I don't want this to run too off topic, but is anyone playing with other people online with these sliders? I'd like to join or create a ccm.
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I have a online ccm and I'm in year two preseason. Your welcome to join. I also have a online community if you want to join. What is your XBL gamer tag? My ccm is pretty slow moving
Hmm... The CPU could not run. Their RB would just run into my players. On both sides of the ball, defenders were in the backfield, 7 -8 in the box every single snap. Was kind of fun... but felt really, really lame. I kinda just goofed off the second half. Both run games were horrendous and kind of ruined the game for me. Maybe next game will be better. Going to try and help the run games out with slider adjustments.
Sliders reset the moment I save them anyways... so I dunno.
Last edited by combobreaker; 01-09-2013 at 02:16 AM.
Hmm... The CPU could not run. Their RB would just run into my players. On both sides of the ball, defenders were in the backfield, 7 -8 in the box every single snap. Was kind of fun... but felt really, really lame. I kinda just goofed off the second half. Both run games were horrendous and kind of ruined the game for me. Maybe next game will be better. Going to try and help the run games out with slider adjustments.
Sliders reset the moment I save them anyways... so I dunno.
I'm not sure why you got those results. Sometimes it takes a couple of game for sliders to "take".
I am really becoming a believer in the penalties affect game play idea. I have a lot of testing to do but, this is what I think so far.
I put everything on default and just tested penalties.
Offside: at 100 the DL get a better jump on the snap. I didn't see any more actual offside though. It made them more aggressive almost. At 0 they had a slower jump on the ball. I didn't notice them shedding blocks better.
False Start: With this at 100 the OL got a better jump. they beat the DL to the point and had a little advantage. At 0 they were slower on the jump. I tried false start at 0 and offsides at 100 and you could see a pretty good advantage for the DL. If you switch those sliders its the OL getting a good advantage.
So I think I would either leave them at 50 or raise or lower them in tandem. Other wise your giving one side an advantage. You can just do that with sliders.
Holding: With this at 100 the linemen seemed to hold their blocks longer but, had more holding calls. With it at 0 they never got called for holding but, didn't hold blocks as long.
I think 50 might be good. If you want more holding calls you might also have to lower block shedding.
OPI: With this at 100 the recievers were more careful. They didn't go for the ball as much. At 0 they made more diving attempts and were more aggressive.
DPI: This one was weird. I still need to test more. It seemed like they did the same as the WR most of the time. 100 they were less physical and careful. At 0 they "fought" harder. Sometimes I didn't see it though.
It seems like these should be raised and lower in tandem. You wont see PI called anyway so I think both at 0 is really good. I am going to half to test much more.
Facemask: When I turned this up to 100 the tackles seemed more aggressive and harder but I didn't see many penalties called. At 0 I saw a slight change.
The only other one I have got to test so far is intentional grounding.
I don't think this ever gets called but, at 100 the QB threw down the field more and took more chances. At 0 he hit his check down much more. He also held on to the ball a little longer at 100. At 0 he got it out quick.
I don't think there is a magic formula for making a perfect game but, the penalties are really worth looking at.