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JoshC1977's M16 Sliders

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Old 02-14-2016, 01:23 PM   #1505
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by khaliib
Hey Josh, just want to throw a thought out there.

It was noted a few years back that there were some issues with loading roster files into CFM's.

As we all know, there is some wonky stuff dealing sliders, especially between Play Now vs CFM.

Anyway, there are some strange roster/CFM issues happening when loading in a roster.
Just wondering have you tried working from the 75 man roster in CFM as there is no loading externally going on?

I didn't come across anything looking through the code, but my belief is that all hasn't been resolved with "external" CFM loadings causing issues across the whole mode in general.

Just out of curiousity, I played several different CFM's with the pre-made 75 man roster and the game "seems" to play totally different with no external loading being process into the mode.

Just trying to rule out me wanting to see something that may not be there.

Leaving all sliders on default, I noticed some serious QB inaccuracies that made me say "that's strange/something different".

Even the throw animations/styles seemed to be visually fluid to the point you can really see a difference when playing.
Just wondering.
I agree with the thought that different rosters provide different gameplay experiences. Hard to define exactly but it seems to me the later EA roster updates provide more of a challenge. Players seem more aggressive which can be good and bad. But I do see differences for sure.
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Old 02-14-2016, 01:30 PM   #1506
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Re: JoshC1977's M16 Sliders

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Originally Posted by JoshC1977
I did a little housekeeping on the OP for a couple of things:
  • sms024 and I have been working behind the scenes the last couple of weeks to re-evaluate the QB autosub settings. We found that CPU QBs force more throws into coverage and attack downfield a bit more with higher settings. At low settings, QBs do a better job of hitting their number 1 targets - but it comes at a cost, very high accuracy. A low QB autosub also makes the user passing game extremely easy. If you ever want a culprit for either a) ease of passing or b) RoboQB, this is the first thing I would check. This testing further validates the use of a higher QB autosub value (such as 60/80) for a more realistic passing game.
  • I updated the OP fatigue value to 58 and the WR/DB autosub values to 55/65.
  • I'm still very much testing the 50 fatigue with all 60/80 autosubs. I definitely like how it plays as I think it solves a lot of problems. I have added it to the new and improved OP as an alternate option...
Thanks Josh. This game feels like a 10ft tower/game of Jenga. For fun I played a game with everything back to default. Fatigue, injuries, sliders, penalties, all of it. All aides off. 60/80 subs. Used the original 75 man rosters. Played just one game but the game played well. Felt much more difficult to pass. I didn't like the lack of broken tackles but I did see a fair amount of penalties and the suction blocking wasn't bad at all. Suction blocking became less of an issue as the game wore on. My experience (in just one game) defies all logic and experience we've gained over the last few months but it is what it is. . Game to game there is so much variation so I could see games completely different than the first. We'll see. Just an observation.
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Old 02-14-2016, 01:57 PM   #1507
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Re: JoshC1977's M16 Sliders

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Originally Posted by adickerson
Broadcasting Bucs CFM Year 1:
OP Settings with fatigue at 50 and all 60/80 autosubs

Bucs (2-0) vs Texans (0-1-1)

Significant Injuries:
Texans - RG Brandon Brooks 84ovr
HB Arian Foster 83ovr

Bucs - None

Twitch: http://www.twitch.tv/aarond1977
Really good game, ended up winning 33 to 21, but Texans outperformed me in every offensive category except rushing...Hoyer had a pretty good day throwing for over 330 yds and 3 td's and 70%completion, but he also threw 5 picks which allowed me to get the win.... running the ball was pretty tough, watt and cushing turned Martin into a mediocre back...ended up with around 85 yards. Overall a great experience and I can really feel the difference between using the Bucs and the Steelers in my other CFM.

Big game vs Cam and the panthers up next.

Replay: http://www.twitch.tv/aarond1977/v/45063544

Last edited by adickerson; 02-14-2016 at 02:00 PM.
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Old 02-14-2016, 02:17 PM   #1508
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Re: JoshC1977's M16 Sliders

Streaming my Jaguars CFM. Week 2 Dolphins at Jaguars. fatigue 50 doing autosubs all at 60/80

Twitch: http://www.twitch.tv/mvpeterson2828

let me know if there needs to be any changes made to the stream
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Old 02-14-2016, 03:54 PM   #1509
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Re: JoshC1977's M16 Sliders

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Originally Posted by MvPeterson2828
Streaming my Jaguars CFM. Week 2 Dolphins at Jaguars. fatigue 50 doing autosubs all at 60/80



Twitch: http://www.twitch.tv/mvpeterson2828



let me know if there needs to be any changes made to the stream

Week 2; dolphins at Jaguars.

The jags are Victors in this one. 31-35. There was no defense to be found in this one.

Bortles had a huge game with 27/34 440 yards 2 TD 2 Picks

Tannehill was 28 for 42 278 yards 2 TD 1 pick
Lamar Miller 13 carries 57 yards 1 TD

Jay ajayi 6 carries for 34 yards

Yeldon had no running space finishing 16 carries for 49 yards

Denard Robison finished 2 carries 8 yards

Jonas gray 2 carries 8 yards 1 TD

Defense;

Jaguars defense

no sacks

1 interception

2 pass deflections


Dolphins;

4 sacks

3 deflections

2 picks

Next week is against Brady and the patriots


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Old 02-14-2016, 06:48 PM   #1510
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Re: JoshC1977's M16 Sliders

Where is your settings for penalties
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Old 02-14-2016, 07:23 PM   #1511
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Re: JoshC1977's M16 Sliders

Broadcasting: Falcons year 3 CFM

Divisional Weekend.

OP settings with fatigue 50 and all 60/80 auto subs.
Special Teams all simmed

Falcons(12-4) at Seahawks (12-4)

Wish me luck...

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Old 02-14-2016, 07:32 PM   #1512
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by gobucks76
Where is your settings for penalties
It's on the opening post.
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