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JoshC1977's M16 Sliders

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Old 05-06-2016, 03:23 PM   #2153
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by PanthersFan89
Is there still Roboqb if you play default sliders with 80/60auto subs?

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No, there isn't..
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Old 05-06-2016, 04:43 PM   #2154
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Re: JoshC1977's M16 Sliders

i got jj in a trade, regardless of lt/rt or their quality he gets pancaked a lot, while engaged ...
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Old 05-06-2016, 04:56 PM   #2155
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by Ueauvan
i got jj in a trade, regardless of lt/rt or their quality he gets pancaked a lot, while engaged ...
Using him in a 34?
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Old 05-06-2016, 05:20 PM   #2156
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Re: JoshC1977's M16 Sliders

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Last edited by PanthersFan89; 05-07-2016 at 11:12 PM.
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Old 05-07-2016, 11:08 PM   #2157
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Re: JoshC1977's M16 Sliders

After studying a lot of different settings, I went back to basics....going default on everything except facemask and then bumping fatigue to 75. My god....what an amazing difference. Sticky lineplay was virtually gone, QBs were mis-firing, there were penalties, fumbles, big offensive plays, big defensive plays. I made some adjustments to DPI and defensive holding as well as coverage was a little iffy at times.

I'm not entirely sure, and it could very well be placebo, but I have a hunch now that the injury slider may have some impact on gameplay (from the standpoint of how close players play in space and how aggressive they are). The following set has been calibrated for use with 75 fatigue and 75 injury (the latter which I have used for several months with good effect).

The new setup is below....there are two downsides...some will be OK with, some won't. Just know that if you make adjustments, you will change the gameplay (and likely open up the offense again).
  • Offensive linemen will sub out...
  • You will see a decent number of injuries (but I haven't had a game where like 3 QBs got hurt or something crazy like that)
Here is the new set...I've been playing it a ton the the last three days and have gotten a lot of good variety and the beautiful thing is that it works equally well for both 34 and 43 defenses . The fatigue setting adds a ton of variety to how the games play out...no one game (or play for that matter) will play out quite the same...

Here is the setup....

Roster
Use the 75 man preseason roster. I did try another roster and it will work ok, but the lineplay gets quite a bit worse. This game definitely plays best when you don't import a roster as player traits actually work.

Base Settings
Skill: All Pro
Game Speed: Normal
Quarter Length: 9 minutes (No accelerated clock)
Injuries: 75
Fatigue: 75
Threshold: 50
Assists: All OFF

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

Gameplay Sliders
All set to default

Penalty Sliders
Offsides: (50 MM/50 CFM)
False Start: (50 MM/50 CFM)
Offensive Holding: (50 MM/50 CFM)
Defensive Holding: (55 MM/53 CFM)
Facemask: (50 MM/53 CFM)
Defensive Pass Interference: (50 MM/54 CFM)
All others set to default or "on"

This will be my final set for M16 barring any additional surprises from EA.
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Last edited by JoshC1977; 05-07-2016 at 11:17 PM.
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Old 05-07-2016, 11:12 PM   #2158
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by JoshC1977
After studying a lot of different settings, I went back to basics....going default on everything except facemask and then bumping fatigue to 75. My god....what an amazing difference. Sticky lineplay was virtually gone, QBs were mis-firing, there were penalties, fumbles, big offensive plays, big defensive plays. I made some adjustments to DPI and defensive holding as well as coverage was a little iffy at times.

I'm not entirely sure, and it could very well be placebo, but I have a hunch now that the injury slider may have some impact on gameplay (from the standpoint of how close players play in space and how aggressive they are). The following set has been calibrated for use with 75 fatigue and 75 injury (the latter which I have used for several months with good effect).

The new setup is below....there are two downsides...some will be OK with, some won't. Just know that if you make adjustments, you will change the gameplay (and likely open up the offense again).
  • Offensive linemen will sub out...
  • You will see a decent number of injuries (but I haven't had a game where like 3 QBs got hurt or something crazy like that)
Here is the new set...I've been playing it a ton the the last three days and have gotten a lot of good variety and the beautiful thing is that it works equally well for both 34 and 43 defenses . The fatigue setting adds a ton of variety to how the games play out...no one game (or play for that matter) will play out quite the same...

Here is the setup....

Roster
Use the 75 man preseason roster. I did try another roster and it will work ok, but the lineplay gets quite a bit worse. This game definitely plays best when you don't import a roster as player traits actually work.

Base Settings
Skill: All Pro
Game Speed: Normal
Quarter Length: 9 minutes (No accelerated clock)
Injuries: 75
Fatigue: 75
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/50 CFM)
False Start: (50 MM/50 CFM)
Offensive Holding: (50 MM/50 CFM)
Defensive Holding: (55 MM/53 CFM)
Facemask: (50 MM/53 CFM)
Defensive Pass Interference: (50 MM/54 CFM)
All others set to default or "on"

This will be my final set for M16 barring any additional surprises from EA.
Do you know how 80/60 subs affect human players?

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Old 05-07-2016, 11:13 PM   #2159
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by PanthersFan89
Do you know how 80/60 subs affect human players?

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Refer to OP...I talk about autosubs there...

Edit: guys, I had a typo in the last set...Ball Hawk should be OFF with this setup....
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Last edited by JoshC1977; 05-07-2016 at 11:18 PM.
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Old 05-08-2016, 04:14 AM   #2160
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Re: JoshC1977's M16 Sliders

yes Josh , i move the line to get him on outside shoulder or inside with a blitzing mlb in same gap, my nt aint bad either
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