thats funny same thing happened to me against the saints. i was down 8 and they had the ball with a minute left. i had 1 timeout. here they come out in shotgun throwing it around. i picked it on third down but couldnt score(damn skins). but some of the team management is ridiculous. ive had several crazy drives by the cpu.
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Madden NFL 10 2nd Title Update Details
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Re: Madden NFL 10 2nd Title Update Details
thats funny same thing happened to me against the saints. i was down 8 and they had the ball with a minute left. i had 1 timeout. here they come out in shotgun throwing it around. i picked it on third down but couldnt score(damn skins). but some of the team management is ridiculous. ive had several crazy drives by the cpu. -
Re: Madden NFL 10 2nd Title Update Details
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.thats funny same thing happened to me against the saints. i was down 8 and they had the ball with a minute left. i had 1 timeout. here they come out in shotgun throwing it around. i picked it on third down but couldnt score(damn skins). but some of the team management is ridiculous. ive had several crazy drives by the cpu.
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...Comment
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Re: Madden NFL 10 2nd Title Update Details
Yeah, a chew clock option like in NCAA would be nice inside of 2 minutes.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...
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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.
BigBlueComment
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Re: Madden NFL 10 2nd Title Update Details
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 lolcouldnt 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."People ask me what I do in winter when there's no baseball. I'll tell you what I do. I stare out the window and wait for spring." - Rogers Hornsby
TEAMS:
Baseball: Red Sox
Basketball: Celtics, Duke, U Richmond
Football: Duke, U Richmond (FCS)Comment
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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!Comment
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Re: Madden NFL 10 2nd Title Update Details
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.Comment
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Re: Madden NFL 10 2nd Title Update Details
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.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.
BigBlueComment
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Re: Madden NFL 10 2nd Title Update Details
Yep, that is total garbage.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!Comment
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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?Comment
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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?
It might. In my efforts to actually get a running game, I put my run D sliders at 0/0/5 and suddenly the AI was trying to pound the ball and stay with it. It might have an impact because it's trying to "make it harder" on you by doing what your sliders are hardest at, but the result in game seems like it could be more running. Plus the lower sliders give successes which probably help the AI stay with it.
Also, had a game last night where I stuffed Jamal Lewis, but they stayed with him all game. He had 21 carries and some of the 4th quarter ones were significant.
So it could be a possibility.Last edited by KBLover; 12-02-2009, 12:53 PM."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: Madden NFL 10 2nd Title Update Details
Yeah, super sim is awful. Yet another thing it should do like Head Coach 09 - super sim runs the accel. clock like during a played out game.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.
And, like everyone else, some stupid clock management decisions like running up the middle on their own 25 yd line, then calling time out. Running the ball when down by 14+ with less than 2 minutes left (of all the times to go to the run...), the "automatic" time out with 1:01 or so on the clock (just about every time the AI has the ball, it will call timeout around 1 min left in the game, even if my D is clearly off balance - the AI will kill it's own flow with the "auto" timeout)."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: Madden NFL 10 2nd Title Update Details
In coach mode, I also went up against Lewis last night. I'm using sliders from here(Bill Harris) and Lewis was gaining 7yds/attempt and over 100 yds @half. I started using more pinch plays in the second half and more engage 8's. They stuck with the run and I started to shut it down. Finally, I pulled ahead and they had to pass the rest of the game.It might. In my efforts to actually get a running game, I put my run D sliders at 0/0/5 and suddenly the AI was trying to pound the ball and stay with it. It might have an impact because it's trying to "make it harder" on you by doing what your sliders are hardest at, but the result in game seems like it could be more running. Plus the lower sliders give successes which probably help the AI stay with it.
Also, had a game last night where I stuffed Jamal Lewis, but they stayed with him all game. He had 21 carries and some of the 4th quarter ones were significant.
So it could be a possibility.
They were down by two with less than a minute left and all their timeouts. They started running the ball and calling timeouts. I stopped them on 4th down and they turned the ball over with 18 seconds left. Weird. Game over.Comment
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Re: Madden NFL 10 2nd Title Update Details
i don't think so in terms of the number of run vs. pass plays called. the sliders should just change effectiveness of attributes. to tune the play calling, you should adjust the coaching sliders / settings. this makes a big difference in pass vs. rush and the blitzing. the only problem is you need to control all the teams and this turns off CPU trades in a franchise.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?Comment

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