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

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Old 08-05-2013, 11:19 AM   #1481
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Is play-action even semi-effective with these? With the ones i'm using now, even with Manning, who has a rating of 97 in play action, defenders NEVER bite. EVER.

btw, I just recently joined the site but have been following for awhile
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Old 08-05-2013, 05:01 PM   #1482
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by sms024
Is play-action even semi-effective with these? With the ones i'm using now, even with Manning, who has a rating of 97 in play action, defenders NEVER bite. EVER.

btw, I just recently joined the site but have been following for awhile
I find that play action works well, but only if run has been working. You also may have to add a blocker or slide to one side and remember which way they have slid.

My favourite is the PA Comeback. When works well looks lovely
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Old 08-07-2013, 05:30 AM   #1483
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by sms024
Is play-action even semi-effective with these? With the ones i'm using now, even with Manning, who has a rating of 97 in play action, defenders NEVER bite. EVER.

btw, I just recently joined the site but have been following for awhile

Run reaction higher actually seems to INcrease how much they bite on play action (think about it, they think they know what they see, so when you deceive them...)

Just something to throw out there. Also seems to apply on counters. Not sure about read option yet, but possibly there too as it's basically a "play action run".
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Old 08-09-2013, 12:10 AM   #1484
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

thanks guys! also, how the hell do you run the toss? i always get tackled for at least a 4 yard loss
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Old 08-09-2013, 12:16 AM   #1485
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

should i use slide protect? my line has an averags RBK rating of at least 85 and all game i'll only get about 50 yards and have to pass way more than i'd like. here are the sliders i'm using

http://www.operationsports.com/forum...s-sliders.html

played 3 games and only have 160 yards while every other team has at least 250
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Old 08-09-2013, 12:31 AM   #1486
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

playing a game now and the 1st quarter isn't even over yet and the other team has 85 yards on the ground. I have 30
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Old 08-09-2013, 01:41 PM   #1487
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Originally Posted by sms024
should i use slide protect? my line has an averags RBK rating of at least 85 and all game i'll only get about 50 yards and have to pass way more than i'd like. here are the sliders i'm using
Increase run blocking (subtract from another area if you're using 75 or less) is you feel you're getting gimped, you can also lower run reaction (if you increased run reaction to get more fooled behavior on PA, you'll need to up run blocking because defenders will see the run and try to shed blocks quicker, so you need your blockers to hold/push longer). You could also lower block shedding and the Offsides slider has some impact as does the holding slider (impacts event creation which also has side impacts on gameplay - for example, holding may create more successful blocks so there's more holding calls possible).

But I always think folks should look at their personnel...what's your OL STR and AWR ratings?

STR = how long they hold the block on initial engagement. If lower than the defender, they might not hold on long, if higher than the defender, better chance to engage successfully and maintain the block - perhaps even get a pancake.

AWR = how well they pick who to block. Especially nice on lead blockers (like FB if you use I-Form) and pulling linemen, but helps everyone CPU controlled - which is always the offensive line on every play, and everyone trying to block for you when you're the ball carrier.

You also want good ACC and AGI if you can. This helps with pulling and trap plays as well as blocking downfield and getting some movement on blocks (they don't just stalemate but push the defenders around). Probably helps to counteract defender ACC and AGI (jump off the snap and ability to move/penetrate instead of just filling space)

My line has no starter with STR under 90, except for a 6th rounder I'm using because it's a "good story" and he's more atheltic/mobile, and I love his name (Max Justice), so he pulls well and is more aggressive in the open field, but his STR is only mid-80's so he can get overrun by big, nasty DT/NTs. It's an area I scout for as I like to use the run. I prefer at least average AWR.

This is especially something to watch for in later years as more of the draft kids enter the league and develop. There's a LOT of 90's STR D-Lineman around, especially interior linemen, and this doesn't include NFL guys like Starks and Suh.
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Last edited by KBLover; 08-09-2013 at 01:43 PM.
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Old 08-09-2013, 02:17 PM   #1488
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Lowest STR any of my guys have is 88. have 2 young guys at each tackle that only have 75 AWR. AGI and ACC are around 60 everywhere though. I tried making my own sliders but it drove my insane, plus I'm not 100% sure I knew what I was doing in the first place. I know you have posted settings so along with that who else's would you recommend?

And I too prefer the run so your help is much appreciated. what about slide protect in the run game? and do you ever have success with the toss?
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