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JoshC1977's M16 Sliders

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Old 05-04-2016, 06:04 PM   #2137
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by JoshC1977
You can't. But be patient...I think what I have cooking may be even better.
Then cook away Josh.
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Old 05-04-2016, 06:26 PM   #2138
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by JoshC1977
You can't. But be patient...I think what I have cooking may be even better.
You are the Slider Whisperer!

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Old 05-04-2016, 10:24 PM   #2139
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Re: JoshC1977's M16 Sliders

Alright guys, this is where I am right now with these sliders....

The supposed "massive" overhaul was nothing of the sort. It took nothing more than an adjustment of three settings from the original OP:

1. Holding slider adjusted from 40MM/50CFM to 50MM/50CFM. Reason: lineplay is much more dynamic here. The infamous "sticky" lineplay has been virtually eliminated. You see pancakes, 'just-in-time' blocks, and some good old fashioned grinding.

2. Facemask adjusted from 45MM/45CFM to 50MM/53CFM. This is the biggest key. The facemask slider isn't just about the tackling animations, but how "tight" the game plays. The higher the setting, the "tighter" everything is. This affects defensive aggression, tightness of coverage, everything. This isn't something new, I've seen it on NCAA as well. After the last patch/tuner, the gameplay was WAY too loose...the facemask setting has resolved that.

3. Fatigue from 50 to 55. I did it originally due to lack of subs relative to what we had previously been seeing. But it did something else, it added a random element to not only how the players act, but also gave the RBs a better chance of breaking tackles with the new facemask setting (bigger hits with the higher value).

So....what I have seen has been a much more organic experience. Line ratings seem to matter even more than before.

NOTE: ALL TESTING WAS PERFORMED USING THE DEFAULT 75 MAN PRESEASON ROSTERS IN CFM. YOUR MILEAGE MAY VARY WITH OTHER ROSTERS OR GAME MODES.

This is the complete set:
Last Patch 1.10 installed, Tuner installed

Base Settings
Skill: All Pro
Game Speed: Normal
Quarter Length: 9 minutes (No accelerated clock)
Injuries: 70
Fatigue: 55
Threshold: 50
Assists: All OFF except Ballhawk (very important)

Autosubs
All 60 Out/80 In (set this in both MM and CFM)

Gameplay Sliders
All set to default

Penalty Sliders
Offsides: (50 MM/60 CFM)
False Start: (50 MM/60 CFM)
Offensive Holding: (50 MM/50 CFM)
Defensive Holding: (55 MM/53 CFM)
Facemask: (50 MM/53 CFM)
Defensive Pass Interference: (50 MM/53 CFM)
All others set to default or "on"
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Old 05-05-2016, 09:50 AM   #2140
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Re: JoshC1977's M16 Sliders

Hey, Josh, I'm looking forward to testing out your latest changes in coach mode. Just a couple questions, if you don't mind:
  • So earlier I mentioned I used a version of your original sliders. What I did differently than you is I did not match the 60/80 auto subs. I left the CFM at 49/50. The reason I did this was when I tested out the 60/80, the games were always shootouts. WRs were unstoppable, QBs threw deep a lot (and connected often), more broken tackles, etc. So when I kept CFM subs at 49/50, the games were more subdued and realistic (to me in coach mode). Just curious if you're seeing similar shootouts with the 60/80 subs. I will confess the CPU seemed to be more challenging, but I didn't like the high scoring.
  • For fatigue, do you recommend we stick with 55 or do you think that we can increase that? I agree that having fatigue higher does seem to add more "randomness" to the game play. I was just wondering if there was a specific reason to having it at 55 or not.
  • Another variation I did in the past was NOT use ballhawk. I saw too many broken tackles from it, and I just liked the feel in coach mode with it off. But I see you said above that it's important. What did you find in your testing that made it critical?
  • Finally, can you remind me on penalty sliders...MM settings impact game play and CFM setting impact penalty calls, correct?

Thanks as always.
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Old 05-05-2016, 11:04 AM   #2141
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Re: JoshC1977's M16 Sliders

Very little time here as I have to get to work, so I'm going to address a couple of comments from here in the thread and those I received via PM:

Do not assume that this plays the same way as the old set did. This set plays a much more defensive game than previously. There's potential for good scoring, but I think that this setup plays a bit closer to real NFL. So, try them out for a few before making any personal tweaks.

To the questions:
  • These work fine with existing CFMs. Make the necessary changes in the main menu (MM) and then import into the CFM (and once there, make the changes for the CFM settings).
  • Fatigue is tricky. The higher you go, the more you 'humanize' the CPU...you make the game too easy. If you want to bump up fatigue to get more subs, go ahead...but no whining allowed if the game becomes "too easy" for you. Not saying 55 is final, but it is probably very close to where I will wind up permanently.
  • You're not going to see the broken tackles like you did previously with ballhawk on. The facemask slider has seen to that (for better or worse).
  • Penalty sliders between MM and CFM are more of a blending in terms of gameplay. The CFM definitely impacts the calls, but they both factor into the gameplay.
To everyone....please...give these a shot "as is" and provide detailed feedback. Give them a few games (and also let me know if you're not using the 75 man preseason roster as a base).
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Old 05-05-2016, 12:11 PM   #2142
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Re: JoshC1977's M16 Sliders

Thanks for the quick response, Josh. I will start testing exactly as you have it set up with a new CFM later today. My only difference will be using the latest active roster and playing coach mode. I'll let you know how it goes.
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Old 05-05-2016, 01:54 PM   #2143
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Re: JoshC1977's M16 Sliders

i tried out your sliders as it is stated on the OP. I used 75 man rosters.

I used the browns(me) vs Jets. I won 26-21 and i was up 10-7 at half.

The first half was a defensive battle with both defenses stepping up and shutting down the offenses. Once i went up by 2 scores in the third quarter the Jets had a hard time playing from behind. Fitz was erratic at time and was constantly under pressure. The Browns tallied 7 sacks. ( a little high I will continue to watch this) But we ran a blitzburg defense. Fitz finished 17-26 for 224 yds and 2 tds but most coming in the 4th quarter and scoring a last minute Td.

The browns had control through out the game controlling ivory who rushed for 60yds on 15 carries and a td.

The Browns had a big day from West who ran for 169 yds and 2 tds on 21 carries. he had 3 20+ runs with the longest at 40. (The browns have a good o line and blew the jets dline off the ball. I will continue to watch this because the jets have a good front) (However i did like the interaction and there were some great last second blocks and cuts by west) Manziel played game manager with 18-22 for 223 yds no td or int. (completion was very high for him, i only missed on a cpl deep balls and maybe one short over through while on the run, another slider to watch)

Overall it played very well and you have definitely fixed the patch issues, i had 0 false starts and tackling was great. I enjoyed playing d. Even with west running all over the place he only broke 2 tackles, the 40 yarder he was untouched. (only 1 face mask was called)

Ive played on AM all year so i am used to that, I may go back to it if i start dominating good teams but for now ill stick this out for a few more games and let you know what im seeing.

Here are what im watching for from the results of this game.

Hum run block too good?
Hum Acc. too High?
Cpu pass block too low? cpu run block too low?


Also i didnt have any int from either side but coverage was pretty good and nothing really stands out. Had a cpl break ups and one dropped int.

Only one game so take it for what its worth. The next game could be completely different.
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Old 05-05-2016, 02:04 PM   #2144
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Re: JoshC1977's M16 Sliders

I'm going to give these a go Josh and let you know what it looks like.

Quick question, would changing the game speed to slow, as opposed to normal, have any huge effect on anything?

Its so strange to have something called one name affect three other things.
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