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JoshC1977's M17 Sliders

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Old 08-29-2016, 08:41 PM   #321
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by D81SKINS
Finding higher penalty settings has improved the CPU run game! Well both User and CPU.
David Johnson (Cards) just ran 70 yards for a TD on the penalty sliders in this thread. hehe I'm afraid to raise them now.
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Old 08-29-2016, 08:56 PM   #322
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Re: JoshC1977's M17 Sliders

Lots of questions....

Quote:
Originally Posted by tosa
Josh, What effect would altering player speed threshold to say 75 have, would this in theory reduce the amount of big plays? What are the positives and negatives of making such a change?
In theory...maybe. In reality, it might make the big plays happen more frequently because the linemen are more out in front or because pursuit angles get wonky. Then again, it could do exactly what you want it to. I'm not a proponent of straying too far from default threshold...I think it creates more problems than it solves depending on your exact setup. It's an approach I would consider, but I don't see anything "wrong" with default.

Quote:
Originally Posted by MvPeterson2828
I was watching stream with josh last night. Testing went alright I would say. I won't say too much besides that but it what josh was looking at he was getting the results he wanted in a way
Yes and no....the OP setup has things I like/dislike. What I was trying (just basically different autosub values) had a completely different feel but had different things that I liked/disliked. I think the "truth" will be some combination of the two....

Quote:
Originally Posted by armyofone
I love these current sliders with cpu -vs- cpu.
Awesome to hear! Not designed at all for CPU v CPU (I find that mode boring personally), but the approach tends to work out quite well for that setup.

Quote:
Originally Posted by extremeskins04
They're keeping gameplay sliders at default while changing autosubs sliders, slight change to penalty sliders, and making small adjustments to see the impact. There's a significant impact when you change autosubs on the gameplay. ALOT of testing has been going on by many people.

Core gameplay first, stats will come. Then penalties after.

Personally I play cpu vs cpu and I've tried about 4 different slider sets GEARED for CPU vs CPU mode and Josh's still play the best at this point for me. It's the most fluid, the QB's dont' take as many coverage sacks. It's just better.

Just need to get gameplay perfect and then work on penalties, cause only getting 2-5 penalties per team right now.
Quote:
Originally Posted by Sharpshooter1324
Gotcha. Thanks Bro! I like to actually play games vs the cpu. Do you think I should wait to start my CFM or should I just start it and adjust it later when they decide to adjust it?
I'd say just play....seriously....have fun. If you enjoy what you see, no one is forcing you to change just because I change something. If you have issues, then wait. Really, I want feedback from people....you can't provide that if you're just waiting The more feedback I get, the sooner I can possibly get this done.

Quote:
Originally Posted by Last Gunfighter
Hey Josh, I'm still playing '16 but will probably breakdown and get '17 soon. Quick question, are you still rolling with the preseason rosters like you were on '16 or have you not even had a chance to look at that aspect yet. I'm curious as there has been a bit of a buzz about editing the QB traits to get the CPU QB to play better. There is also a big thread about editing the playbooks to get the CPU to call a better game. Personally I'm not sure I want to go down either of those roads as they seem to be quite time consuming and my playing time is not as extensive as some peoples.

Just trying to get a feel if we can get away without all the extra work, I think '16 plays great without touching rosters or playbooks but I can see why some people may want to go there, I just don't have the time.
The elephant in the room....CPU play calling. I'm testing with preseason rosters, default play books, default schemes, etc. I have played with giving the CPU team a generic playbook....it really does make a huge difference in variety. Is it necessary to do this to have fun? No....not at all. It's going to be entirely up to the end user. I won't be using 32 team control, but I might take control of my opponent each week to change their playbook/scheme to make it more realistic but then retire them. But that's as far as I will go.

Are imported rosters still bugged this year, necessitating the use of preseason rosters for the best results? No idea....I need to lock things down for sliders first and then play a bunch...only then do I think I can assess the roster thing.
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Old 08-29-2016, 09:01 PM   #323
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Re: JoshC1977's M17 Sliders

I felt the same way about adjusting speed threshold but was getting too big of running lanes and coverage was very loose. I read thru your stuff from last year and saw DPI might tighten that up- changed to 53 and so far really like how it looks. Tight coverage but not too tight and pursuit angles seem better to me. Very early in the process but I will let you know.
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Old 08-29-2016, 09:04 PM   #324
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by tosa
I felt the same way about adjusting speed threshold but was getting too big of running lanes and coverage was very loose. I read thru your stuff from last year and saw DPI might tighten that up- changed to 53 and so far really like how it looks. Tight coverage but not too tight and pursuit angles seem better to me. Very early in the process but I will let you know.
When playing with higher DPI, turn on the "previous play informaiton" screen. Watch and see how often the CPU targets the primary receiver on the play, if he doesn't....is there a logical reason (dude was covered, QB under pressure, etc.)? If he starts going short on everything and avoiding his primary, the slider is too high..
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Old 08-29-2016, 09:08 PM   #325
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by JoshC1977
When playing with higher DPI, turn on the "previous play informaiton" screen. Watch and see how often the CPU targets the primary receiver on the play, if he doesn't....is there a logical reason (dude was covered, QB under pressure, etc.)? If he starts going short on everything and avoiding his primary, the slider is too high..
I actually wonder if we want to very slightly loosen coverage
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Old 08-29-2016, 09:09 PM   #326
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by JoshC1977
When playing with higher DPI, turn on the "previous play informaiton" screen. Watch and see how often the CPU targets the primary receiver on the play, if he doesn't....is there a logical reason (dude was covered, QB under pressure, etc.)? If he starts going short on everything and avoiding his primary, the slider is too high..
Thanks, I will keep an eye on it
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Old 08-29-2016, 09:14 PM   #327
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Re: JoshC1977's M17 Sliders

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Originally Posted by Sgexpat
I actually wonder if we want to very slightly loosen coverage
Perhaps, but I was finding it too easy to throw with dpi at 50. That is why I bumped it up.
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Old 08-30-2016, 01:50 AM   #328
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Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by JoshC1977
Perhaps, but I was finding it too easy to throw with dpi at 50. That is why I bumped it up.
sorry for being unclear, I meant HUM coverage - to encourage a bit more risky / deep passes by cpu?

probably an odd timezone for most of you but I will be twitching a game on joshc's exact settings from the OP @0230AM EST... twitch: apocrylle
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