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Old 12-28-2016, 11:39 PM   #2561
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Re: JoshC1977's M17 Sliders

So...I decided to isolate threshold without making other changes...trying to tease-out what it does and does not do. It's a mixed bag...results from OP with 100 thresh in MM/CFM. But, it did play a bit better than I had expected.

The good: DB agility is much improved due to better footplanting but it's almost too precise. A wee bit more of a true push by the d-line at times...but not consistent (which is unfortunate...if it had been, I might've looked at it further). Coverage distance wasn't bad overall...a little looser than I'd expect.

The bad: defender reactions (i.e. accel) were really nerfed. I even saw occasions where a DT would not even start to get out of his stance until the O-line had taken a couple of steps. Saw some jogging in coverage as well and defenders were taking longer than normal to react to things.

So basically...you're trading away accel for agility (essentially the opposite of 0 thresh which is all about the accel). As king said to me last night via PM on another Madden-related topic, "Pick your poison". You can make it work with other adjustments...but an ultra-high thresh isn't a road I will likely go down at this juncture.

Good stuff! Always enjoy trying out different things.
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Last edited by JoshC1977; 12-28-2016 at 11:42 PM.
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Old 12-29-2016, 09:03 AM   #2562
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Re: Coach Schemes

Quote:
Originally Posted by JoshC1977
After more extensive testing on coach schemes, I have drawn the following conclusions:

- Just stay away from the balanced offensive scheme. The CPU will call the same plays over and over again....I think that this is the one that is most affected by the regular team playbooks not being as well-developed. I thought for a while that this was the run scheme until I had a couple of games where the CPU was just calling dives/4-verts the whole time.
- Schemes are more about formations/concepts used rather than run/pass ratio. Though, naturally, certain formations/concepts are more run-heavy or pass-heavy.
- You do not need to use generic playbooks....frankly, I recommend staying away from them as you lose some of a team's identity
- Most of the schemes really look to be mis-labeled. Here is my take on each one:

Balanced: Stay away!
Vertical: run-oriented offenses will use this...
Power Run: good for teams that run two back sets on occassion and short, controlled passing games...closer to West Coast.
West Coast: this one is really the balanced scheme...lots of formations/concepts used. Try playing against the Saints offense when they are set to this scheme...you really have to be thinking about mis-matches the whole time....very tough to stop.
Zone Run: This is your vertical scheme. Lots of shots, verts....basically, anything that has receivers running deep.
Spread: 90% of the time, teams will be in the gun or pistol

The following are my suggestions and what I will use. Feel free to change these around based on the above descriptions if you so desire.

Bears: Zone Run
Bengals: West Coast
Bills: Vertical
Broncos: West Coast
Browns: Vertical
Bucs: Vertical
Cardinals: West Coast
Chargers: Power Run
Chiefs: Spread
Colts: Zone Run
Cowboys: Vertical
Dolphins: Spread
Eagles: Spread
Falcons: Power Run
49ers: Spread
Giants: Spread
Jags: West Coast
Jets: Power Run
Lions: Power Run
Packers: Power Run
Panthers: Vertical
Patriots: West Coast
Raiders: Spread
Rams: Vertical
Ravens: Zone Run
Redskins: West Coast or Spread
Saints: West Coast
Seahawks: Vertical
Steelers: West Coast
Texans: Zone Run
Titans: Vertical
Vikings: Vertical

To implement these, you can either do a 32 team CFM or the following:
Take control of a team's coach within CFM (hit R3 on PS4 with the CFM menus); select that team's coach....do not create a custom coach. Go to his scheme menu and change the offensive scheme (do not alter the playbook). Then, go to the far right-hand screen in the CFM menus and retire the coach. The coach will remain, you will only get the little story ("He will be missed...blah blah blah") and the changes will stick and you can do this over and over. I suggest doing this at the start of a CFM and then saving it as a "base" CFM file.

This now complete....that wraps up the work I plan on doing for this game.
Do you change defensive playbooks? Also I'm curious what the defensive schemes effect.
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Old 12-29-2016, 09:47 AM   #2563
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by JoshC1977
So...I decided to isolate threshold without making other changes...trying to tease-out what it does and does not do. It's a mixed bag...results from OP with 100 thresh in MM/CFM. But, it did play a bit better than I had expected.

The good: DB agility is much improved due to better footplanting but it's almost too precise. A wee bit more of a true push by the d-line at times...but not consistent (which is unfortunate...if it had been, I might've looked at it further). Coverage distance wasn't bad overall...a little looser than I'd expect.

The bad: defender reactions (i.e. accel) were really nerfed. I even saw occasions where a DT would not even start to get out of his stance until the O-line had taken a couple of steps. Saw some jogging in coverage as well and defenders were taking longer than normal to react to things.

