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0 awr and defense still kills it in cfm?
This is a discussion on 0 awr and defense still kills it in cfm? within the Madden NFL Football forums.
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04-21-2016, 01:45 PM | #25 | ||||||||||||||||||||||||
MVP
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Re: 0 awr and defense still kills it in cfm?
I know I've come across information in the game save I'm not suppose to have access to, so I'm mindful/careful about what I post, while at the same time trying to provide some insight of how some things "function" in the game. I've always been a "Ratings" guy and trying to understand how they function in the game, so that I can edit them (since that's what we have access to do on the front end) to achieve the gameplay in looking for. Others like to take the Slider route. Here is the latest functionality of the "Stiff Arm" rating I just learned. QB/RB/WR/TE in the draft class are generated with this rating up to 80'ish, while default rosters have guys rated real low (outside of RB's). It's being generated at these levels, so there is some direct gameplay impact occurring. EA's definition explains that it is used to "Break Away" from tacklers, key words being "break away". Sure enough, as it is increased, both Hum/AI ball carriers will out run defenders more so than doing s stiff arm animation. This is the speed mechanism for the offensive side, just as Pursuit is the mechanism for the defensive side. What should or shouldn't is irrelevant with the game currently playing on my console. I've just found gameplay to be more enjoyable by taking the information and move forward, rather than use it to make a point against Madden. It really does come down to what side of the tracks a gamer chooses to walk on dealing with the game. Another misunderstood area of functionality, are the infamous "S/M/D Throw Accuracy" ratings. Ever wonder why you deep throws tend to sail out of bounds when you press the stick towards the outside shoulder? - key words are "Press The Stick". These ratings are simply an extended functionality of the "Pass Lead" mechanism in relation to the stick. - that's why deep passes sail out of bounds, because the rating is much lower than Short and Medium making the stick sensitivity greater. - set them all to "0" and watch how you can throw the ball anywhere in relation to the direction you move the stick. - on short throws at "0", pressing down will throw the ball straight into the ground. The ratings directly impact the functionality of the "Pass Lead Sensitivity" of the stick, there by, indirectly affecting the perceived throw accuracy of the Hum player. - press the WR button only and the pass goes directly to the "A to B catch-point". - touch the stick and the ball begins to travel away from the "catch-point", with the ratings applying a greater/lesser sensitivity to the stick direction, there by, giving the perception of inaccurate throws by the Hum player. - at "100", it's the same as just pressing the button with no regards to how/where you press the stick. The functionality of these ratings is "Stick Sensitivity"!!! Both Hum/AI QB accuracy are driven by the functionality of the "Special Catch" rating which I came across one of EA's definition defining it as the ability of a WR to "Reach" for a pass. - Reach as in "Catch Radius" - this why when set under "70", the "out-of-reach" animation is triggered more often. The issues why this animation isn't trigger at a greater extent is due to... 1) this rating being set high in default roster as well as the range set just as high in the Draft Class Generator. 2) to trigger and showcase the marketed "WR vs DB" in-air interactions regularly. This odd functionality follows true with many other ratings as well. Whether this makes sense or not, this is how they function in the game. One can take it and work with it, or use it to note why they don't like the game or EA to be more exact. I would agree and say continued "Tuning" of the ratings functionality is needed, but CFM can be enjoyed if you start to see how things work.
Aestis and Senor Tortilla like this.
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04-21-2016, 02:04 PM | #26 | ||||||||||||||||||||||||
MVP
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Re: 0 awr and defense still kills it in cfm?
These are my notes for Elite levels of WR/DB's. There are ranges for Good, Base and Poor levels also.
Senor Tortilla likes this.
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04-21-2016, 11:07 PM | #27 |
MVP
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Re: 0 awr and defense still kills it in cfm?
Slightly off topic question, but I didn't want to start a whole knew thread for a simple question, and since there is talk of ratings, I have a question on the subject - Have there been a change in that there appears to be fewer players stacked in the 90's range than previous iterations of the game, including even early rosters in M16?
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04-22-2016, 04:55 AM | #28 | ||||||||||||||||||||||||
MVP
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Re: 0 awr and defense still kills it in cfm?
4thQtrStre5S likes this.
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04-22-2016, 10:12 AM | #29 | ||||||||||||||||||||||||
MVP
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Re: 0 awr and defense still kills it in cfm?
Thank you for the informative response.. |
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04-22-2016, 03:59 PM | #30 | ||||||||||||||||||||||||
Aqua?!
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Re: 0 awr and defense still kills it in cfm?
Coaching schemes and player styles have been in the game, affecting player ratings and gameplay, since '12, I believe... and people are just now starting to notice them and asking questions about what they do. 2 or 3 years now, and no words from the devs about what exactly they affect or that they even exist to begin with. They just bury it somewhere in CFM and leave it up to us to find them and figure out what they do. I even remember back then searching all over trying to get explanations on them and I couldn't find a thing, anywhere, and no one seemed to even know what I was talking about. Sometimes I wonder, with the constant change in creative direction the past couple of years leading to a slew of haphazard additions and subtractions, if even the current devs know how to answer most of these questions, themselves. Hell, khaliib (if I'm remembering a past thread correctly) had to dig into the game coding to get all the info on die rolls, sliders, ratings, and all sorts of stuff the devs could've easily just told us themselves. Then we find out Rating A is modified by Rating B, while both are modified by some other behind the curtains coding that can additionally be modified by purchasing Trait A? It all seems unnecessarily complicated. I will say this, though... what with Rex calling out CFM and expressing his indignation towards players who abuse the Agg Catch by throwing bombs every play, I do feel a little more transparency coming from him than I've seen from others and that does slightly turn my hopes for Madden back upwards. But I, like many others have said before, feel '17 will be a make or break year for the current direction of CFM. If huge, positive changes are made then there may just be hope yet for the mode and they may win me back as a pre-order customer. However, if they only make insignificant tweaks and throw in a feature like Drive Goals that literally nobody asked for, then it will seem apparent that CFM is dead in the water as a priority going forward and consequently, I'll be officially done with Madden. No hate, just over it. I have better things to do and buy than spend my money on a poorly-programmed football game heavily geared toward their Micro-Uber-Transactions mode. |
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04-22-2016, 04:27 PM | #31 | ||||||||||||||||||||||||
Aqua?!
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Re: 0 awr and defense still kills it in cfm?
The work you put into is appreciated on my end. It's just a shame you, as a gamer, have to be the one to go through all this trouble when it's really their job to explain to us how their game works. Not to compare two different games, but The Show does a tremendous job with in depth detail about the ins and outs, even the ones that happen behind the scenes. Madden's started trending more in this direction lately, though, so hopefully it will continue. |
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04-22-2016, 04:39 PM | #32 |
Rookie
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Re: 0 awr and defense still kills it in cfm?
There is no one in the NFL with 0 awareness. I don't understand what all the complaining is for. There is CLEARLY an impact to dropping awareness/PRC. Just because defenders are making tackles doesn't mean they're playing well?
They are probably on the field 75% of the time since the offense is so terrible. Either the team they are playing scores a TD every play, or there is going to be someone who makes a tackle |
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