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Cfm and injury settings

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Old 08-20-2017, 01:28 PM   #1
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Cfm and injury settings



This is definitely important information that's not detailed in blogs regarding injures. John has stated in another tweet that for 12 min quarters injuries should be set for 10 or so . Now regarding 9 min quarters see above . This good info to have for the slider gurus on the forum. I'll update this post as well as others to post so we can know a good base to set injuries in cfm.

12 min quarters set injuries 10
9 min quarters set injuries 20-30


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Old 08-20-2017, 01:36 PM   #2
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Re: Cfm and injury settings

In a play now game mine was default to 10.
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Old 08-20-2017, 02:15 PM   #3
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Re: Cfm and injury settings

Exactly. I read some people saying injuries are perfect at the moment. But if you play on more than default quarter minutes then it's ridiculous.

This is definitely something the slider folks should take into consideration.

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Old 08-22-2017, 12:16 AM   #4
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Re: Cfm and injury settings

I'm starting my slider testing using 10 (default), 15 minute quarters, 15 runoff.

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Old 08-22-2017, 12:24 AM   #5
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Re: Cfm and injury settings

I don't like how they are handling injuries. Something like this should not be causing confusion.

Injuries should be tuned to give a realistic amount over the length of a real life NFL game. If your games have fewer plays than a real game you should see fewer injuries.

Whatever the real injury per play chances are, that is what should be default.

Not only are they apparently not tuned to replicate real life, they are giving us information by using quarter length. Well is that with or without accelerated clock?
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Old 08-22-2017, 12:32 AM   #6
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Re: Cfm and injury settings

Quote:
Originally Posted by ggsimmonds
I don't like how they are handling injuries. Something like this should not be causing confusion.

Injuries should be tuned to give a realistic amount over the length of a real life NFL game. If your games have fewer plays than a real game you should see fewer injuries.

Whatever the real injury per play chances are, that is what should be default.

Not only are they apparently not tuned to replicate real life, they are giving us information by using quarter length. Well is that with or without accelerated clock?


I love it. Gives you control to set it to your liking. Can't ask for much more imo.


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Old 08-22-2017, 12:39 AM   #7
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Re: Cfm and injury settings

Once again lineman who get injured the most in real life never get injured during actual game time games you play
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Old 08-22-2017, 01:07 AM   #8
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Re: Cfm and injury settings

Quote:
Originally Posted by gcoons22
I love it. Gives you control to set it to your liking. Can't ask for much more imo.


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Nothing I said suggests the alternative is removing control
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