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Why 9 Minute Quarters Work Best In Madden

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Old 08-09-2018, 02:06 AM   #9
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Re: Why 9 Minute Quarters Work Best In Madden

i run with 9 no acc clock i get 120 odd plays per game
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Old 08-09-2018, 10:58 AM   #10
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Re: Why 9 Minute Quarters Work Best In Madden

Quote:
Originally Posted by tommycoa
Quarter length doesn’t affect penalties at all from what I can tell.

As far as plays per game, it should be 130-145. 120 total plays would be between two power running teams.

If you get penalties right, the game will regulate itself and not allow so much yardage. You want 7-13 penalties a game. Without penalties, the game is running off a stricter script. Penalties throws the script out of whack. Or so has been the case on 17 and 18.
thank you!! i know the penalties in Madden are broken to begin with, and changing/altering them has an impact on other areas of gameplay. i'm just going to stick with 18 for awhile, and use your clock suggestion. really appreciate the helpful information here as you're a source here i appreciate. thanks!
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Old 08-09-2018, 12:08 PM   #11
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Re: Why 9 Minute Quarters Work Best In Madden

I am also running 9 min quarters no runoff as well in cpu v cpu mode and I get 120-130 plays as well.
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Old 08-09-2018, 03:26 PM   #12
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Re: Why 9 Minute Quarters Work Best In Madden

Quote:
Originally Posted by mkharsh33
thank you!! i know the penalties in Madden are broken to begin with, and changing/altering them has an impact on other areas of gameplay. i'm just going to stick with 18 for awhile, and use your clock suggestion. really appreciate the helpful information here as you're a source here i appreciate. thanks!
Best way to fight this is play at default gameplay sliders, but adjust penalty sliders to get the calls, then when the penalties are right, tweak the gameplay sliders.

The reason people see so much yardage is because the teams never make penalty errors. When you see penalties get called, you see the game not play as scripted and it’ll negate some of those big chunk plays that balloon total yardage numbers.

Without penalties, the game engine treats the game like a pure video game. Lots of testing with this. That’s why all default seems so scripted.
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Old 08-09-2018, 03:57 PM   #13
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Re: Why 9 Minute Quarters Work Best In Madden

I've also been playing 9 min quarters with acc off since Madden 16 on All Pro default. Seriously, don't touch anything if you play offline franchise. It works really good. I get about 120-150 plays depending on the action, but average is about 130 or so, give or take
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Old 08-09-2018, 10:31 PM   #14
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Re: Why 9 Minute Quarters Work Best In Madden

I just played a game on 9 mins and had 111 plays. Think I'll bump to 10 or go back to 15 with accel clock.
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Old 08-09-2018, 10:41 PM   #15
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Re: Why 9 Minute Quarters Work Best In Madden

I can't do no accelerated clock and shorter quarters, primarily because when either the user or the CPU decides to chew clock you are burning up a higher % of game time and end up with weird total snap numbers. I find the sweet spot to be 15 sec accelerated clock which allows enough time to line up and make a read and adjustment, but not so long that a delay penalty isn't ever a risk and you never have to burn a time out to avoid one. From there I've found 12 minute quarters to give me the snap numbers I want (low side of average to counteract high stats because its a video game).
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Old 08-09-2018, 11:25 PM   #16
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Re: Why 9 Minute Quarters Work Best In Madden

Quote:
Originally Posted by tommycoa
Quarter length doesn’t affect penalties at all from what I can tell.

As far as plays per game, it should be 130-145. 120 total plays would be between two power running teams.

If you get penalties right, the game will regulate itself and not allow so much yardage. You want 7-13 penalties a game. Without penalties, the game is running off a stricter script. Penalties throws the script out of whack. Or so has been the case on 17 and 18.
Quote:
Originally Posted by lbj273
I can't do no accelerated clock and shorter quarters, primarily because when either the user or the CPU decides to chew clock you are burning up a higher % of game time and end up with weird total snap numbers. I find the sweet spot to be 15 sec accelerated clock which allows enough time to line up and make a read and adjustment, but not so long that a delay penalty isn't ever a risk and you never have to burn a time out to avoid one. From there I've found 12 minute quarters to give me the snap numbers I want (low side of average to counteract high stats because its a video game).
They don’t chew clock until about 6 minutes left in the game. Have yet to have it give me weird snap numbers. The game simply won’t play right with long quarters. Trust me. I’ve tried and tried, the game’s a.i treats the 9 minute quarters like it’s 15. You’ve got to skip cut scenes to get the right play count.
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