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JoshC1977's M16 Sliders

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Old 11-26-2015, 12:42 AM   #513
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Re: JoshC1977's M16 Sliders

Another example is the Block in the Back penalty...Raise it and the outside run game and downfield blocking suffers...Blockers are too aggressive and will chase a defender rather than moving on to the next target...Essentially, it moves the blockers in a more direct way (they are locked on to target) and don't have the ability to go down the field as well...Turn down even a little bit and blockers are freed up to to head down field and look for the next target...This affects the Return game immensely.

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Old 11-26-2015, 12:49 AM   #514
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Re: JoshC1977's M16 Sliders

One last example...Raise the False Start and Offsides penalties and the Oline and D line play becomes sluggish after the snap...By increasing it, both sides are more eager to jump early, but after they move, it almost feels like there's a force field around the player that is slowing him down. ..Just some my observations. ..I've been doing sliders for years, but I haven't posted in this site...There are a lot of hard working guys on here and I think over the last two years in particular, guys have really put I some good work...Unfortunately, because of coding and other issues, only so much can be fixed...I do like the early feed back about this last Patch though...Maybe the developers are really starting to listen to the hard core fan base...We've been asking for improved Sim play for years and with the advent of this new Connected Careers Mode, they are really starting to get it...I mean, it's basically an MMO for sports game junkies...Anyways, I like your Sliders Josh, just wanted to add my 2 cents.

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Old 11-26-2015, 01:40 AM   #515
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Re: JoshC1977's M16 Sliders

Wanted to clear one thing up real quick...I think when you increase Penalties to uneven numbers, like Offsides 55/ False Start 58, it really throws the game out of whack...In this example right here, I think the Defense line has an advantage because they are less locked into the penalty than the O line is...I think when you stagger the values, the penalty with the higher value is more affected in negatively than the penalty of less value.

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Old 11-26-2015, 01:41 AM   #516
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Re: JoshC1977's M16 Sliders

Sorry for the typos...Posting from my phone and I have fat fingers...LOL

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Old 11-26-2015, 08:58 AM   #517
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Re: JoshC1977's M16 Sliders

hayniner....where have you been lurking? I pretty much agree with everything you said in your posts....we're definitely on the same page.

I think EA's biggest issue with penalties is that they change the frequency that a penalty animation occurs. For example, offensive holding probably occurs in real life on every play, but it isn't called. In madden, the number of times (on a per play basis) that the holding animation occurs should be a fixed value (based on player ratings). The penalty slider can then be used to adjust the frequency it is called as a penalty. If they were to implement them in this manner, they would no longer impact the gameplay.

That said, I am going to take a look at the DPI slider. I'm not seeing the calls at 50 (but the frequency of the canned animations is virtually nil). I'm going to see how much 55-60 DPI jacks up things here.

(Also still playing with autosubs....getting closer)
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Old 11-26-2015, 02:52 PM   #518
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by JoshC1977

That said, I am going to take a look at the DPI slider. I'm not seeing the calls at 50 (but the frequency of the canned animations is virtually nil). I'm going to see how much 55-60 DPI jacks up things here.
In my experience messing with DPI, it came down to three very different / obvious options:

1) DPI @ 50 = no calls and a lot of separation in the pass game and sluggish run reaction

2) DPI @ 55 = a couple calls a game, once I raised fatigue to 70...fatigue is mos def a factor in the penalty being called...separation in the pass game and run reaction at this setting was also the "lesser of three evils", overall...so I stuck with this setting

3) DPI @ 60 = you get a couple calls at lower fatigue per game and the separation in the pass game was nice, EXCEPT for the screen game...I got tired of seeing DTs glued to the HB's hip on a screen or a WR screen blown up before you release the ball...also, at this setting the CPU went "Captain Checkdown" on me...it looked as though unless there was "enough" separation to the AI, it checked down / got really conservative or took a sack...

In short:

DPI is a separation and run reaction modifier that effects ALL defense in palpable way...in addition to being an animation trigger and...oh yeah...a penalty slider!


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Old 11-26-2015, 03:19 PM   #519
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by KingV2k3
In my experience messing with DPI, it came down to three very different / obvious options:

1) DPI @ 50 = no calls and a lot of separation in the pass game and sluggish run reaction

2) DPI @ 55 = a couple calls a game, once I raised fatigue to 70...fatigue is mos def a factor in the penalty being called...separation in the pass game and run reaction at this setting was also the "lesser of three evils", overall...so I stuck with this setting

3) DPI @ 60 = you get a couple calls at lower fatigue per game and the separation in the pass game was nice, EXCEPT for the screen game...I got tired of seeing DTs glued to the HB's hip on a screen or a WR screen blown up before you release the ball...also, at this setting the CPU went "Captain Checkdown" on me...it looked as though unless there was "enough" separation to the AI, it checked down / got really conservative or took a sack...

In short:

DPI is a separation and run reaction modifier that effects ALL defense in palpable way...in addition to being an animation trigger and...oh yeah...a penalty slider!

I love it when you chime-in King

I was thinking about trying 60....but I hadn't made the screen play connection, I can totally see that happening (and actually, I am fairly sure that I have).
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Old 11-26-2015, 04:55 PM   #520
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Re: JoshC1977's M16 Sliders

If it seems fatigue has an influence on penalties, but we are seeing better animations and such with lower penalty sliders like holding/facemask etc, would raising fatigue to a really high number increase the amount of penalties called without sacrificing all the animations and better play we see with the values we are using now?
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