setup. The interception slider is very critical for defensive awareness. I'm not surprised you are having issues with ease of running and weak coverage. Quite frankly, by lowering the interception slider, you caused both of those issues. I'd suggest bumping it back up and seeing what happens.

Quote:
Originally Posted by burnum
@Josh: I'm about to start a new career. I'll play in coach mode, meaning I only manage the team and do playcalling but I won't influence the actual gameplay. I'm looking for realistic gameplay that doesn't give any boosts to either the AI or the user, so the games are decided by ratings and playcalling.

Could you recommend any sliders for my way of playing?
Honestly, I base my entire slider approach on getting proper CPU animations and reactions. I don't tailor them towards making the game easier or harder, but try to make sure that the game plays out realistically in a manner that a) allow ratings to matter and b) to make it feel real.

That's a long-winded way of my saying to give my sliders a shot on coach mode.....I really think that they could work well.
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Old 12-14-2015, 08:53 PM   #830
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Re: JoshC1977's M16 Sliders

Oh...with regards to the turning off the accelerated clock....really watch for two things:
  • Obviously, total plays.
  • Distribution of plays. If you take a longer time to call plays, you will completely dominate time of possession. The CPU will not take advantage of the whole play clock. Just tread carefully.
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Old 12-14-2015, 09:31 PM   #831
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by JoshC1977
Oh...with regards to the turning off the accelerated clock....really watch for two things:
  • Obviously, total plays.
  • Distribution of plays. If you take a longer time to call plays, you will completely dominate time of possession. The CPU will not take advantage of the whole play clock. Just tread carefully.
Yeah I'm calling plays and snapping the ball at the same pace as the cpu. Another thing I'm looking at is injuries, testing @ 50 also b/c with fatigue meaning more I'm assuming injuries would occur more often.
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Old 12-14-2015, 09:32 PM   #832
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Re: JoshC1977's M16 Sliders

12 min qtr, no accel clock, OP sliders, default auto subs, 60 fatigue

Tampa Bay (me) @ Washington (cpu) in CFM game

1) First observation, NO WIND. Its an outdoor game with no wind. Havent seen that in Madden 16 yet....

2) Auto Subs seem to be following what i have them set for. No player has gotten to the "red". I have been checking fatigue before each play. Getting a very nice rotation of Martin and Sims so far. Issue is offensive line is also subbing a lot.

With that being said i am going to restart with different auto subs and see what happens.
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