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

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Old 10-25-2012, 03:43 AM   #761
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

I would recommend turning down CPU run block and maybe even CPU break tackle a bit. My next game has been a complete disaster so far. Matt Forte has been a combination of Gale Sayers and Walter Payton with 224 yards and 5 TDs and its only the 3rd quarter.
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Old 10-25-2012, 03:55 AM   #762
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by chino22
I would recommend turning down CPU run block and maybe even CPU break tackle a bit. My next game has been a complete disaster so far. Matt Forte has been a combination of Gale Sayers and Walter Payton with 224 yards and 5 TDs and its only the 3rd quarter.
Interesting... Sounds like your tackling skills are lacking maybe? Will explore your suggestions in lab...




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Old 10-25-2012, 04:11 AM   #763
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

I wouldn't say its my tackling skills. You did say to use the no-switch rules on defense. So in effect, he was running all over my CPU controlled teammates.
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Old 10-25-2012, 01:20 PM   #764
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

I had to pause the game to post this because I was so freaking excited. I just saw something happen in my game that I can't remember ever happening in my madden playing before - my team blocked a punt.

It's way too early to really say anything yet, since this is my first game with the updated sliders, but so far they have really brought life to my special teams play. Special teams is exciting now. In addition to the blocked punt, I had a kickoff return for a td. The return was interesting for two reasons, one more so than the other. First, I actually found that my team was able to hold their blocks for a second, instead of it just being an auto 20-something yard return. Secondly, and more interestingly, I saw fatigue at work. My returner is a guy I drafted who has blazing speed, but horrible stamina (65 I think). He was chased by lbs the while way, but the lbs started catching up around the 15 yard line because my dude was visibly tiring. I think that's really exciting and realistic, as far as fatigue goes.
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Old 10-25-2012, 02:24 PM   #765
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

As we say here : Formidable !!
played with the last set of sliders. Nothing to say. Very challenging and very exciting.
SF (me) vs GB (CPU) : 17 - 20
field goal at 5 sec of the end gor GB.
The run play was very hard for the both sides, but very pleasant.
The passing play seems to be a little bit easier than before. I will may be ty with the sliders for both sides at 50 of even below (48). I don't know if it is a good idea, but I will try.

Bon travail. Bravo.

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SF (381 - RY 49 & PY 332)
GB (377 - RY 146 & PY 231)
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Old 10-25-2012, 02:29 PM   #766
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

I wanted to say :
50 for WR catches for boths sides or even 48
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Old 10-25-2012, 02:39 PM   #767
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by chino22
I wouldn't say its my tackling skills. You did say to use the no-switch rules on defense. So in effect, he was running all over my CPU controlled teammates.


LOL.... Now dat is some straight dope-a-rope right there....

Listen, the guidelines are simply that, guidelines. If the house rule do not work for you, and you need to work yourself into them, feel free to modify the switch rule on runs...

It just might be that once a lot more data comes in, that we realize that we need to modify sliders or house rules....

Try playing at least 2/3 of a season to get a good perspective of what the sliders can and don't do well, and give the thread feedback...

Once again, the thread appreciates your participation and future comments... Peace, out.



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Old 10-25-2012, 02:53 PM   #768
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by Weewam
I had to pause the game to post this because I was so freaking excited. I just saw something happen in my game that I can't remember ever happening in my madden playing before - my team blocked a punt.

It's way too early to really say anything yet, since this is my first game with the updated sliders, but so far they have really brought life to my special teams play. Special teams is exciting now. In addition to the blocked punt, I had a kickoff return for a td. The return was interesting for two reasons, one more so than the other. First, I actually found that my team was able to hold their blocks for a second, instead of it just being an auto 20-something yard return. Secondly, and more interestingly, I saw fatigue at work. My returner is a guy I drafted who has blazing speed, but horrible stamina (65 I think). He was chased by lbs the while way, but the lbs started catching up around the 15 yard line because my dude was visibly tiring. I think that's really exciting and realistic, as far as fatigue goes.

Niiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiice.... These are "side-benefits" you get with this slider set.... I personally have seen blocked field goals, have had 59 yard field goals made against me to win the game in the closing seconds of the 4th quarter, have seen defensive pass interference, have had Ask Madden offer me the option to pass the ball on a punt on a couple of occasions, have had CPU RB use the "jump" animation to have the CPU RB "jump" over the O-Line / D-Line pile for touchdowns.... The list goes on and on...

It's almost as if M13 breathes more legit NFL reality within the current slider ranges suggested.... Not sure what I can attribute it to, but me believes it may have something to do with "balancing" the sliders when developing them, in other words finding that balance point where if you pass it, it favors the CPU too much, or if you are under the balancing point, it favors the HUM too much. For instance on passing. By dialing the QB ACC sucker up to 7, even average schmoe QB's have great stats very regularly. And vice versa, if you dial it to 4, great QB's turn into Brady Quinn... So certainly, the sweet spot, the balancing point is between 4 and 7.

Also, I am testing if "zeroing-out" certain sliders impacts the "side benefits" that you will see by playing with these sliders... Dunno, that's why I go and work in the lab, cook it up, and you guys tell me how it tastes....

Once again, the thread appreciates your participation and future comments... Peace, out.



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