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Sliders for Human vs Human CFM

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Old 04-04-2014, 08:50 PM   #1
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Sliders for Human vs Human CFM

We've been messing with sliders every since the game came out and we are a full 32 human CFM that has been in existence for 4 years. While we have some rules in place concerning depth charts, and use of the no-huddle, we don't have rules concerning the amount of times a play can be run, or, who someone can "user". We also are in our 4th full season and the players on the team have gotten better due to XP.

I say the above because, some of the sliders on here have "rules" concerning of those things and it's really "confining" to a flow of game, and almost impossible to enforce as a commissioner.

So, with that said, when it comes to stopping some of the OP run games that are out there,,, we went to a -0- based slider on some things and it's REALLY made a difference. Run games, if you ARE playing a run defense has slowed what once was averages of like 7 to 10 yards per carry, to... 3.5 to 6.

All-Pro: And as far as HS, BH, AS, and SA, you can do with those what you will, makes no difference other than preference.

Here's the slider numbers: 0-Run Block,,,0-Pass Block,,,0-Hold,,,,0-Offside.

Penalty Sliders: 0-False Start,,,,100-Tackling,,,,56-Face Mask.,,,,100-Punt Return Interference,,,100-KR,,,,50-Intentional Grounding,,,0-Clipping.

For Pass Defense: We have it at 54-Def Int and 46-Off Int. With a QB Acc at 07.

The thing I think the sliders "do",,, is create the animations, period. They don't really "cause" penalties", but, they are the problems we see in the game, when it comes to the "over-powered run game". You're NOT going to be able to "stop" run games with pass defenses (nor should you be able to anyway), but, if... you play a "run defense",,, then those WILL do their job. Hope this helps someone. And thanks to the few that have answered any questions I asked earlier in the year.

Last edited by capt.krappy; 04-04-2014 at 08:55 PM.
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