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All Madden Interceptions
This is a discussion on All Madden Interceptions within the Madden NFL Old Gen forums.
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09-23-2010, 01:15 PM | #17 | ||||||||||||||||||||
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Re: All Madden Interceptions
[quote=PGaither84;2041645335][quote=Franchise408;2041644630]I don't think so.
It seems to me that as soon as a slider gets knocked up to 15 (All-Madden status), the AI goes into a whole other mode. Between Madden '10 and Madden '11, I literally cannot lower the overall sliders below 15, otherwise I completely dominate the CPU without ever facing the threat of being stopped.
I understand that things are going to be harder, I -WANT- that. But I also want the ratings of my players to mean something. So when I have Michael Crabtree who, by season 3 which I am in, has a 99 catch rating, I don't want him dropping passes when he is streaking wide open down field without a defender within 10 yards of him. When I have two OT's on either side who have pass blocking ratings in the 90's, I don't want any and every CPU controlled defensive lineman blowing past them like they are traffic cones on every single pass play, or everytime I call a run play behind my 90 rated run blocking guards, I watch them get tossed aside like ragdolls EVERY SINGLE TIME there is no double team on the defender. I don't even have the CPU's offense set to All-Madden, I have it set to All-Pro and I see tons of ridiculous things. If there was enough space on my EA highlights page, I would save the replays of the b.s. I face game in and game out with this Madden. I have watched the CPU make perfectly placed passes to receivers who slip on their routes, thrown to where the receiver can get up, and zoom in front of the breaking defender. The CPU treats things like a receiver slipping in the rain as merely part of the routine route and plans for it, instead of it being a detriment. I watch one single CPU offensive lineman able to hold off 2 or 3 of my defenders so that the running back can run RIGHT into my overload blitz without fear of ever being touched. When my pass rush DOES get to the QB, and the CPU gets off their "just in the nick of time" pass, I watch everytime as the zoom a perfectly thrown pass downfield 30 yards into double coverage, AS they are getting blown up by a blitzer on the blindside. My "just in the nick of time" passes fall gently into the hands of the defensive linemen who run it in for touchdowns. And these are issues that cannot be fixed by sliders. If I adjust the CPU sliders any lower, they become completely inept. If I adjust mine any higher, I become completely dominate and unstoppable. I don't even have Alex Smith anymore, I drafted a QB who was rated 85 as a rookie, and has a 90+ throw power and every accuracy rating is in the mid to high 80's. So yes, I expect a little bit of accuracy, and to not miss so poorly on swing passes. I have receivers with catch ratings ALL in the 90's (save for one guy) so I expect my receivers to not drop wide open passes. There is a trend to my dropped passes to. It never happens on the drag pattern when the CPU is swarming to make a tackle. No, I always make that completion for the 5 yard gain. No, it's always when I call a play and totally beat the CPU, and the receiver has room to run, and will score. But because the CPU got beat, and that particular play wasn't coded for the CPU to get beat, my receiver with 99 catch, 90+ catch in traffic, and 90+ spectacular catch drops a WIDE OPEN pass from my 85+ accuracy across the board QB. Or the QB sails the pass by about 10 yards. I don't care WHAT difficulty setting I am on, that should not happen. Ever. Instead, it happens routinely. |
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