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RFF's M19 32-man CFM USER v USER Sliders

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Old 09-22-2018, 04:58 AM   #33
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Re: RFF's M19 32-man CFM USER v USER Sliders

Is it just me or does the pass blocking sliders seem to be reversed? I would think 100 would give total protection for the QB and 0 no protection, but that is not what is happening! I set my pass block slider at 0 and had all day to throw the ball even at All-Madden, and set CPU to 100 and I had lots of sacks.
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Old 09-22-2018, 07:24 PM   #34
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Re: RFF's M19 32-man CFM USER v USER Sliders

Quote:
Originally Posted by baconbits11
Is it just me or does the pass blocking sliders seem to be reversed? I would think 100 would give total protection for the QB and 0 no protection, but that is not what is happening! I set my pass block slider at 0 and had all day to throw the ball even at All-Madden, and set CPU to 100 and I had lots of sacks.
Its not reversed but from what I can tell the user slider doesn't do much. CPU PBK slider definitely affects user v user games. It's the kind of thing I wouldn't believe on here if I read it but when cpu PBK goes up I can see our sack rate go down pretty clearly.
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Old 09-30-2018, 02:01 PM   #35
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Re: RFF's M19 32-man CFM USER v USER Sliders

I heard that a new roster up to date for week 3 with edits for the QB as well as other edited.players similar to imac was just released. Any body got info on this ?
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Old 10-01-2018, 12:50 AM   #36
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Re: RFF's M19 32-man CFM USER v USER Sliders

A few 2018 near-season-end stats for you all (through end of wk 16):

Note everything displayed is User v User games only. We don't do CPU games and no simmed data is included. As you can see, these sliders now represent 432 team-games worth of data.

Bottom rows are league medians:




Passing probably finished the year a hair too tough. I will likely make a small modification heading into our next user season:










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Old 10-01-2018, 08:08 PM   #37
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Re: RFF's M19 32-man CFM USER v USER Sliders

With today's patch, Illegal Blk in the Back is WAY too high at 51 now. Seeing several calls per game.

I've lowered it down to 49 for now and will observe. Many penalty sliders are very sensitive so didn't want to make a huge change but will if 49 is still a lot.

I've also tweaked a couple of penalties to slowly get them closer to NFL levels. False Start & Holding were a tad low at 60 & 62, respectively. For those interested, here is complete per-game penalty data for last season: http://www.nflpenalties.com/all-penalties.php?year=2017. It's important not to go by total penalties because 1) many IRL penalties aren't in Madden so you'd end up massively inflating the penalties that do exist, which is no fun; and 2) penalties have become really **** IRL. It's not fun to watch. I want our penalties to get within the ballpark of the NFL, but my personal goal isn't necessarily 100% realism there...

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Last edited by Aestis; 10-01-2018 at 08:11 PM.
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Old 10-03-2018, 05:50 AM   #38
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Re: RFF's M19 32-man CFM USER v USER Sliders

Excellent results. Congrats! How did your season go?
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Old 10-05-2018, 08:11 PM   #39
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Re: RFF's M19 32-man CFM USER v USER Sliders

Quote:
Originally Posted by ranta21
Excellent results. Congrats! How did your season go?

My best regular season since M17, finished 14-2 with a first-round bye. I closed out the season poorly though, and tomorrow in the divisional round will be facing a red-hot Jets team that beat me by two scores in week 15. So, possibly one & done, we shall see.

But either way, it was perhaps the best regular season this league has ever had in terms of parity & tight competition.
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Old 10-18-2018, 03:23 PM   #40
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Re: RFF's M19 32-man CFM USER v USER Sliders

Looking forward to your feedback on latest patch aestis
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