CCM is an entirely new mode built from scratch was my impression unless a dev says something directly I don't think we can use last years logic or findings and the devs pretty much tell us nothing
I "agree to disagree"...
Most of Madden is carried over in one form or another over every platform...
It has worked for me, EXACTLY as I described, but hey...that's just my experience / opinion...
Throwing it out there, do with it what you will...
(CIN) B. Green-Ellis 92 Yd pass from A. Dalton (M. Nugent kick)
7
3
SECOND QUARTER SCORING
CIN
WAS
7:52
(WAS) S. Moss 11 Yd pass from R. Griffin III (N. Rackers kick)
7
10
6:14
(WAS) T. Jackson, returned interception 68 Yds (N. Rackers kick)
7
17
0:09
(WAS) P. Garcon 8 yd pass from R. Griffin III (N. Rackers kick)
7
24
THIRD QUARTER SCORING
CIN
WAS
9:34
(CIN) B. Green-Ellis 15 Yd pass from A. Dalton (M. Nugent kick)
14
24
2:21
(CIN) J. Gresham 7 Yd pass from A. Dalton (M. Nugent kick)
21
24
FOURTH QUARTER SCORING
CIN
WAS
14:14
(CIN) A. Green 58 Yd pass from A. Dalton (M. Nugent kick)
28
24
2:23
(WAS) R. Helu Jr 28 Yd pass from R. Griffin III (N. Rackers kick)
28
31
1:36
(WAS) R. Doughty, returned interception 38 Yds (N. Rackers kick)
28
38
Cincinnati Bengals
PASSING
C/A
YDS
TD
INT
A. Dalton
23/35
336
4
3
RUSHING
ATT
YDS
AVG
TD
B. Green-Ellis
16
53
3.3
0
B. Scott
3
8
2.6
0
A. Dalton
1
1
1.0
0
RECEIVING
REC
YDS
AVG
TD
B. Tate
5
31
6.2
0
A. Green
5
99
19.8
1
M. Sanu
5
65
13.0
0
B. Green-Ellis
4
116
29.0
2
J. Gresham
3
15
5.0
1
M. Jones
1
10
10.0
0
BLOCKING
PANCAKE
SACK
A. Whitworth
1
0
T. Wharton
1
0
A. Collins
0
1
DEFENSE
TACK
SACK
INT
TD
R. Nelson
8
0.0
0
0
M. Lawson
7
0.0
0
0
L. Hall
6
0.0
0
0
T. Mays
6
0.0
0
0
E. Henderson
6
1.0
0
0
T. Howard
5
0.0
0
0
D. Peko
4
1.0
0
0
T. Newman
4
0.0
0
0
N. Clements
4
0.0.
