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M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Old 01-10-2013, 04:53 PM   #1289
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by Drtro
But he was wide open. The Corner was at least 5 steps behind him and the Safety was still deep. I threw the ball then next thing I know the LB who was covering the TE jumped up and did a one hand catch animation. That Hali guy must have high catch and jump ratings?

Will try again I guess.
No, but he has 93 AWR.

I'm guessing that's what had him do that. 93 PRC doesn't hurt either. Defenders high in both of those tend to be really annoying to go against.

That said, that is something of a WTF type play. It is still Madden (unfortunately), no matter how the sliders are. His JMP is 76 and his CTH is bad (43).
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Old 01-10-2013, 11:23 PM   #1290
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Originally Posted by Drtro
So once I played a balanced game, these sliders were fun. I played the Ravens and lost 38-21 against the Saints.

Even against a horrible run team like the Saints, they still got 6-10 yards per run. Challenging, but not very realistic. These are fun sliders to play with, but I'm looking for something more realistic than challenging to play a CCM with. Every set in this forum seems to be CPU over-powered.
Welcome Doc....

Seems like you took da Wiz's slider for a spin... Merci

I believe the issue with your CPU running stats are part slider tuning that I intend to address in the next tune up, and part strategy....

This slider set FORCES you to address run defense and pass defense accordingly based on situation. In other words, if you sit back and play defense to "keep the play in front of you", the classic "bend but don't break" approach, I assure you that small, quick, agile, CPU RB's will hand you your head.

The new sliders being tuned are going to improve the HUM reaction to the run, (ie. tame the effects of the small, quick, agile scat backs), but if you do not "spread" your LB's or bring "8 in the box" on obvious run downs, stopping the CPU run against good OL's with solid CPU RB's, will continue to elude you....

The new sliders will also have a "slider range/sliding scale" in the areas of CPU/HUM RUN REAC so that as you improve your running/defensive skills, you can increase the difficulty by simply sliding the RUN REAC sliders up, and/or, down....

I am presently in the lab working on the CPU passing game/HUM sacks and man are you ladies going to see an improvement from the CPU passing game and HUM sacks will not be "gimmies" .... May have a "slider range/sliding scale" in the areas of CPU/HUM PASS REAC so that as you improve your passing/defensive skills, you can increase the difficulty by simply sliding the PASS REAC sliders up, and/or, down....


Slider Wiz out.


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Old 01-10-2013, 11:35 PM   #1291
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Originally Posted by KBLover
There is a difference between Play Now and Coach CC and Player CC (it seems, I haven't been a player but I hear about guys who try sliders as players and have difficulties)

As far as strategy - that depends on your personnel, what you like to run and who you are facing.

Chiefs seem to do a lot of outside runs when I face them (and as Raiders, I get that 'pleasure' twice a year). So I often keep my line spread and sometimes my LBs too, or send OLBs on blitz, keep McClain in a hook zone and hope my safeties can deal with any TE throws not in the middle of the field.

I tend to be a hybrid type (mix 3-4/4-3, and if you could make your own pb's I'd throw in 46 and some regular and exotic nickle/dime looks and go base nickle sometimes too) with heavy emphasis on my LBs doing work and especially the MLB. So that tends to have me leaving my MLB with a lot of the field responsibility, the OLBs are either blocker occupiers or lane fillers (funnel towards my MLB) or OLBs are the buzz zone folks in stuff like Cover 4 and they tackle any completions in the flats and close in with the MLB on anything between them.
I tend to MOSTLY choose the NYG DEF or BAL DEF schemes no matter what CCM franchise I choose.... I like the aggressive pass defenses that NYG DEF option provides, and these defensive options in turn are very helpful to me to contain the CPU pass game, since my stick jockey skills are not as sharp/quick as some of you "whipper snappers" that follow this thread... The BAL DEF schemes are also a favorite due to the ability to mix in 3-4 schemes along with 4-3 schemes....