So basically...you're trading away accel for agility (essentially the opposite of 0 thresh which is all about the accel). As king said to me last night via PM on another Madden-related topic, "Pick your poison". You can make it work with other adjustments...but an ultra-high thresh isn't a road I will likely go down at this juncture.

Good stuff! Always enjoy trying out different things.
So let me ask you, what if you tried to go 5 to ten points from default in either direction, (50 to 55-60 or 50 to 45-40). Ive used those values in previous iterations of madden (along with 90-95) and it seemed to work well....it also seemed like it smoothed out some of the skittishness in the framerate.....

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Old 12-29-2016, 10:04 AM   #2564
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by JoshC1977
So...I decided to isolate threshold without making other changes...trying to tease-out what it does and does not do. It's a mixed bag...results from OP with 100 thresh in MM/CFM. But, it did play a bit better than I had expected.

The good: DB agility is much improved due to better footplanting but it's almost too precise. A wee bit more of a true push by the d-line at times...but not consistent (which is unfortunate...if it had been, I might've looked at it further). Coverage distance wasn't bad overall...a little looser than I'd expect.

The bad: defender reactions (i.e. accel) were really nerfed. I even saw occasions where a DT would not even start to get out of his stance until the O-line had taken a couple of steps. Saw some jogging in coverage as well and defenders were taking longer than normal to react to things.

So basically...you're trading away accel for agility (essentially the opposite of 0 thresh which is all about the accel). As king said to me last night via PM on another Madden-related topic, "Pick your poison". You can make it work with other adjustments...but an ultra-high thresh isn't a road I will likely go down at this juncture.

Good stuff! Always enjoy trying out different things.
did u adjust injury slider too?? i do believe you called that the aggression slider. what i have been playing with....having it at 55....i guess i haven't seen what you saw...

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Old 12-29-2016, 10:55 AM   #2565
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by JoshC1977
So...I decided to isolate threshold without making other changes...trying to tease-out what it does and does not do. It's a mixed bag...results from OP with 100 thresh in MM/CFM. But, it did play a bit better than I had expected.

The good: DB agility is much improved due to better footplanting but it's almost too precise. A wee bit more of a true push by the d-line at times...but not consistent (which is unfortunate...if it had been, I might've looked at it further). Coverage distance wasn't bad overall...a little looser than I'd expect.

The bad: defender reactions (i.e. accel) were really nerfed. I even saw occasions where a DT would not even start to get out of his stance until the O-line had taken a couple of steps. Saw some jogging in coverage as well and defenders were taking longer than normal to react to things.

So basically...you're trading away accel for agility (essentially the opposite of 0 thresh which is all about the accel). As king said to me last night via PM on another Madden-related topic, "Pick your poison". You can make it work with other adjustments...but an ultra-high thresh isn't a road I will likely go down at this juncture.

Good stuff! Always enjoy trying out different things.
I tried the 100 threshold with fatigue and injury at 55. Did not dig, game did not play good for me. Tried again with Injury and fatigue at 55 only and default 50 threshold, played much better, problem was injuries, 5 serious injuries for both teams in one game. No thank you. I wonder just doing fatigue would work, or a threshold at a lower rate than 100.
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Old 12-29-2016, 11:24 AM   #2566
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Re: JoshC1977's M17 Sliders

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Originally Posted by jaa1980
I tried the 100 threshold with fatigue and injury at 55. Did not dig, game did not play good for me. Tried again with Injury and fatigue at 55 only and default 50 threshold, played much better, problem was injuries, 5 serious injuries for both teams in one game. No thank you. I wonder just doing fatigue would work, or a threshold at a lower rate than 100.
Injuries works well at 50 CFM and 50 MM I have fatigue at 68 and I get pretty good injuries.
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Old 12-29-2016, 11:26 AM   #2567
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Re: JoshC1977's M17 Sliders

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Injuries works well at 50 CFM and 50 MM I have fatigue at 68 and I get pretty good injuries.
Yes, I agree, injuries need to stay ay default 50.

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Old 12-29-2016, 01:23 PM   #2568
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by jaa1980
I tried the 100 threshold with fatigue and injury at 55. Did not dig, game did not play good for me. Tried again with Injury and fatigue at 55 only and default 50 threshold, played much better, problem was injuries, 5 serious injuries for both teams in one game. No thank you. I wonder just doing fatigue would work, or a threshold at a lower rate than 100.
You can't touch the CFM injury slider for sure (anything above 51 will turn everyone's injury list into a MASH unit....it's crazy). 55/55 Fatigue and 55/50 Injury work fairly well with 50 thresh if you're dying for a bit more subbing.
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