0
0
M. Johnson
3
1.0
1
0
G. Iloka
3
0.0
0
0
D. Kirkpattrick
2
0.0
0
0
M. Jones
2
0.0
0
0
R. Geathers
2
0.0
0
0
B. Thompson
2
0.0
0
0
KICKING
FG
XP
PTS
LONG
M. Nugent
0/0
4/4
4
--
PUNTING
NO
YDS
AVG
IN20
K. Huber
7
285
40.7
0
KICK RETURN
RET
YDS
AVG
TD
B. Scott
3
73
24.3
0
B. Tate
2
42
21.0
0
PUNT RETURN
RET
YDS
AVG
TD
B. Tate
1
9
9.0
0
Washington Redskins
PASSING
C/A
YDS
TD
INT
R. Griffin III
16/22
246
3
1
RUSHING
ATT
YDS
AVG
TD
R. Helu Jr.
33
112
3.3
0
R. Griffin III
7
8
1.1
0
E. Royster
5
19
3.8
0
RECEIVING
REC
YDS
AVG
TD
J. Morgan
4
65
13.0
0
S. Moss
4
57
14.2
1
P. Garcon
3
38
12.6
1
R. Helu Jr.
3
61
20.3
1
F. Davis
1
25
25.0
0
BLOCKING
PANCAKE
SACK
T. Williams
3
1
F. Davis
1
0
J. Black
1
0
C. Chester
0
2
K. Lichtensteiger
0
1
DEFENSE
TACK
SACK
INT
TD
T. Jackson
8
0.0
1
1
B. Orakpo
5
1.0
0
0
R. Doughty
5
0.0
1
1
J. Wilson
3
0.0
1
0
M. Williams
3
0.0
0
0
P. Riley
3
0.0
0
0
D. Hall
3
0.0
0
0
C. Griffin
3
0.0
0
0
B. Meriweather
2
0.0
0
0
R. Kerrigan
2
0.0
0
0
S. Bowen
2
0.0
0
0
L. Fletcher
1
0.0
0
0
C. Wilson
1
0.0
0
0
KICKING
FG
XP
PTS
LONG
N. Rackers
1/1
5/5
8
28
PUNTING
NO
YDS
AVG
IN20
S. Rocca
6
248
41.3
3
KICK RETURN
RET
YDS
AVG
TD
B. Banks
2
52
26.0
0
J. Wilson
3
61
20.3
0
PUNT RETURN
RET
YDS
AVG
TD
B. Banks
4
33
9.0
0
Thoughts: Finding it very difficult to get pressure on the CPU. At least registering sacks. I'm pressuring, and making the QB rush his throws, which led to 3 picks in the last game. Using the sliders verbatim except the int. Both HUM/CPU are at 30.
Also, I highly doubt Roy Helu carries the ball 32 times in any game this year. Using out at 85, in at 90, and Royster still barely comes into the game. Though gameflow for some reason was run heavy in this particular game.
The slow one's are the newest. I am still working on tightening up the user run game. It's too easy for me too. Raising the user pass reaction normally increases the cpu passing ratio. Most of that is a game to game thing. If the CPU can run good they keep it up. Sometimes they run a lot even if it's not great. Sliders really can't completely fix that. As far as the break tackle slider goes, I am trying make were the CPU can still run but, not break every tackle. LOL.
Given the relationship (real or perceived) between human pass reaction and cpu play choice, have you considered toying with the human rush reaction. . .or finding a relationship between it and the pass reaction slider (i.e., 75 one and 25 the other)?
Actually, this year the "Scheme" section works like "Style / Priority" used to work...
Except "Priority" has been replaced by "Importance" which you can't adjust...
Anyway:
As far back as the 2003 Prima guide it's been concluded that the "Style / Priority" section wasn't just for draft, but determines how and to what level of degree the AI controls HUM players that you're not currently controlling...
Here's a thread from last year that breaks this all down in exhaustive detail:
This year's "Scheme" setting are this year's equivalent...
Game changer?
Well...yes, actually...
Funny. . .last night I was thinking along similar, but not identical, lines. I wasn't thinking so much in terms of priority and the game processor's "scheduling of cpu resource processing by position" (which is essentially what priorities were), but in terms of the game engine. I mean, this is not a game from the "bottom up" where you have 22 "thinking" little bits performing individually to form a whole experience. Rather, it is pretty much "top down", wherein players move along general behavior "tracks" (almost like rod-hockey) determined by the plays and allowed to deviate from those little tracks based upon event triggers (change of ball carrier, for instance, impacting defensive pursuit) and ratings (I think this may be why with really low sliders you see an all pro tackle move to block a LB moving to a zone along the side line...and the LT ends up dawdling along and ignoring the LOS...as well as why some people feel plays are scripted). Quite possibly, 'scheme' further refines this in some manner. (and apologies for hijacking the thread for a moment).
Given the relationship (real or perceived) between human pass reaction and cpu play choice, have you considered toying with the human rush reaction. . .or finding a relationship between it and the pass reaction slider (i.e., 75 one and 25 the other)?
I haven't try that yet. I have had pretty good run/pass numbers personally
Just got the game and am excited to use these for my CCM Ravens 'chise! Would I be better off using your normal speed ones or your slow speed? I know the slow ones are more of a work in progress but wondered if they produced better game in your opinion. Don't know if it's relevant, but I play mostly like the Ravens, power run with some PA pass and aggresive D. Thanks in advance, these look great!
Just got the game and am excited to use these for my CCM Ravens 'chise! Would I be better off using your normal speed ones or your slow speed? I know the slow ones are more of a work in progress but wondered if they produced better game in your opinion. Don't know if it's relevant, but I play mostly like the Ravens, power run with some PA pass and aggresive D. Thanks in advance, these look great!
I would just start an online or offline (which ever you going with) CCM. Plug these in. Simulate to week one and play a game or two. Try both sets. Make sure you do all sliders including auto subs. Then decide which one. I'm leaning toward the slow speed ones but, they need a little more testing.
I would just start an online or offline (which ever you going with) CCM. Plug these in. Simulate to week one and play a game or two. Try both sets. Make sure you do all sliders including auto subs. Then decide which one. I'm leaning toward the slow speed ones but, they need a little more testing.
Cool, thanks. What really are the differences between the two speeds in general? I know in NCAA the two speeds were two different games, but how does it change Madden?