Why is everyone using an injury slider of 25?
Collapse
Recommended Videos
Collapse
X
-
Why is everyone using an injury slider of 25?
25 doesn’t seem to generate enough injuries either via simulation or by playing games to be anything approaching a “sim” experience. Has anyone done extensive testing with the injury slider to figure out what will generate a reasonable volume of injuries in Franchise?Tags: None -
Why is everyone using an injury slider of 25?
I think it’s just preference. I personally like mine around 15 for played games. Then when I sim the week I put it at 40.
I know a lot like it at 25, but for me I just hate when I fire up a franchise and my star RB tears his achilles and is out for a 45 weeks.
Sent from my iPhone using Operation Sports -
Re: Why is everyone using an injury slider of 25?
15 is where its best at you'll see injuries both teams some are out the game or weeks
Sent from my SM-G960U using Operation Sports mobile appComment
-
Re: Why is everyone using an injury slider of 25?
CPU vs CPU, I'm using 51.
I review the Injuries across the league for all Teams and I see nothing overwhelming, the Injuries are spread out among positions and the time length of serious injuries is within reason.
Teams have Players coming off of Injuires weekly.
Injuries is 100% a personal choice and how you play, the entire game of football is based on injuries week to week, look at Fantasy Football.Madden Xbox and PC 25 (CPU vs CPU), Footbal Mogul 25 (CPU vs CPU), Front Office Football 9 (CPU vs CPU), NBA 2K23 (CPU vs CPU), and several Military and 4X PC simulations.Comment
-
Re: Why is everyone using an injury slider of 25?
I am using 39 and it is a great balance.
In game injuries, as well as multiple week injuries.
Sent from my iPhone using Operation SportsNow Playing on PS5:
CFB 26 Hurricanes/Fresno State Year 2
MLB The Show 25 - 2025 Yankees Year 1
MLB The Show 25 1985 Yankees Year 1
Oblivion Remaster
Follow me on Twitch
https://www.twitch.tv/armorandswordComment
-
Re: Why is everyone using an injury slider of 25?
CPU vs CPU, I'm using 51.
I review the Injuries across the league for all Teams and I see nothing overwhelming, the Injuries are spread out among positions and the time length of serious injuries is within reason.
Teams have Players coming off of Injuires weekly.
Injuries is 100% a personal choice and how you play, the entire game of football is based on injuries week to week, look at Fantasy Football.Comment
-
Re: Why is everyone using an injury slider of 25?
I am using 39 and it is a great balance.
In game injuries, as well as multiple week injuries.
Sent from my iPhone using Operation SportsComment
-
Madden Xbox and PC 25 (CPU vs CPU), Footbal Mogul 25 (CPU vs CPU), Front Office Football 9 (CPU vs CPU), NBA 2K23 (CPU vs CPU), and several Military and 4X PC simulations.Comment
-
Re: Why is everyone using an injury slider of 25?
Even on 51? Damn. 51/52 in Madden 20 would get you a pretty steady flow of injuries, I don’t really know what to do with the slider this year since default is 25. My assumption (perhaps misguided) was that the lower default meant they had changed the slider in some way.Comment
-
Re: Why is everyone using an injury slider of 25?
Even on 51? Damn. 51/52 in Madden 20 would get you a pretty steady flow of injuries, I don’t really know what to do with the slider this year since default is 25. My assumption (perhaps misguided) was that the lower default meant they had changed the slider in some way.
I had Madden 20 on 52
I think the Injury Time Outs throw most people off, I believe each team gets 4, most come back in the game.Last edited by cdcool; 09-19-2020, 09:06 AM.Madden Xbox and PC 25 (CPU vs CPU), Footbal Mogul 25 (CPU vs CPU), Front Office Football 9 (CPU vs CPU), NBA 2K23 (CPU vs CPU), and several Military and 4X PC simulations.Comment
-
Re: Why is everyone using an injury slider of 25?
I've been using 40. Enough injuries to frustrate me when a star goes out for a couple weeks, but not enough to completely ruin the fun. I think it's a good mix, seems most teams have an injury or two, some more some less across various lengths. Seems realistic to me.Comment
-
Re: Why is everyone using an injury slider of 25?
I've seen an excellent mix of injuries at 25. I usually have 3 or 4 guys on my team on the injured list at any one time (though that fluctuates). There's a good variety of positions impacted and plenty of "walk-off" injuries in-game. That's running 10 min quarters as well - which I am sure helps a lot (15 mins seems to dumb down fatigue/injury impacts). That's enough to generate storylines and have definite impacts. Given that the walk-off guys don't get "lingering" injuries that can nag them (which is a LOT of the real life stuff) and that we don't have non-game injuries, it's reasonable given the environment we're in.
Sim injuries for other teams - I don't care to be blunt. The system isn't robust enough to handle a more life-like number of injuries for the CPU. Generally every opponent I play has at least 1-2 guys hurt...for the way the system is implemented, that's enough to be impactful and create storylines without handicapping the CPU.
Edit: as an FYI, only the injury slider impacts simmed games.Play the games you love, not the games you want to love.Comment
-
Comment
-
Re: Why is everyone using an injury slider of 25?
I've been using the injury slider at 50 and I'm having great results.
I will echo the point that injuries are a fundemental part of the NFL, and they happen a lot. I've seen 3-4 injuries per team, with varying lengths. Most are not multi-week injuries either. If you want to see a good variety of injuries, both in played and simmed games, I think 50 achieves this well.Comment
Comment