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Originally Posted by Tuscaloosa |
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Yeah man, I've never come across those sources right there. I'll have to check them out. Here is where I got that info from. Kaalib was able to look at the Raw Data/Game Code in the NCAA and Madden games for the 360 somehow and would find out what the ratings meant and how they worked in game; and then when I went back and bought Madden 12 for 360, I started looking up info on that and I saw where the guys were saying to set the depth chart by Awareness instead of Overall...same went for pin I think who does the conversion rosters for 12 and 13 because somehow when the roster are converted over, the overall's get messed up. So, I've been doing it ever since.
Post #1
https://forums.operationsports.com/f...e-ratings.html
Post #21 (In this post he was talking moreso about QB Awareness and how it affects picking up blitzes and the sack radius around the QB. I've tested this one and know it to be true. Using my Fictional Roster and default sliders, if a QB has high awareness, it's very difficult for the DLine to get any pressure at all because 1) it takes longer for the OL and DL to engage, which gives the QB more time and by the time the DL animates a move the ball is gone and 2) it seems like there is more of a wall or force field there which makes it difficult for the DL to break block. But, when I lowered QB awareness, the OL/DL engaged each other faster and DL moves animate faster which makes the sack radius "smaller."
I was getting really frustrated because I couldn't find a way to get the DLine to generate pass rush without making drastic moves with sliders.
https://forums.operationsports.com/f...ratings-3.html
This was a post from 2015 about Madden 16 for the 360. At this point NCAA was 2 years removed form this game. The part I paid most attention to from Post #1 was this:
"6) Awareness Functions (has nothing to do with AI awareness, might be miss labeled)
- Is the actual OVR of a player (might be mislabled)
- the higher this is, the higher the #5 is.
- Players in Draft Classes depth chart positioning are in-line with this rating
(ie the higher the rating, the higher they are on the depth chart)
- Modifier of all ratings
(Players will have their high ratings modified by having low AWR)
- as it increases the closer to that rating the AI controlled player will function
(ie Catch = 85/AWR = 40, player will drop passes even though the rating is high)"
He went on to explain more about this throughout the thread so I decided to give it a shot seeing as though I'm always looking for something new every year lol.
https://forums.operationsports.com/f...-cfm-play.html
Also Post #56
https://forums.operationsports.com/f...fm-play-7.html