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Old 08-21-2016, 11:42 AM   #25
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Re: JoshC1977's M17 Sliders

In my experience, dropping QB ACC doesn't make them any less accurate...

It just makes 'em stupid, ergo the inflated sack numbers and "passive" play...

There's more AWR and less ACC tied to that slider...

In Madden, you can only make them "appear" to be less accurate through pressure and / or tight coverage...
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Old 08-21-2016, 12:14 PM   #26
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Re: JoshC1977's M17 Sliders

On second thought,
I like the idea of steering clear of gameplay sliders(qb acc, blocking etc) and adjusting penalty sliders, fatigue(if needed), and autosubs 1st.
I also plan on starting off just like I did in M16.
Default AP
9min qtrs.
Acc clock: off/0
Normal Gamespeed.

Penalties have a resounding affect on on gameplay.
something as little as turning IG: Off(which almost never gets called on the CPU). Can it possibly allow for a more aggressive CPU Qb?
or DPI allowing the CPU to be more aggressive in WR Ctch?

I know this is M17 but a lot of the same rules will apply from M16.
I'm going to be starting a CFM w/ 32 team control, playing and spectating EVERY game of the schedule. So I will have plenty of game data, like I did w/ M16 sliders.
I will also be looking into Custom PBs(reducing the CPU calling 4 verticals on 3rd and long and end of half and games).
And possibly Coaching Schemes again.
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Old 08-21-2016, 01:13 PM   #27
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by D81SKINS
On second thought,
I like the idea of steering clear of gameplay sliders(qb acc, blocking etc) and adjusting penalty sliders, fatigue(if needed), and autosubs 1st.
I also plan on starting off just like I did in M16.
Default AP
9min qtrs.
Acc clock: off/0
Normal Gamespeed.

Penalties have a resounding affect on on gameplay.
something as little as turning IG: Off(which almost never gets called on the CPU). Can it possibly allow for a more aggressive CPU Qb?
or DPI allowing the CPU to be more aggressive in WR Ctch?

I know this is M17 but a lot of the same rules will apply from M16.
I'm going to be starting a CFM w/ 32 team control, playing and spectating EVERY game of the schedule. So I will have plenty of game data, like I did w/ M16 sliders.
I will also be looking into Custom PBs(reducing the CPU calling 4 verticals on 3rd and long and end of half and games).
And possibly Coaching Schemes again.
My next test will be just adjusting some penalty sliders. thoughts on what I should do on penalty slider test, where to set? Might try all at 55 to see any differences? Running the ball feels good, but outside running to easy concerns me. Forgot to mention, I am using preseson 75 roster for tests as well.

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Old 08-21-2016, 01:57 PM   #28
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by D81SKINS
On second thought,
I like the idea of steering clear of gameplay sliders(qb acc, blocking etc) and adjusting penalty sliders, fatigue(if needed), and autosubs 1st.
I also plan on starting off just like I did in M16.
Default AP
9min qtrs.
Acc clock: off/0
Normal Gamespeed.

Penalties have a resounding affect on on gameplay.
something as little as turning IG: Off(which almost never gets called on the CPU). Can it possibly allow for a more aggressive CPU Qb?
or DPI allowing the CPU to be more aggressive in WR Ctch?
Exactly this....gameplay sliders allow for far too many unintended effects. You can fall into that bottomless slider pit very quickly. I even saw that toggling the Kick Catch Interference setting on M16 had a huge impact on how the CPU played from an aggression standpoint.

I have a hunch though that the "fix" to autosubs and its potential impact on fatigue is the most likely culprit of the various issues that people are seeing. It may be that we need to look at fatigue first (possibly even dropping it well below default). It could very well be that 50 fatigue on M17 is what we used to see (gameplay wise) at 75 fatigue on M16. I saw a lot of the same sorts of issues (passive QB play, passive defense, "mushy" lineplay) when running at high fatigue on M16 using default sliders.

