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CPU still running too much

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Old 11-28-2017, 10:14 PM   #9
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Re: CPU still running too much

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Originally Posted by edaddy
I think using generic playbooks would help they tend to be more balanced I know I used them last year in CFM and had varied games..
i discovered this and promoted this in my slider set i was working on before 2k came out.

i felt like cpu playcalling was MUCH better with a generic playbook. just not run n shoot....that was a stay away playbook...if i remember correctly.

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Old 11-28-2017, 10:46 PM   #10
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Re: CPU still running too much

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Originally Posted by D81SKINS
They've removed Pass Balanced, so
It's either of the other ones (spread, balanced, etc.)
Spread is fairly balanced if you can slow down the cpu run game.
Why is running so OP'd?
Do we need to adjust sliders to slow down the run
After the patch, there's higher run to pass ratio and more run effectiveness...

I haven't had any luck messing with sliders on AP, but they seem to work "as intended" on AM...

I haven't gotten deep enough in, post patch, to draw any conclusions...

The gameplay is fine to me, I just want to see if I can restore some run / pass ratio balance for now...

Keeping them off Run Heavy / Zone Run and possibly West Coast may help, in conjuration with the Balanced or Spread books may help...
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Old 11-29-2017, 11:58 AM   #11
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Re: CPU still running too much

i remember when the CPU almost never ran the ball
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Old 11-29-2017, 01:05 PM   #12
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Re: CPU still running too much

I am playing on AP with 9 minute quarters/no run off and using default CPU playbooks and am seeing a fairly good mix of run/pass. Outside of a few too many sacks still, the game is playing pretty good for me.
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Old 11-29-2017, 02:14 PM   #13
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Re: CPU still running too much

Sometimes, it is just mind boggling. Playing as Dallas vs Green Bay, I went up 28-3 by the half, where the only time Roger's three two passes in a row was in the desperation drive under 2 min . . . GB then stopped my opening drive of the 3rd Qtr, and again proceeded to run on about 75% of the plays, despite the fact I was holding them to under 3 ypc, and was getting a 3-out almost every time. GB did not switch to throwing the ball until halfway through the 4th Qtr, when I was up 42-10.

Admittedly, at that point, they scored twice quickly (though also threw a pick-six) to finish the game 48-24, but obviously it was way to little, too late.

Last edited by NimitsTexan; 11-29-2017 at 11:40 PM.
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Old 11-29-2017, 05:48 PM   #14
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Re: CPU still running too much

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Originally Posted by NimitsTexan
Sometimes, it is just mind boggling. Playing as Dallas vs Green Bay, I went up 28-3 by the half, where the only time Roger's three two passes in a row was in the desperation drive under 2 min . . . GB then stopped my opening drive, and again proceeded to run about 75% of the plays, despite the fact I was holding them to under 3 ypc, and was getting a 3-out almost every time. GB did not switch to throwing the ball until halfway through the 4th Qtr, when I was up 42-10.

Admittedly, at that point, they scored twice quickly (though also three a pick-six) to finish the game 48-24, but obviously it was way to little, too late.
I'm not on twitter, etc. but if any of y'all are?

PLEASE let the devs know about this...

Looks like a "patch to the patch" is the only real fix for this...
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Old 11-29-2017, 09:58 PM   #15
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Re: CPU still running too much

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Originally Posted by BigDongLarry
i remember when the CPU almost never ran the ball
That was worse than the CPU running the ball all the time. That was the absolute worst.
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Old 11-30-2017, 01:28 AM   #16
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Re: CPU still running too much

Over all I don't think CPU runs the ball to much just that there clock management and play calling is not good at all. If a team is down by enough that they need to not only score but try to score fast say down like 10 with only 5 minutes left they play like its still the first quarter with there play calling. That is my problem time and score don't really change how much they are going to pass or not.
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