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Old 05-26-2016, 07:21 PM   #2321
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JoshC1977's M16 Sliders

Quote:
Originally Posted by JoshC1977
Going to ask kind of a silly question...but anyone have a thought as to who is the most average, run-of-the-mill team? A team with few studs or major strengths/weaknesses but not a really weak overall team (using the default 75 man roster). Sort of like Cincy, but maybe slightly weaker overall.

I want to test with a truly average team so I can see what kind of differentiation we can get from game to game.


I would say Vikings, Texans, Falcons, lions, Cowboys (when they got romo), Bengals, Dolphins aren't too bad they are decent, and saints aren't bad but neither great.
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Old 05-26-2016, 09:20 PM   #2322
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Re: JoshC1977's M16 Sliders

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Turned IG back on. My pass rush came back. Only had 1 sack, but I had consistent pressure and a couple of qb hits. Still messing around with fatigue. In your opinion Josh, would a lower fatigue be more beneficial for the defense?
That is the million dollar question. I think it is going to be a balancing act between just making the offense too good versus avoiding the crazier second halves. We are probably going to find a critical value where that balance is achieved.
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Old 05-27-2016, 02:10 AM   #2323
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Re: JoshC1977's M16 Sliders

So, I played with fatigue settings tonight with the OP (this is with IG on for both CFM and MM). Settled on Dolphins as a my "average" team and played the 'Skins in week 1. At 65 fatigue, both offenses had a major boost in the first quarter (which was our concern). Started over and bumped up to 67; better, but still a boost. Started over again and went up to 70...no big boost in first quarter - went through and finished game. The good news here, no second-half offense boost from defense being too tired. There were subtle signs of the offense getting more traction (more of a push by the o-line on the d-line, a few more broken tackles) but the defenses still played well. I pulled out a 27-13 win, but I also played a near flawless game and there were numerous plays which could have done either way (i.e. WR/DB plays where DB missed on deflection and WR caught it, etc). In other words, if I played it again, I feel like it could've easily gone the other way. The balance was definitely there. So, if ya'll test tomorrow, give 70 fatigue a shot. I will be playing after work tomorrow and likely a chunk of the weekend as well. Let me know how it goes!!
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Old 05-27-2016, 06:59 AM   #2324
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Re: JoshC1977's M16 Sliders

How was the CPU running game? Do you set Fatigue to 70 in both MM & CFM?
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Old 05-27-2016, 10:44 AM   #2325
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Re: JoshC1977's M16 Sliders

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Originally Posted by Rubio809
How was the CPU running game? Do you set Fatigue to 70 in both MM & CFM?
A wee weak in the one game but not horrid...looks matchups dependant. I always match fatigue on both menus.

Edit..To clarify, they still finished with over 100 yards rushing (RGIII helping out). But Morris averaged about 3 ypc (around 70 yards)...but given the line matchups, it always felt 'real'.
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Last edited by JoshC1977; 05-27-2016 at 12:54 PM.
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Old 05-27-2016, 07:03 PM   #2326
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Re: JoshC1977's M16 Sliders

Hey josh, this might be a blind shot in the dark but would the injury slider have any affect on the running game aggressiveness? I mean, everything else is twisted up why not that know what i mean? Im jus curious as to the affect it has with certain individual instances of gameplay....
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Old 05-27-2016, 07:27 PM   #2327
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Re: JoshC1977's M16 Sliders

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Hey josh, this might be a blind shot in the dark but would the injury slider have any affect on the running game aggressiveness? I mean, everything else is twisted up why not that know what i mean? Im jus curious as to the affect it has with certain individual instances of gameplay....
I've wondered that too...but I would be shocked if it did...even more shocked than I was about the autosubs affecting things. It can't hurt to give it a shot...test extremes first....like 1 and 99.

One of the big factors on the run game aggressiveness is the fatigue slider. When testing last night at 65, Alfred Morris was breaking tackles left and right...but the receivers had such a big boost that they were running all over the place. I liked what I saw at 70 and honestly 67 wasn't bad but still a tad OP at an initial glance. It looks like that is the ballpark.
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Old 05-27-2016, 07:41 PM   #2328
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Re: JoshC1977's M16 Sliders

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Originally Posted by JoshC1977
So, I played with fatigue settings tonight with the OP (this is with IG on for both CFM and MM). Settled on Dolphins as a my "average" team and played the 'Skins in week 1. At 65 fatigue, both offenses had a major boost in the first quarter (which was our concern). Started over and bumped up to 67; better, but still a boost. Started over again and went up to 70...no big boost in first quarter - went through and finished game. The good news here, no second-half offense boost from defense being too tired. There were subtle signs of the offense getting more traction (more of a push by the o-line on the d-line, a few more broken tackles) but the defenses still played well. I pulled out a 27-13 win, but I also played a near flawless game and there were numerous plays which could have done either way (i.e. WR/DB plays where DB missed on deflection and WR caught it, etc). In other words, if I played it again, I feel like it could've easily gone the other way. The balance was definitely there. So, if ya'll test tomorrow, give 70 fatigue a shot. I will be playing after work tomorrow and likely a chunk of the weekend as well. Let me know how it goes!!
I am trying this in my next cfm game now. broadcasting if anyone interested, 5 min.

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