8/9/18: Version 3 - Improving upon Version 2, and biting the bullet, or rather, giving into the obvious values. Too much to test and not as much time as I used to have. Want to get these sorted asap and get the franchises started just as fast. Here are the changes.
Pass Blocking: from 48/50 to 48/49
• Dropping the CPU's pass blocking just a tad to allow the user to get more natural pressure on them. As it stands, the only sacks occur when it's a blowup in the backfield (PA), or the CPU QB self causes the infliction by running around into the defenders. Lowering it should make them more decisive, but need to pay attention to the play-actions.
Run Blocking: from 51/52 to 58/65
• Raised this one up significantly. Enough is enough in trying to test other slider values to modify the obvious. Been all over different slider values to get this, from threshold, game speed, game type (simulation, competitive, etc) and no such luck. CPU gets a big bump here for obvious reasons, and the user gets slight bump down because we're more direct than the CPU's choice of too many cuts/jukes/etc.
Fumbles: from 50/50 to 52/53
• Bumping this up just a bit to get more direct running by the CPU. More purposeful yards gained and extending plays. CPU doesn't seem to cover up as much, so they get a slight bump compared to the user. Fumbles still occur.
Pass Defense Reaction Time: from 0/0 to 42/42
• Yeah, this was a bunk and hopeful theory. Hoping the run game would be a run defense reaction, but it was not. Now, why 42 here? 50 seemed to have cause some issues with start/stopping by the defenders, but at times the defense was way too tight, causing a lot of interceptions, etc. Lowering it under 50 has allowed a nice balance of
Tackling: from 50/50 to 40/40
• Just biting the bullet and accepting this value needs to go down. Yes more "on your back" tackles, but at least they aren't as super hard and solid. Those still occur, especially when the OL pushes defenders into the running back's path.
I'm streaming my Bills fantasy franchise on twitch right now testing the V3 updates. Really enjoyed V2 on all-pro but found the CPU run game stagnant. Hopefully the bump to 65 doesn't get me absolutely slaughtered on the ground.
So first of all thank you for the sliders... Just played first game of franchise 20-9 win over a fantasy drafted Vikings with Jacoby as the QB and Ingram as the running back and stats were good...I did throw 6 picks. I don't switch I let the CPU make the catch but 4 of those ints the receiver didn't even go into a catching animation or even try for the ball... It was strange... Other than that CPU had decent run game they were behind all game so they weren't really running all that often but the sliders do feel good
This game was weird from the start due to some weird CPU plays:
-First drive got the Cover 4 glitch and left a Titans WR wide open which got them into redzone. Was a 37 yard pass to Walker, without glitch maybe 10-15 yards. They settled for FG anyways.
-On the 74 YD TD pass, I switched to the safety but for some reason he didn't respond at all and didn't even attempt pass breakup. Would have been incomplete and forced a punt.
-The 10 YD TD pass, I cleanly blitzed but somehow Mariota made my user miss and then dodged a DE sack and threw a TD off back foot. Will call this a wash because I was user on safety.
Take these plays out and Mariota statline looks like 20-36 for around 250 yds and 0 TD/1 INT which to me is pretty accurate.
But as for gameplay:
CPU
-Running was way better.... for Dion Lewis. He was decisive like McKinnon was my last game. Henry on the other hand was clunky and could never get going. Also my defense against the playcalls for Henry were different as he had power back role vs Lewis running out of spread and gun formations.
-The CPU just cannot do anything against me in redzone on All-Pro when I play them, and they really only score TDs due to my mistakes. Their drives are realistic and complete passes and move the ball but they just cannot convert TDs.
HUM
-Everything felt perfect. Was able to identify blitzes and pick apart the CPU coverage but still had situations where I couldn't convert or drive stalled. Ajayi had a 50 YD run to start game off where I made a juke and hit a hole with daylight. Starting to get more used to RPM and running is easier. Still impossible when CPU in goal line though lol
-First KR TD this year!! Like Ajayi long run, made a cut and accelerated through small opening and was gone.
Sliders still play great. Waited to try V3 on All-Pro to give sample but due to CPU offense not scoring TDs I have to go to All-Madden. Will post stats for another game tomorrow.