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Madden NFL 10 2nd Title Update Details

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Old 12-02-2009, 08:40 AM   #153
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Re: Madden NFL 10 2nd Title Update Details

Quote:
Originally Posted by rgiles36
Yea, there are some issues with clock management with the AI. I've seen some passing plays ran when they should be running or kneeling the ball.

The same thing happens when you supersim. When there's less than two minutes and the losing team has no timeouts, I like to supersim to the end. But next thing you know, the ball has changed hands and while I haven't lost, there are obviously some programming flaws in supersim.

I'd rather the accelerated clock run within two minutes so the time wouldn't drag with a lead...
Yeah, a chew clock option like in NCAA would be nice inside of 2 minutes.
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Old 12-02-2009, 09:06 AM   #154
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Re: Madden NFL 10 2nd Title Update Details

How about this one . . . Not sure if this was ever mentioned. I had my Giants against the Cowboys. Game goes into overtime. The CPU Cowboys win the toss . . . and ELECT TO KICK! I did a double-take not sure of what I was seeing. Sure enough, they kickoff. I win via FG.

Great AI.

BigBlue
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Old 12-02-2009, 09:12 AM   #155
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Re: Madden NFL 10 2nd Title Update Details

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Originally Posted by prime21time37
couldnt agree more. today, right before halftime i punted to the cpu with like 45 seconds left. deep in there own territory they call 3 straight dives up the middle and burn all 3 timeouts. yes, even called a timeout to punt it back to me. with like 10 seconds left i manage to get in fg range, but didnt kick it cause it felt cheap!!! dont know how hard it is to implement some sort of scheme, but it makes it stupid sometimes.
I have had this very same thing happen to me....there are definitely situational problems that EA needs to address. Oh, by the way, I did kick the field goal and win....just couldn't help myself lol
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Old 12-02-2009, 09:23 AM   #156
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Re: Madden NFL 10 2nd Title Update Details

Super sim doesnt work in this game anyways.

It does not take the accelerated clock into consideration.

So if you super sim a 15min quarter game, like 250-300 plays occur. Should about 125.

Watch how much time comes off the clock next time you super sim a play... Its only like 15 seconds on average. Should super-sim off 25 seconds and then some!
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Old 12-02-2009, 09:48 AM   #157
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Re: Madden NFL 10 2nd Title Update Details

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Originally Posted by KBLover
Also, I think the AI give up too easily on the run.
100% in agreement...basically, i really have to adjust the coach profiles to counter this...but i don't like controlling all the teams b/c it results in no CPU trades. this is incredibly annoying.
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Old 12-02-2009, 09:50 AM   #158
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Re: Madden NFL 10 2nd Title Update Details

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Originally Posted by BigBlue
How about this one . . . Not sure if this was ever mentioned. I had my Giants against the Cowboys. Game goes into overtime. The CPU Cowboys win the toss . . . and ELECT TO KICK! I did a double-take not sure of what I was seeing. Sure enough, they kickoff. I win via FG.

Great AI.

BigBlue
This isn't as far fetched as you might think. Some teams DO elect to kick in overtime. Tony Dungy was just talking about that last sunday night.
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Old 12-02-2009, 11:56 AM   #159
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Re: Madden NFL 10 2nd Title Update Details

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Originally Posted by kpkpkp
Super sim doesnt work in this game anyways.

It does not take the accelerated clock into consideration.

So if you super sim a 15min quarter game, like 250-300 plays occur. Should about 125.

Watch how much time comes off the clock next time you super sim a play... Its only like 15 seconds on average. Should super-sim off 25 seconds and then some!
Yep, that is total garbage.
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Old 12-02-2009, 12:02 PM   #160
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Re: Madden NFL 10 2nd Title Update Details

Speaking of CPU playcalling, do you all think there is an effect on their playcalling based on the slider settings? I have changed sliders to increase and decrease things like pass and run blocking, and pass rush and shed blocking (run defense), WR catching, QB accuracy and seemed to get different percentages when I went to different extremes. For example, it seemed like they ran the ball much more when my QB accuracy and/or WR catching went below 25, or when run blocking was significantly higher than pass blocking, etc. Maybe I haven't played enough games to legitimize this, though. I also have deeper passes, again seemingly, whenever pass blocking and WR catching and QB accuracy are decent and not too low.

What are your observations?
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