My approach to stopping the run is quite similar to KB's approach and as funny as it may seem, KB's sliders tend to also suggest some of the same theories that I hold as "the Gospel of Madden"... I am going to have to sweep the lab better for bugs as it would seem that either KB is the proverbial, "fly on the wall", or da Wiz is the proverbial "fly on the wall" in KB's lab... LMFAO, lol.... Great minds must think alike!




Slider Wiz out.


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the Gospel of Madden has spoken.

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Old 01-10-2013, 11:39 PM   #1292
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Originally Posted by kongemeier
The sliders are excellent, but there is an update coming in a week or so... Just letting you know!
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Old 01-10-2013, 11:41 PM   #1293
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Since your still browsing I hope, what make you chose those numbers for your penalties?
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Old 01-10-2013, 11:42 PM   #1294
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Originally Posted by Drtro
What exactly is "proper strategy"?

I played as the Jaguars vs Chiefs and by the end of the 1st quarter, they had 33 plays, 178 rush yards, and 24 points.

I called plays using Ask Madden. What am I suppose to do?

Played the game in Play Now. Is there a difference in CCM?

WTF?!?!?!? Seriously? Dude is your accelerated clock on? Don't EVEN consider using Jarrod21's slider set, you will have 24 points scored against you in the first 7 minutes... LOL


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Old 01-10-2013, 11:48 PM   #1295
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

So I'm in year 3 of my CCM as the Bears.
Week 5 I have to play the vikings and this is where I decided to switch from my current settings to your sliders. Beforehand I was playing on All-Madden with not too many slider tweaks, a little bit of a boost to the AI passing and receivers and a slight downgrade to my own. Not much else. I was 4-0 on the season with 1 blowout win and 3 wins by 10 points or fewer. The thing is that most of these wins were pretty much me dominating the game with the AI only getting a few big plays late in the game to bring it close. Nothing about their entire game was consistent, rushing or passing.

So now, in comes your sliders against the Vikings. This also being the first game I've ever played with 15 minutes quarters. Usually 10 min qtrs with the runoff to 15 seconds. The first quarter remained close and tight, 0-0 going into the second quarter. Now I don't know what happened, but this Vikings offense lead by Jason Campbell and AP (year 3 of CCM remember) absolutely showed up and blew me out of the water. They wound up leading 17-3 at halftime which lead me to come out in the third swinging the ball. After receiving to start the 2nd half and going 3 and out on 3 passes, my defense was able to get the ball back for me with a couple good stops and a sack. After a good stop I decided to go back to my running game. First run from scrimmage, a fumble by Forte. Setting the Vikes up on my 27 they made short work and scored a td in 3 plays. 24-3

At this point I'm getting frustrated by my completely anemic offense. I've complete less than 40% of my passes out of 40 attempts at this point.

To make a long story short, 2 more Forte fumbles and a pick from Cutler and the Vikings made my day a living hell. The final coming out to 42-17.
I honestly don't think I have ever been blown out of the water this bad by the AI before. I'm not sure if it's my skill or lack thereof as a player that allowed this to happen. Or if I'm really lacking in some football knowledge in order to construct a gameplan.

If the game had continued like the first quarter it would have likely been the most fun Id had playing M13, but once it got out of hand it turned into a frustrating debacle that sent me home with my first loss of the 2014 season. I'm willing to give your sliders a continued shot as now I face the Saints in Soldier Field for week 6.
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Old 01-11-2013, 12:33 AM   #1296
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by Drtro
Since your still browsing I hope, what make you chose those numbers for your penalties?

My brudda from anndda mudda:

The penalty settings came from literally over 100 hours of lab work tinkering...

The crux of the settings are to get the A.I. to play more aggressively on run defense and to improve upon the coverage on pass defense (tame the "mirroring effect" by the DB's and to some degree MLB's)...

If you have the time, you may want to read some of the posts and theories I have laid out over the past several months...



Slider Wiz out.


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