Good plan. I am not going to start till the next patch and tuner is dropped and EA official opening day 53 man rosters are out as well.
Gives us time to really lock into a solid set. I think V1 is playing great.....but when they drop that patch and or game tuner...things might change a little.
Typically that first post release patch is the big game tuning patch. So we have a working base here....but I would not rush into CFM. Give it a couple of weeks.
In the meantime I am really enjoying getting used to the new CFM menus, game planning mechanics, playing various match-ups around the league etc.
Agreed, the menus and gameplanning are still new to me. Looking forward to that Raiders franchise, your Dolphins one last year was pretty cool to follow. If you ever need a hand with testing or anything I'm gonna help for sure, what I'm gonna do testing wise is play 1 game using a bad team vs a good team, 1 game using the opposite and 1 game between to well matched teams to check out the variety. As an aside, are you someone who's experimented giving the CPU playbooks to help with the awful playcalling that rears its ugly head from time to time?
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Add me on XB1 GT: M Sweeeets
Always down to punch some faces, toss some touchdowns or throw down dunks.
I've used multiple teams and can't generate any pressure and get sacks. Should I lower pass blocking. Also what buttons should I use when rushing the passer
Pretty good game overall. The score if inflated because I returned two kicks to the house and McClain scooped up a fumble and took it to pay dirt. Enjoyed the game overall and thought Seattle was unfortunate to have those TD'S pile on them. Loving the sliders so far.
I've used multiple teams and can't generate any pressure and get sacks. Should I lower pass blocking. Also what buttons should I use when rushing the passer
1. Try to get right off at the snap.
2. The game will display buttons for moves you can perform. You don't have to use that exact move, but if you do the timing right, it usually lets you get right past your man.
3. Look at the traits for your defensive players. For example, if you like to play as the left end, and your left end doesn't have the swim move trait, then don't use the swim move when you are controlling him.
4. Look at match ups before the game. If you are playing a team with a stud left tackle, then maybe don't play your right end looking for sacks. Find a weak link on the offensive line, and play against him.
Personally, my experience has been that it is far easier to get sacks as an outside rusher than an inside rusher.
2. The game will display buttons for moves you can perform. You don't have to use that exact move, but if you do the timing right, it usually lets you get right past your man.
3. Look at the traits for your defensive players. For example, if you like to play as the left end, and your left end doesn't have the swim move trait, then don't use the swim move when you are controlling him.
4. Look at match ups before the game. If you are playing a team with a stud left tackle, then maybe don't play your right end looking for sacks. Find a weak link on the offensive line, and play against him.
Personally, my experience has been that it is far easier to get sacks as an outside rusher than an inside rusher.
Good luck!
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Definitely agree with this. If you're player has strong power moves and is poor in finesse moves, definitely use the power moves.
I play with no visual aids just like armor does. Also when I was using Miami vs Seattle I couldn't generate pressure with suh,Williams,or wake
Jumping the snap is critical. If you don't do that it is a long uphill battle.
I suggest you play with the visual aide on so you can get the hang of the timing of the button presses. I used them on Madden 15 and once I got good at it. I shut it off.
Everything else they talked about above is very true. Know your match-ups, strength's and weaknesses.
Tried out version 1.1 of these sliders just a bit ago. They seemed to work just fine, but I will have to give them another try with different teams just to be sure. I thought I was going to end up with way too many total plays from scrimmage with the 15 minute quarters, but it ended up being pretty similar to what you'd see in an actual NFL game.
The complaints I do have aren't so much the result of these sliders. One thing I have noticed is that when the CPU is going to block my field goal, I can see it coming a mile away. The ball will get snapped back and my kicker conveniently hesitates, allowing the defender enough time to come around the corner and block it. Same happened in another game with my punter having the ball snapped back to him, taking his time to get the punt away while I watched the defender coming towards him.
Another is with dropped passes. Not so much the amount of them (although I noticed post-game that not all dropped passes are tracked under player stats), but that nearly every time a targeted receiver would drop a pass they would tip it way up in the air as if they were setting a volleyball. It might just be a part of the new ball physics, but hopefully it'll be adjusted.
One final thing was terrible situational play calling and clock management by the CPU Redskins. The team was down by 19 after my final field goal made it a three score game in the mid-4th quarter. They work their way down the field extremely slowly and get inside my 10 yard line with just a few minutes left in the game. They run the ball three straight times, losing yards on every play until it is 4th and Goal from the 23 yard line. If they had no sense of urgency, why go for it on 4th and Goal from that far away from the end zone instead of just kicking a field goal? Even worse, on that 4th down play they decide to run the ball and hardly get anywhere.