|
Quote: |
|
|
|
|
Originally Posted by JoshC1977 |
|
|
|
|
|
|
|
|
Yes, they were mis-labeled, came up during my stream. I updated today's post and the opening post with the correctly labeled sheets.
Two games in the books, and just awesome. Two losses for me due to my own incompetence However, in both games, both teams were under 350 yards of total offense....and it had more of a "grindy" feel to it that NFL games typically have.
Really darn close to being final. I'm going to look to tweak block shed a tad and try to tone down the tackling animations a bit (i.e. hit power is a tad high). I don't think either will involve extremes....just "Clean-up".
and for those that will ask, yes the CPU can run on you and yes, the user run game is not OP. It looked like football....not maddenball.
|
|
|
|
|
|
Thank you.
Like it overall, here are my observations after game 1 thus far:
-HUM DL is much better at defending the run and are coming off blocks more fluidly - seems the autosubs to 0/100 really make a diff.
-Both CPU and HUM run game were stuffed a ton and maybe too much. Later in the game, maybe due to fatigue both sides snapped some longer runs (I had a 40 yarder recalled for block in the back) but overall YPC <2.5 is unbalanced.
-inadequate pressure from 4 man rush remains an issue IMHO - rushers completely stonewalled a high % of the time
-I can't think of why this would be happening (QB auto sub setting?) but the opposing QB is actually throwing the ball away better when blitzed. This resulted in more realistic outcomes of blitzes which is good! I am still not seeing QB roll away from pressure at all, perhaps I will delete the tuner and see what happens.
-Pass D looks too tough, both sides had less than 50% completion rates, mostly due to coverage. Too many interceptions on both sides.