I'll give the game a whirl tomorrow night at default and get a feel for things and then start running with various fatigue levels to see what happens.

Edit: if anyone is testing and/or streaming today, take a look at 25 fatigue with EVERYTHING else at default. First order of business is to get the gameplay right....then we can worry about getting subs.

Edit 2: I'm also reading that even bumping up fatigue a tad has a huge impact on how players fatigue. So, 25 might be incredibly extreme....that's OK...the idea is to see if this cleans up a lot of the issues. If it does, then we can hone-in on a good value. Alternatively, setting fatigue low (or even at 0) in the MM and then at default in CFM may also clean up the gameplay (I did essentially the same on NCAA 14 and it cleaned up most of the "progressive fatigue" issues).
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Last edited by JoshC1977; 08-21-2016 at 02:31 PM.
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Old 08-21-2016, 02:32 PM   #29
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by JoshC1977
Exactly this....gameplay sliders allow for far too many unintended effects. You can fall into that bottomless slider pit very quickly. I even saw that toggling the Kick Catch Interference setting on M16 had a huge impact on how the CPU played from an aggression standpoint.

I have a hunch though that the "fix" to autosubs and its potential impact on fatigue is the most likely culprit of the various issues that people are seeing. It may be that we need to look at fatigue first (possibly even dropping it well below default). It could very well be that 50 fatigue on M17 is what we used to see (gameplay wise) at 75 fatigue on M16. I saw a lot of the same sorts of issues (passive QB play, passive defense, "mushy" lineplay) when running at high fatigue on M16 using default sliders.

I'll give the game a whirl tomorrow night at default and get a feel for things and then start running with various fatigue levels to see what happens.

Edit: if anyone is testing and/or streaming today, take a look at 25 fatigue with EVERYTHING else at default. First order of business is to get the gameplay right....then we can worry about getting subs.

Edit 2: I'm also reading that even bumping up fatigue a tad has a huge impact on how players fatigue. So, 25 might be incredibly extreme....that's OK...the idea is to see if this cleans up a lot of the issues. If it does, then we can hone-in on a good value. Alternatively, setting fatigue low (or even at 0) in the MM and then at default in CFM may also clean up the gameplay (I did essentially the same on NCAA 14 and it cleaned up most of the "progressive fatigue" issues).
setting up as we speak

Some default things I noticed, injury is set to 10 at default.
CFM auto subs default different than main menu 60/80.

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Old 08-21-2016, 02:38 PM   #30
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Re: JoshC1977's M17 Sliders

Broadcasting default with 25 fatigue now.

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Old 08-21-2016, 02:40 PM   #31
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by jaa1980
setting up as we speak

Some default things I noticed, injury is set to 10 at default.
CFM auto subs default different than main menu 60/80.

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Injuries are at 10 at default? Weird....maybe a bug?

What are the CFM autosubs set to at default? NM, I see your stream....they STILL haven't fixed the 50/49 thing in CFM autosubs????!!! My god....

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Last edited by JoshC1977; 08-21-2016 at 02:43 PM.
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Old 08-21-2016, 02:54 PM   #32
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Re: JoshC1977's M17 Sliders

In the auto sub thread (Post #3), I'm seeing that the HB will rotate out at 70 versus default Fatigue (50)...

http://www.operationsports.com/forum...t-working.html

If that's the case, then bumping fatigue to 60 SHOULD make them rotate out at default 60 / 80...

THEN, if you find that like last year the "foot planting" etc. is better at lower "Out" values, on could THEORETICALLY bump fatigue again by increments of 5, while subtracting that value from the out number...

For example:

Fatigue at 60 = Auto Subs at 60 / 80

Fatigue at 65 = Auto Subs at 55 / 80

Fatigue at 70 = Auto Subs at 50 / 80

Fatigue at 75 = Auto Subs at 45 / 80

#ballpark

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