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RFF's M20 32-man CFM USER v USER Sliders

This is a discussion on RFF's M20 32-man CFM USER v USER Sliders within the Madden NFL Football Sliders forums.

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Old 09-09-2019, 11:43 AM   #25
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Re: RFF's M20 32-man CFM USER v USER Sliders

We are VERY close to our target now after the tuner & a few more slider changes. Rushing continues to be a bit high, but passing is finally very close to NFL levels. I'll post a follow-up with some metrics when I get a few extra minutes.

We've been running with most of these sliders the past week and it's been tracking very well. Baked into here are also my latest changes to RBK & FGA to continue to try to get rushing YPC down a bit.

Ver 0.97 (OP updated)
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Old 09-12-2019, 10:08 AM   #26
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Re: RFF's M20 32-man CFM USER v USER Sliders

How do you guys manage your qb acc being that low. We are running roughly the same sliders, but qb's are throwing balls in every direction other than where it should be.

And especially if the starter gets injured, the backup is simply unplayable in passing game.
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Old 09-12-2019, 05:02 PM   #27
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Re: RFF's M20 32-man CFM USER v USER Sliders

Quote:
Originally Posted by usdarkmanx
How do you guys manage your qb acc being that low. We are running roughly the same sliders, but qb's are throwing balls in every direction other than where it should be.

And especially if the starter gets injured, the backup is simply unplayable in passing game.

Our comp %s are on target vs the depth of throws human players attempt compared to NFL QBs. There are some bad throws and Madden's inaccurate throw animations are further off than IRL. But in terms of how OFTEN inaccurate throws happen, should be about right.

I am okay with backups being a clear step back. In previous Maddens there was almost no difference. We have a couple guys in our league throwing for tons of yards with low/mid 60s OVR rookies. The bad throws are just more memorable.

In short, not seeing any major issues here. It's impossible for me to know whether it's different in your league or if your expectations are simply different.
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Old 09-12-2019, 08:57 PM   #28
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Re: RFF's M20 32-man CFM USER v USER Sliders

I notice you list cpu sliders how good are these when playing against the cpu?
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Old 09-14-2019, 10:57 PM   #29
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Re: RFF's M20 32-man CFM USER v USER Sliders

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Originally Posted by C0883R
I notice you list cpu sliders how good are these when playing against the cpu?
Candidly I have no idea.
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Old 09-14-2019, 11:00 PM   #30
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Re: RFF's M20 32-man CFM USER v USER Sliders

Things are looking pretty on point the past few weeks. Here's some overall game data by week--again this ONLY includes user games, no simmed or vs CPU games in here whatsoever. For the few dissidents who claim sliders don't do anything, I present to you actual data proving otherwise:



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Old 09-26-2019, 02:11 PM   #31
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Re: RFF's M20 32-man CFM USER v USER Sliders

One final round of tweaks heading into our last week & then playoffs. As you will see most of these are small changes. The only more meaningful change is INT slider, trying to limit the straight-to-defender inaccurate throws that have been in the game for years. It's always a balance on that slider against not wanting all defenders to have stone hands. EA just tuned the game to up user INT catch% as well, so this is an attempt to not let INTs get too out of control.

Other small tweaks, passing has been really contained so we an afford a small +1 bump to accuracy. Fumble lost % is still a bit low, so dropped that slightly. Dropped FG Power ever so slightly to reduce the super long 55+ yarders.

Will post season-end stats wks 1-16 soon. Really liking where we've ended up.

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Old 11-05-2019, 03:11 PM   #32
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Re: RFF's M20 32-man CFM USER v USER Sliders

Hi Aestis, no update? We use the last (09/26) in your League?
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