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

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Old 09-03-2012, 01:49 PM   #17
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Interesting. I am playing the Broncos right now week 6 of year 2 in online CCM. First game with user PDRT at 55, Manning has 10 attempts so far, only one rush. You guys may have cracked that code as far as ratio of CPU play calling problems...
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Old 09-03-2012, 02:04 PM   #18
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

JAREDLIB: Thank you for your input. Listen, when you have spent the equivalent of close to 2-3 years of your life only playing Madden, seeing the game sim, somewhat accurately and deliver a balanced mix of runs and passes, a tear swells up in the corner of my eye. A good bud that I play fantasy baseball with, who also happens to be a big honcho at EA Sports, has also given me kudos for this base set of sliders. Now, if he could only get his development team to make the game play just like Play Now mode and eliminate the "pinball" effect of the infinity engine so that runners don't juke into body crumbling heaps of crap, then Maddenites would be on their way to the Holy Grail of finally having an outstanding NFL sim experience. I am just glad to see that EA sports is finally getting just a tiny bit closer to creating a very solid game.
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Old 09-03-2012, 02:18 PM   #19
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

I'm at half now, up 13-3 on the Broncos.

Liking some things I am seeing for sure. First, I kinda like the feel of very slow. It's definitely something I feel may be an acquired taste for the masses, but I kinda dig it. Also, 15 min qtrs with 15 second min clock is the way to go. Its about as close to the real thing as far as T.O.P. and flow of the game (when the ball is getting snapped, etc) as I have seen yet in a video game. I had been using 12 mins with 20 seconds but this is definitely a winner.

I don't have your sliders input as posted, which is why I won't post stats or comment on the set, I kinda have a frankenstein going with jarrods black set, schnaidts penalties, your qtr/clock settings and PDRT settings. Since I am using your PDRT settings, I will say that I can already tell a difference in CPU playing calling. That being said, I dont know if its the threshold at 100 or the setting being at 55 but I do feel like in man coverage I am seeing some psychic play from my guys, but I will play it out and also another game (I watch all the replays on pass plays, so it takes me a while) and see how that area goes.

Regardless, good work, I appreciate all you guys posting your ideas and theories on the game. If EA just makes it play like play now, we wont ahve to worry, but until they do, this community needs to work together to get the game playing right in CCM
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Old 09-03-2012, 02:34 PM   #20
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

JAREDLIB: I used to be a die-hard, fast to very fast guy back in the day. Over time I have warmed up to Slow and Very Slow. I think that I liked very fast and fast because I always was the Falcons and Michael Vick. Man it was fun to run around being Vick and flick those passes on the dead run. Unfortunately, Vick "dissapeared" from Madden for a while, I got into my 30's and I no longer wanted a video game of the NFL, I wanted a SIM of the NFL. In my humble opinion, ONLY the VERY SLOW provides the beauty, grace and violence of the NFL on Sundays. On VERY SLOW you can see the game unfold. Regarding the speed thresh hold set at 100, it is a band-aid that helps the CPU running game. I get much better CPU YPC Avg.'s with the speed threshold at 100. It seems counter intuitive, but I think it has to do with the flaw of the CPU juking himself into tackles and running into the back of his lineman's rear ends and going down in a heap...

In recent years past, my speed threshold was typically between 25 and 35, however with M13, it just does not give me the SIM experience I believe that M13 is capable of producing.

I appreciate any all feedback you and all the other Maddenites have provided thus far.

Last edited by MarketingWiz; 09-03-2012 at 02:37 PM.
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Old 09-03-2012, 03:24 PM   #21
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

MarketingWiz, loving your sliders, dude. Great work! Quick question for you...

When playing offline CCM as a player (specifically a QB), I'm noticing that my team is really struggling to run the ball. I'm thinking this is because it's actually the CPU doing the running and not me as the passing game feels right on. Would a potential "fix" for this be setting the Human run sliders the same as the CPU? In effect, it would be evening out the running game while only adjusting the passing game for the human aspect of playing. Just wanted your thoughts on this. Thanks.
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Old 09-03-2012, 03:54 PM   #22
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Your sliders are in the direction of what I have been running in my CCM. I have been running the speed threashold at 100 since the demo and in my opinion it is the way to go. I really don't understand most roster sets being created around a threashold of 0. In Madden speed is already to important in my opinion. A threashold of 100 creates the most realistic player separtion (also my opinion). I have seen kickoff returns with players like Cribbs and Hester but they don't come easy. I also have had some games where the computer runs the ball well. (I have slowly been moving the computer run blocking sliders up and my reaction time is low.) Glad to see someone throw up a set based off 100.
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Old 09-03-2012, 03:57 PM   #23
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Great set. Just a question. If i went to slow, what would you recommend setting threshold to. Maybe 75?

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Old 09-03-2012, 04:29 PM   #24
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

my sliders in ccm mode will not adjust at all. Anyone else having this problem???
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