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Madden Gameplay via Under The Hood Variables

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Old 04-29-2022, 08:52 AM   #17
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Re: Madden Gameplay via Under The Hood Variables

Khaliib, do you know what drives the interactions where, on a pass play, WR don't attack the ball, but DBs attack it, and often go for and get very aggressive/athletic INTs.

Those interactions make me ask 2 questions: 1) why does the DB compete harder for the ball than the WR, and 2) why do DBs go for and get INTs with such a high frequency, as opposed, say, to swatting the ball or even playing the WR for the swat/tackle with 1 arm devoted to each?
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Old 04-29-2022, 10:32 PM   #18
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Re: Madden Gameplay via Under The Hood Variables

Quote:
Originally Posted by RogueHominid
Khaliib, do you know what drives the interactions where, on a pass play, WR don't attack the ball, but DBs attack it, and often go for and get very aggressive/athletic INTs.

Those interactions make me ask 2 questions: 1) why does the DB compete harder for the ball than the WR, and 2) why do DBs go for and get INTs with such a high frequency, as opposed, say, to swatting the ball or even playing the WR for the swat/tackle with 1 arm devoted to each?
This issue was spoke of on Twitter triggering a Dev to note User needed to click on and User the WR, which is in-line with most tweaks/updates being User centric & less AI driven.
- ie H2H driven

1) WR High Point Animation triggering having an increased delay applied on top of any L-Stick Precision Passing jump penalties

2) H2H players complaining of not triggering INT’s, they don’t want Swats, esp at the Comp Tourney’s

It’s why I prefer M21, specifically because of the AI WR aggressive catch attempts
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Old 05-05-2022, 10:45 AM   #19
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Re: Madden Gameplay via Under The Hood Variables

CB Template:

Man Coverage is either...
1) Hip-Pocket
2) Wide Open

These are the only outcomes AI Man Coverage Logic produces right now.

- 99 MCV = Hip-Pocket (ie 1.5 yrds Close_Proximity w/no Reaction Delays)
- 95 MCV = .05 Reaction Delay

- <99 = there's no animations to support each ramped Reaction Delay Time amount = Wide Open (in Madden standards)
*** will shift/warp to 3.5+ yrds separation radius


Question:
Would having most CB Templates being Hip-Pocket in MCV be too much to tighten Man Coverage, esp on In/Out, Crosser Routes that have built-in increased separation in the Cut_Animation?

Last edited by khaliib; 05-05-2022 at 10:52 AM.
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Old 05-05-2022, 01:23 PM   #20
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Re: Madden Gameplay via Under The Hood Variables

Quote:
Originally Posted by khaliib
CB Template:

Man Coverage is either...
1) Hip-Pocket
2) Wide Open

These are the only outcomes AI Man Coverage Logic produces right now.

- 99 MCV = Hip-Pocket (ie 1.5 yrds Close_Proximity w/no Reaction Delays)
- 95 MCV = .05 Reaction Delay

- <99 = there's no animations to support each ramped Reaction Delay Time amount = Wide Open (in Madden standards)
*** will shift/warp to 3.5+ yrds separation radius


Question:
Would having most CB Templates being Hip-Pocket in MCV be too much to tighten Man Coverage, esp on In/Out, Crosser Routes that have built-in increased separation in the Cut_Animation?

IMO pass windows are very tight in the NFL; and on the whole there are very few players in the mold of Tyreek Hill who can get on his horse and run away from you. So, I would think most CB Templates being Hip Pocket would be most accurate and then allowing other attributes to provide talent separation. That's just me tho.
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Old 05-11-2022, 06:27 PM   #21
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Re: Madden Gameplay via Under The Hood Variables

If you have been frustrated at why the AI Offense Run struggled and why Play Fake doesn't trigger, esp against User defenses, came across this info from Clint's M17 write-up.

"The higher the player’s PRC rating is, the faster he will be able to break out of his Read and React assignment and fill the gap he’s targeting.

In combination with the ratings of the DL as they engage the OL, a defense with higher cumulative ratings (ie PRC) will be more successful at defending the run than lower rated defenses"

***Across the board for every team, (PRC) is established on the high end causing the Cumulative (PRC) to create very good Run Defenses

Impact on Play Action
- 0 = noted max PRC to trigger 49% Chance of being Fake Out on PA Plays
***next noted PRC level provides only a 6% Fake Out Chance

- Defenders stay in their Read-n-React Animation where they take Read steps forward (ie being sucked up)

- Players still make the effort to fulfill their gap assignments on runs, while sometimes over/under shooting
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Old 05-11-2022, 07:33 PM   #22
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Re: Madden Gameplay via Under The Hood Variables

Madden is an animation dice roll game...you get the correct animation good things will happen...the days of madden being somewhat organic are over. We are in the day of making sure it looks good than actually playing a decent game football. Online play has hampered all video games but madden has seen the quickest downfall of them all.
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Old 05-11-2022, 10:08 PM   #23
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Re: Madden Gameplay via Under The Hood Variables

Quote:
Originally Posted by gamingfranchise
Madden is an animation dice roll game...you get the correct animation good things will happen...the days of madden being somewhat organic are over. We are in the day of making sure it looks good than actually playing a decent game football. Online play has hampered all video games but madden has seen the quickest downfall of them all.
Lots of subjective referencing here, none the less, every sports game is animation/dice-roll based, but really not the discussion matter or purpose of this thread.

Thx
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Old 05-12-2022, 10:48 AM   #24
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Re: Madden Gameplay via Under The Hood Variables

Quote:
Originally Posted by khaliib
If you have been frustrated at why the AI Offense Run struggled and why Play Fake doesn't trigger, esp against User defenses, came across this info from Clint's M17 write-up.

"The higher the player’s PRC rating is, the faster he will be able to break out of his Read and React assignment and fill the gap he’s targeting.

In combination with the ratings of the DL as they engage the OL, a defense with higher cumulative ratings (ie PRC) will be more successful at defending the run than lower rated defenses"

***Across the board for every team, (PRC) is established on the high end causing the Cumulative (PRC) to create very good Run Defenses

Impact on Play Action
- 0 = noted max PRC to trigger 49% Chance of being Fake Out on PA Plays
***next noted PRC level provides only a 6% Fake Out Chance

- Defenders stay in their Read-n-React Animation where they take Read steps forward (ie being sucked up)

- Players still make the effort to fulfill their gap assignments on runs, while sometimes over/under shooting

So then, if you wanted to replicate bad run defenses in the NFL, it would be best to edit units as a whole(ex. entire DL PRC 30-40) instead of rating each individual player by themselves?
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