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Originally Posted by nekolas |
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1. every game against CPU is easy anyway, so much in fact that in my M13 online franchise we had to impose a max score against CPUs, because several people were beating them too much. In online franchise, all that matters is the human competition for playoffs/superbowl
2. cap matters a lot. You speak of raising a players OVR fast, but this is mainly through AWR. AWR basically does nothing unless you are simming. So you may have 80 ovr back ups, but they are "inflated". Try again but by raising the important attributes for each position and tell us if it as easy
^ that being said, the system is flawed. My play in M13 became very XP concentrated, so that every CPU game was about hitting players goals in order to maximize XP. It became a drag, ruined what madden is about, and made my starters so powerful that rookies became useless, since it would take too long for them to train to become better than even my back ups. (i couldnt help myself though, because i was playing in an online franchise with other teams doing something similar, so to keep up..)
Anyway, point being, with salary cap your pumped starters and back ups are going to demand too high a salary for you to keep up in about 3-4 years.
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SMH
I already talked about the cap. you could just trade players away #1 before their contract is up. Plus even after they leave you you still got 2 years out of them at a high level of play. Oh and not to mention that means every draft class you have can do this
and you really say that awr doesn't matter? Really? Maybe not for a player you control and not all that important for WRs...but you really think that awr doesn't matter for the 10 players you aren't controlling on D? AWR doesn't matter for your OL?
Hello sir. I would like to introduce you to a game called madden. It is in it's 25th year and it still can't get it right. The awareness attribute does matter though, so there is a plus