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Superstar Abilities: What Works, What doesn’t

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Old 07-28-2019, 09:59 PM   #33
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Re: Superstar Abilities: What Works, What doesn’t

I guess one thing that is kind of cool is you need to know what skills a certain player has on a team you’re facing.


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Old 07-28-2019, 10:04 PM   #34
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Re: Superstar Abilities: What Works, What doesn’t

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Originally Posted by IowaAJ
Enforcer is a nice idea but Harrison Smith absolutely destroyed me by himself. He forced 3 Fumbles and had two picks. I guess I should go away from him lol.


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I understand that they want to display Enforcers as scary players that must be avoided to keep the players/ball safe, but the fumble rate with them is ridiculous. It's like they completely disregard the Ballcarrier's Carry Rating.


I think it should have more of an impact of the "victim's" Stamina/Injury; guys with average ratings in those attributes should feel it more than others - and may have to be subbed out after a tango with the Enforcer after a Hit.

and NOT. EVERY. HIT. HAS. TO. BE. A. HIT. STICK.
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Old 07-29-2019, 05:16 AM   #35
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Re: Superstar Abilities: What Works, What doesn’t

I feel like it's a bit early to tell what works and what doesn't, personally, but that aside, I love them so far.

I'm 3-2 in my Raiders CFM and I've seen a range of SS and XF types. Having to account for each team's specific guys had made the games feel unique, which is a welcome change to franchise mode.

One of my favorites is the ultimate edge ability, if I have that right. It's the one guys like Mack and Miller have. You have to create your entire game plan around this type of player. I did that vs. CHI and Mack STILL got me for 2 sacks. I loved it.

The Enforcer one I can see being annoying, but what's cool is that these guys are rare, and you feel it when you face them. Using RB when in their presence will diminish the fumbles. I like having to sacrifice making moves for ball security vs. the nastiest of defenders. So even this one, I like.

I faced a Streak Specialist or two, and I liked that I had to be extra cautious about calling cover 1/3. I also liked the Double Me one for similar reasons.

Lastly, I've faced some guys who have the extra quick cuts one and they look way more agile than the average dude. The animations are cool because you have to try to gang tackle these guys. 1-1s are scary as all get-out with a guy like Cohen, for example.

All in all, I think this system has eclipsed the APF abilities system, which was previously my favorite player differentiation system in a football game. I think M20 blows that old system out of the water.
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Old 07-29-2019, 09:01 AM   #36
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Re: Superstar Abilities: What Works, What doesn’t

Quote:
Originally Posted by TheBleedingRed21
Just wanted to see thoughts on what abilities you guys think are great, what needs work, and anything you would completely change.

The only one I have absolutely hated and want completely changed is ENFORCER.

Literally EVERY tackle from an ENFORCER is a hit stick since a hit stick tackle is a guaranteed tackle with no chance of missing. This has led to absolutely silly looking animations and unreasonable amount of fumbles, in my opinion. I have seen hit sticks from LBs trailing tight ends and it just looks silly.

And to be constructive: I would change this ability to have a higher chance of success but still the opportunity for failure so the CPU doesn’t hit stick every single tackle.
Quote:
Originally Posted by Shards
I had Derwin cause two fumbles on two carries in a row in a Franchise game against the CPU. No more trying to juke out players like him. I played against the Seahawks and make a point to run away from Wagner. He ended the game with 3 tackles and no turn overs or forced fumbles.

The mode and settings that you use will affect things a lot but I like the fact that I need to know where these players are at and stay away from them.

I have Kareem Hunt in the second year of another franchise and his stiff arm ability is very solid. If you line up the stuff arm, the defenders usually get crushed.
i was gonna say remove Enforcer as well but Shards and other people make a good point. it forces you to account for where they are on the field and thats the whole point.

i think the real issue is that EVERY tackle shouldnt be a Hit Stick. especially 1 on 1 in the open field. thats what they need to fix.
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Old 07-29-2019, 10:14 AM   #37
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Re: Superstar Abilities: What Works, What doesn’t

For those complaining about the ''Enforcer'' ability I would suggest a couple items,

*Run away from that defender
*Turn on ''Conservative'' ball carry

A lot of people tend to not want to adjust, or account for the features they don't agree with, but that is the point in differentiating these players. Don't test a corner like Ramsey, or float passes deep with a safety like Jackson.

DO YOUR PART to account for these abilities. And if you're in the open field and they are closing the gap get down to avoid a kill shot, or run out of bounds.

Linebackers, and Safeties were forcing fumbles before M20 and good users with high HPW teams could do this on their own, use the tools in game, to account for these guys, and play smart.
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Old 07-29-2019, 10:40 AM   #38
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Superstar Abilities: What Works, What doesn’t

Quote:
Originally Posted by Dj_MyTime
For those complaining about the ''Enforcer'' ability I would suggest a couple items,

*Run away from that defender
*Turn on ''Conservative'' ball carry

A lot of people tend to not want to adjust, or account for the features they don't agree with, but that is the point in differentiating these players. Don't test a corner like Ramsey, or float passes deep with a safety like Jackson.

DO YOUR PART to account for these abilities. And if you're in the open field and they are closing the gap get down to avoid a kill shot, or run out of bounds.

Linebackers, and Safeties were forcing fumbles before M20 and good users with high HPW teams could do this on their own, use the tools in game, to account for these guys, and play smart.


Well, the entire idea on offense is to avoid all defenders lol, you can’t. The fact of the matter is that enforcers should not ALWAYS have a hit stick tackle, period. It’s poorly implemented.

When I see posts like this now I automatically assume it’s a non-cfm player and non-cfm players need to realize there are completely different experiences between playing one non-seasonal game for 6-8 mins qtr compared to playing a stat tracking franchise with 12-15 qtrs as well.

If you are playing shorter games H2H, these things benefit you because the high pace is needed to keep the game exciting in a shorter span for a just a one-off game, while a guy like me is play full 15 min qtrs and I don’t need turnovers and crazy plays to happen as frequently. It’s a different world.

Last edited by TheGentlemanGhost; 07-29-2019 at 11:02 AM.
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Old 07-29-2019, 10:49 AM   #39
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Re: Superstar Abilities: What Works, What doesn’t

After playing the game though EA Access, I actually like the X-Factor abilities now. When I first heard of them, I thought they would be way worse than they actually are.

Some of them might be a little over powered, but I like how a player can get in the zone and lose it if they don't maintain the requirements.

This is something we wanted and needed. We wanted something to separate unique players from the rest. Its an OK start.

Hopefully they continue to work on it for future games.
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Old 07-29-2019, 11:43 AM   #40
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Re: Superstar Abilities: What Works, What doesn’t

Quote:
Originally Posted by Dj_MyTime
For those complaining about the ''Enforcer'' ability I would suggest a couple items,

*Run away from that defender
*Turn on ''Conservative'' ball carry

A lot of people tend to not want to adjust, or account for the features they don't agree with, but that is the point in differentiating these players. Don't test a corner like Ramsey, or float passes deep with a safety like Jackson.

DO YOUR PART to account for these abilities. And if you're in the open field and they are closing the gap get down to avoid a kill shot, or run out of bounds.

Linebackers, and Safeties were forcing fumbles before M20 and good users with high HPW teams could do this on their own, use the tools in game, to account for these guys, and play smart.
So how do you mitigate against it when the player is on your team ? Or do you accept your safety will be causing about 2 FFs a game ?
If your a H2H, user vs user player maybe it's not a problem ? , but as a offline CFM player , playing against the CPU it most definitely is in my opinion at least
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