Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME
Quote:
Originally Posted by LegendRyder
Hey Wiz, can't wait for V2! Quick comment though, I asked earlier about these sliders in Play Now mode. I think you said something along the lines of: they probably wouldn't work. Play Now is perfect with a decent set of sliders.
Would you consider releasing a Play Now version of your sliders? Or just let us know what sliders you use (if they were created by someone else)?
Thought never crossed my mind.... Hmmmm, let me think about it and I'll get back at ya.... Peace...
Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME
LOL..... Mooch must have been a fly on the wall in my lab since Friday....
SURPRISE..... the Wiz has been fervently working on a slider set using PRO mode.... Cat's outta the bag tho' with Mooches thread....
No problema, since I am still testing my new slider set on PRO mode.... Focusing on making PASSING more realistic for HUM.... CPU run game feels better, but a good MADDENITE I believe can still shut down the CPU run game without too much sweat.... The issue is the play calling mix... Sometimes in PRO mode the CPU does a better job of having a better play mix.... In fact, it seems that on PRO mode, the CPU has a much wider play mix of draws, outside runs, screens and play actions that keep you "honest" with regards to stacking the box and crushing the CPU's run game in the backfield...
What I do believe that I am seeing though, is that the second and third level HUM defenders do not seem to go on HYPER-DRIVE toward the ball carrier, and DO NOT seem to be moving faster than the ball carrier and preventing the CPU ball carrier from getting good, organic, Yard Per Carry stats... I like this.
Still plugging away.... May stop to catch up on College FB scores ....
Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME
UPDATE:
Came up for air out the lab....
PRO mode does not have problems with the CPU running game.... Problem is that the game turns into an offensive slug fest at my skill level....
Have been working on many different theories on how to "tame" this mode and get it to provide realistic stats, along with realistic play mix from the CPU, along with a minimal amount, if any at all, house rules.
The challenge comes from putting in 8 games in season to see the set play out.... Have worked on several different theories in PRO mode, so that's at least 32 games I have played with my theories being tested.... That my friends is a lot of M13.... Will probably take a break and catch some REAL NFL football on the boob tube...
Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME
Jacksonville Jaguars at Minnesota Vikings
Sep 17, 2012
1ST
2ND
3RD
4TH
SCORE
Jacksonville Jaguars (0-1)
3
0
0
0
3
Minnesota Vikings (1-0)
7
28
10
14
59
Team Stats Comparison
JAC
MIN
Total Offense
86
528
Rushing Yards
31
352
Passing Yards
55
176
First Downs
6
23
Punt Return Yards
34
66
Kick Return Yards
182
49
Total Yards
302
643
Turnovers
3
1
3rd Down Converstion
0
9
4th Down Conversion
0
0
2-Point Conversion
0
0
Red Zone Touchdowns/Field Goals
1
8
Penalties
20
10
Posession Time
14:50
45:10
Jacksonville Jaguars
PASSING
C/A
YDS
TD
INT
Chad Henne
10/27
99
0
2
RUSHING
ATT
YDS
AVG
TD
Maurice Jones-Drew
8
32
4
0
Rashad Jennings
1
0
-1
0
RECEIVING
REC
YDS
AVG
TD
Mike Thomas
3
39
13
0
Justin Blackmon
2
25
12.5
0
Laurent Robinson
2
24
12.0
0
Marcedes Lewis
2
10
5
0
Maurice Jones-Drew
1
1
1
0
BLOCKING
PANCAKE
SACK
Brad Meester
3
0
Uche Nwaneri
0
2
Minnesota Vikings
PASSING
C/A
YDS
TD
INT
Christian Ponder
18/23
194
4
1
RUSHING
ATT
YDS
AVG
TD
Adrian Peterson
33
215
6.5
1
Toby Gerhart
18
137
7.6
3
RECEIVING
REC
YDS
AVG
TD
Percy Harvin
7
71
10.1
0
Kyle Rudolph
6
81
13.5
1
Jerome Simpson
2
19
9.5
1
Jerome Felton
1
1
1
1
John Carlson
1
8
8
0
Greg Childs
1
14
14
1
BLOCKING
PANCAKE
SACK
Geoff Schwartz
6
0
Phil Loadholt
5
1
John Sullivan
3
1
Charlie Johnson
2
1
Matt Kalil
2
0
as you can see, i basically destroyed the jags. lol. that being said the game still felt....i dunno, like it was being played right. the thing that really jumped out at me, was that running the ball was just too easy. i gashed the jax D over and over again.....the cpu run game was actually legit, averaging 4 ypc, but they were down by so much so early, they threw alot....and based off of this game, the cpu passing game needs work.
