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

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Old 12-13-2018, 09:18 AM   #49
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Re: RFF's M19 32-man CFM USER v USER Sliders

I also run a 32 man league, except on PC, we have adopted your sliders. One thing I've noticed with them is there is no real pass rush from a 4 man front. When we tested it, it seems like you have anywhere from roughly 5 to 10 secs or more sometimes on occasion as far as time goes to sit in pocket.

Outside of that they run great through the games we've ran with them.


Assuming their isn't much variation in the game from console to pc other than graphics, any ideas on how to lower that, we've tried lower the pass blk down a little bit and it still seems to be roughly the same.
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Old 12-14-2018, 12:02 AM   #50
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Re: RFF's M19 32-man CFM USER v USER Sliders

Quote:
Originally Posted by usdarkmanx
I also run a 32 man league, except on PC, we have adopted your sliders. One thing I've noticed with them is there is no real pass rush from a 4 man front. When we tested it, it seems like you have anywhere from roughly 5 to 10 secs or more sometimes on occasion as far as time goes to sit in pocket.

Outside of that they run great through the games we've ran with them.


Assuming their isn't much variation in the game from console to pc other than graphics, any ideas on how to lower that, we've tried lower the pass blk down a little bit and it still seems to be roughly the same.


That's shocking. I can safely say we see nothing of the sort. Our sack rate is well higher than the NFL, if you try to hang onto the ball waiting for longer routes to develop, you will be punished if you're not blocking extra guys, etc. Not sure what to tell you but that's a bummer. Perhaps PC is just different or perhaps CPU settings or different?
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Old 01-02-2019, 10:33 AM   #51
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Re: RFF's M19 32-man CFM USER v USER Sliders

Bumping this back on to my first page =)! How goes the season? Still rolling or winding down?
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Old 01-02-2019, 01:44 PM   #52
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Re: RFF's M19 32-man CFM USER v USER Sliders

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Originally Posted by Woad23
Bumping this back on to my first page =)! How goes the season? Still rolling or winding down?

We are rolling! Just started our new user season after an extended holiday break which is franchise year 5, so I will have data within the next week or so on whether anything needs adjusting as more drafted guys are replacing IRL vets. Loving the gameplay as far as eye test goes so I don't expect more small tweaks. Run game may be bet high but will wait for 1-2 game weeks of data first. Update coming soon, thanks!
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Old 01-02-2019, 09:14 PM   #53
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Re: RFF's M19 32-man CFM USER v USER Sliders

Glad to hear it! I use your set when I play my cousin in our two man league and armors for the rest. Yours really help the user v user games stay on par with the rest, thanks a bunch for all your work
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Old 01-12-2019, 11:30 PM   #54
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Re: RFF's M19 32-man CFM USER v USER Sliders

Update for 2022 season

No HUGE changes, but a few things were slightly out of whack. I'd dropped KPW too low in an attempt to cut down on 56+ yd FGs but didn't want to change sliders end of season / playoffs. Current settings are scoring much better. Run game kicked off a bit too strong. Passing looks solid so far. Really liking the gameplay overall here:

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Old 03-24-2019, 06:38 PM   #55
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Re: RFF's M19 32-man CFM USER v USER Sliders

Have you updated the sliders at all recently and do you use any significant rules in your CFM that effect gameplay?

I haven't played CFM since M12 and I mostly come from a competitive background. I'm looking to start a CFM on PS4 and I want sim gameplay to be achieved through sliders and clear/obvious rules (with players feeling as though they can be cutthroat within the confines of those rules) rather than vague mandates that "play sim." Your sliders seem like a great place to start and any feedback would be appreciated.
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Old 03-26-2019, 09:01 PM   #56
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Re: RFF's M19 32-man CFM USER v USER Sliders

Just a late-cycle update for those who are still going, as we're midway through what will be our final user season (2023).

As always, when you're several seasons into a file, balance can change based on drafted players replacing veterans. So if you're using much different XP sliders (ours make it tougher to develop guys into 90+ OVR studs) then disclaimer, you may see different results. Our avg team OVR is still just 80-81 and a good number are sub 80. Our highest rated team is 88. A lot of leagues by now have 10+ teams at 90-95 OVR if your XP sliders are higher.


- Couple recent patches have changed the run game and I *think* fumbles in the last patch seemed to skyrocket when getting hit juking or spinning. So you will see some adjustment to RBK & FUM sliders. Our run game was out of control powerful in weeks 1-2 of this season.

- Pass block has gone down slightly as deep passing was becoming a bit too powerful. Slight uptick in pass accuracy to compensate as the pass game 'overall' was still fine. Stats have looked pretty on point thru 7 weeks.

OP has been updated.

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