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RFF's M18 32-man CFM USER v USER Sliders

This is a discussion on RFF's M18 32-man CFM USER v USER Sliders within the Madden NFL Football Sliders forums.

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Old 10-31-2017, 07:04 PM   #97
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Re: RFF's M18 32-man CFM USER v USER Sliders

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Originally Posted by Aestis
I tend to agree. May consider bumping our parity slider up to 75-80 for season 3 (we are at the S1 Super Bowl now). I don't know if a change to Very Slow speed would also be in order, but it's not something I'm planning. Slow seems slow enough.
80 seems to be the sweet spot. Here are some more numbers.

Average combine numbers for WR's and OL (https://www.mockdraftable.com/positions):



Here are the same numbers in Madden with with average WR (90 SPD, 91 ACC) and average OL (65 SPD, 79 ACC):






Here are the actual differences when compared to combine times (the closer to zero = the closer to actual times or position differences).



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Old 11-01-2017, 10:39 AM   #98
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Re: RFF's M18 32-man CFM USER v USER Sliders

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Originally Posted by ranta21
80 seems to be the sweet spot. Here are some more numbers.

Average combine numbers for WR's and OL (https://www.mockdraftable.com/positions):



Here are the same numbers in Madden with with average WR (90 SPD, 91 ACC) and average OL (65 SPD, 79 ACC):






Here are the actual differences when compared to combine times (the closer to zero = the closer to actual times or position differences).





This is such fantastic & valuable data, thank you! I'm hesitant to bump to 80 parity and down to Very Slow all at once, too drastic of a change.

But tentatively when we start up S3 (we sim S2/S4/etc) in about 1.5 weeks, I will bump SPD parity up to 80 and then make sure everything is balanced. In particular the run game can get thrown off a little bit by +10 spd parity so would want to make sure a slight bump to RBK isn't in order.

But I may slowly move us toward this goal over the course of this cycle and then use this kind of analysis to better inform the starting point next cycle! Great stuff.
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Old 11-06-2017, 10:30 AM   #99
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Re: RFF's M18 32-man CFM USER v USER Sliders

Changes for S3:

SPD Disparity: 70-->80
QB Acc: 62-->60
Tackle: 65-->70


Will adjust as per necessary after we've gotten 1-2 weeks' worth of game data.

Any adjustments here on out should be pretty small compared to early S1, BUT drafted players & regression do change balance.

Upping SPD disparity a bit will likely cut down on some of the long runs that most leagues were seeing. As a result, we may need a slight bump in RBK to compensate (this is a good thing... hopefully mean more 1-4 yd runs, fewer negative gain runs, and fewer 50+ yd TD runs).

OP has been updated to reflect these.
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Old 11-08-2017, 03:42 PM   #100
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Re: RFF's M18 32-man CFM USER v USER Sliders

What's your cpu sliders?

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Old 11-11-2017, 11:36 PM   #101
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Re: RFF's M18 32-man CFM USER v USER Sliders

Nevermind I seen you were using charters for cpu

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Old 11-12-2017, 12:59 PM   #102
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Re: RFF's M18 32-man CFM USER v USER Sliders

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Nevermind I seen you were using charters for cpu

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Note above though, the one exception is CPU PBK. I raised that and it impacted user games significantly. /shrug
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Old 11-14-2017, 10:17 AM   #103
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Re: RFF's M18 32-man CFM USER v USER Sliders

We just started up S3 (we sim every other year to get further in).

Will post a data update after 1-2 weeks of game data, but early impressions are REALLY positive. Loving the gameplay, scoring is right on par through the first few games. RBK passes the eye test, but we'll see how the #s work out.

Draft classes are basically OP (big reason why XP sliders are where they are), so two draft classes of generated OL will help pass blocking--hopefully not too much.
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Old 11-14-2017, 10:28 AM   #104
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Re: RFF's M18 32-man CFM USER v USER Sliders

Auto flip defensive play call on or off?


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