All that being said, i feel that these sliders do actually present a good base...and since this is my first game with them, i will continue to play with them, as truthfully, this game feels like an outlier. i'll play another game (hopefully tomorrow) and post the stats from it. keep up the good work!
Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME
Quote:
Originally Posted by redhat16
Jacksonville Jaguars at Minnesota Vikings
Sep 17, 2012
1ST
2ND
3RD
4TH
SCORE
Jacksonville Jaguars (0-1)
3
0
0
0
3
Minnesota Vikings (1-0)
7
28
10
14
59
Team Stats Comparison
JAC
MIN
Total Offense
86
528
Rushing Yards
31
352
Passing Yards
55
176
First Downs
6
23
Punt Return Yards
34
66
Kick Return Yards
182
49
Total Yards
302
643
Turnovers
3
1
3rd Down Converstion
0
9
4th Down Conversion
0
0
2-Point Conversion
0
0
Red Zone Touchdowns/Field Goals
1
8
Penalties
20
10
Posession Time
14:50
45:10
Jacksonville Jaguars
PASSING
C/A
YDS
TD
INT
Chad Henne
10/27
99
0
2
RUSHING
ATT
YDS
AVG
TD
Maurice Jones-Drew
8
32
4
0
Rashad Jennings
1
0
-1
0
RECEIVING
REC
YDS
AVG
TD
Mike Thomas
3
39
13
0
Justin Blackmon
2
25
12.5
0
Laurent Robinson
2
24
12.0
0
Marcedes Lewis
2
10
5
0
Maurice Jones-Drew
1
1
1
0
BLOCKING
PANCAKE
SACK
Brad Meester
3
0
Uche Nwaneri
0
2
Minnesota Vikings
PASSING
C/A
YDS
TD
INT
Christian Ponder
18/23
194
4
1
RUSHING
ATT
YDS
AVG
TD
Adrian Peterson
33
215
6.5
1
Toby Gerhart
18
137
7.6
3
RECEIVING
REC
YDS
AVG
TD
Percy Harvin
7
71
10.1
0
Kyle Rudolph
6
81
13.5
1
Jerome Simpson
2
19
9.5
1
Jerome Felton
1
1
1
1
John Carlson
1
8
8
0
Greg Childs
1
14
14
1
BLOCKING
PANCAKE
SACK
Geoff Schwartz
6
0
Phil Loadholt
5
1
John Sullivan
3
1
Charlie Johnson
2
1
Matt Kalil
2
0
as you can see, i basically destroyed the jags. lol. that being said the game still felt....i dunno, like it was being played right. the thing that really jumped out at me, was that running the ball was just too easy. i gashed the jax D over and over again.....the cpu run game was actually legit, averaging 4 ypc, but they were down by so much so early, they threw alot....and based off of this game, the cpu passing game needs work.
All that being said, i feel that these sliders do actually present a good base...and since this is my first game with them, i will continue to play with them, as truthfully, this game feels like an outlier. i'll play another game (hopefully tomorrow) and post the stats from it. keep up the good work!
The Vikings are my team and I would LOVE for them to actually play this well at least once this season. Fluke games are possible but DAMN what happened to the Jags lol.
Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME
Quote:
Originally Posted by MarketingWiz
UPDATE:
Came up for air out the lab....
PRO mode does not have problems with the CPU running game.... Problem is that the game turns into an offensive slug fest at my skill level....
Have been working on many different theories on how to "tame" this mode and get it to provide realistic stats, along with realistic play mix from the CPU, along with a minimal amount, if any at all, house rules.
The challenge comes from putting in 8 games in season to see the set play out.... Have worked on several different theories in PRO mode, so that's at least 32 games I have played with my theories being tested.... That my friends is a lot of M13.... Will probably take a break and catch some REAL NFL football on the boob tube...
What about just lowering the qb accuracy to 10 or less? Also lower wr catching. That would help stop offensive shootouts.