Fuller's Offline Franchise Sliders: Those looking for help

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  • L_Fuller_L
    Rookie
    • Oct 2012
    • 45

    #1

    Fuller's Offline Franchise Sliders: Those looking for help

    Hey Everyone,

    My User v. User sliders/Online Franchise/Online Community sliders are officially done. I ain't touchin them. They are playing too dang good.

    Final Update: User v. User Sliders
    Tested: Combined games of 5, finished @ 1/09/14 4:53pm EST
    Version: Full Final - Not being touched

    View Here for The last settings Im using


    Offline Franchise:

    Game Speed: Very Slow
    Quarters: 10
    Play Clock: 15
    Injury: 44
    Fatigue: 56/60
    Min. Speed Threshold: 88

    User Skill v. CPU
    QB: 4
    PB: 0
    WR: 0
    RB: 0
    FMB: 68
    DPR: 84
    INT: 72
    DPC: 92
    TAK: 92

    CPU Skill v. CPU
    QB: 80
    PB: 12/32/48
    WR: 48/52/56
    RB: 8/24/32
    FMB: 68
    DPR: 84
    INT: 72
    DPC: 92
    TAK: 92

    View web-site for penalty settings
    Click Here

    Use the Skill Set listed above for Offline with multiples of 4 and adjust as it fits for you. I'm not even going to explain how I figured out multiples of 4 - It was ridiculous. The Skill Set listed on the web-site in full detail is STRICTLY for User v. User. But, Penalty settings will work with offline.

    Auto-Subs:
    QB: 50out/60in
    OL: 65out/70in
    Everything else: 72out/77in

    Please Post Game-Recaps/Stats/Scores - So that everyone can collaborate.

    Thanks,
    Fuller
    Last edited by L_Fuller_L; 01-09-2014, 07:05 PM.
  • tha0ne
    Rookie
    • Aug 2009
    • 44

    #2
    Re: Fuller's Offline Franchise Sliders: Those looking for help

    Before I ask this question I would like to say that your sliders have provided me with the best gameplay by far on this game.

    Now on to the question: How did you come to having the INT slider at 72?

    Comment

    • L_Fuller_L
      Rookie
      • Oct 2012
      • 45

      #3
      Re: Fuller's Offline Franchise Sliders: Those looking for help

      Oh man,

      Let's see.

      1st thing I figured out were that attributes and ranges of the players. One of the ranges for Play Recognition is 89 and the other range for Pursuit is 93? Or maybe there Flipped flopped - You can sort it out on madden, by going to view all NFL players and sort the lowest to the highest and that's the range your working with to get accurate attributes.

      Play Rec = Pass Coverage/Run Coverage (7-98 = 91 Range)
      Pursuit = Pass React/Run React (10-99 = 89 Range)

      And the closest multiple associated with that are multiples of 3, 4, 5, 7, 10 - I think, I'm doing this off the top of my head. I have a notebook with it all. And I found Multiples of 4 through trial and error to be the most consistent.

      But, Then I got the average of INT defensively which is 40 I think or 39.5 with Catch, CIT and SPC of all Defensive positions (DT,RE,LE,LB,CB,S). But, the way it was playing with computer was that the Players USER v. CPU awareness is bad at a 40/36/32 slider (Multiples of 4).

      So, I used 72 because your offensive players that can Catch (HB/FB/TE/WRs) have to average with the Cornerbacks with using SPC/CTCH/CIT - All those catching attributes count as variables and values. So, you can't ignore them. You have to use them.


      And it turned out 72 was also a multiple of 4.
      My worked checked itself out with The Following explanation of how I know, the INT Slider is right.


      now USER v. USER - the awareness at an 72 INT slider is insane, awareness wise. But, coverage wise the slider at 72 is terrible for User v. User - that's how I knew multiples of 4 were not going to work for User v. User sliders.

      (Ironically, 4 is a multiple of 16 and 16 is what I figured out for the User v. User sliders, by how the game programming works.

      Multiples of 4: User v. CPU - Slider
      Multiples of 16: User v. User - Slider Sets (Do not combine U v. U and U v.C - doesn't work - I tried far too long)

      So, knowing that the INT User v. CPU - when I was playing in November and December offline - before I started attacking User v. User - That was the number I knew was right. So, I took the ranges and figured, well what are the multiples of 4.

      Pass Reaction - The range = 89, so I went with 84 because the reaction time was to high at 88/92 and 92 is already being used for the pass coverage setting. On, User v. CPU - You really can't use the same numbers unless the slider is going support it, not enhance it. And in this case 92 @ Pass Reaction would not support Pass Coverage, it would enhance it.

      ***88 works it self out*** you'll see how

      Pass Coverage - The range = 93, so I went with 92 because we all know if you play this game enough, the pass coverage is not strong in Man/Zone since the patches 1.02/1.03.

      And you can't go with a Pass Coverage of 100, because then you are setting your Pass coverage at divisibles of 25 and that's the default Madden settings.

      Rookie = 100 User Settings
      Pro = 75 User Settings
      All-Pro = 50 User Settings
      All-Madden = 25 User settings (With 50 Catch and another slider @ 50, can't remember)

      But, yea, so that's why I went with 92 on the Pass Coverage. Now, strangely enough. If you went with 96 DPC, it would be the right number, but it would be playing to high for no error/perfection gameplay. So, just because 96 isn't right for gameplay - it is right mathmatically. So, you take 96 - 88 DPR and they are a difference of 8.

      So, take another difference of 4 (Because you have to stick with the multiple of 4 formula) from 88 and you get 84. So, now
      DPR = 84
      DPC = 96

      The median of those two numbers is 88 - which is a multiple of 4.

      And the crazy part is.
      96 - 84 = 12.

      And if you take
      84-12 = 72

      Note: I had to use 72 to make sure it worked with the multiples of 4 - then I had to figure out what the "right" numbers were mathematically and what the "right" numbers are game play wise and still make sure that they do what they have to, to play not just true to game play attributes - but, to literally be right mathematically also.

      And 72 is The INT slider I figured out based on ranges/attributes.



      So, there ya go.
      Last edited by L_Fuller_L; 01-10-2014, 02:01 AM.

      Comment

      • gnastygnorc
        Rookie
        • Dec 2013
        • 109

        #4
        Re: Fuller's Offline Franchise Sliders: Those looking for help

        looks awesome, ill try them out. i heard the CPU plays like a turd on less than normal gamespeed tho. the website is for online and what u posted up thre is for offline right?
        Last edited by gnastygnorc; 01-10-2014, 07:07 AM.

        Comment

        • gnastygnorc
          Rookie
          • Dec 2013
          • 109

          #5
          Re: Fuller's Offline Franchise Sliders: Those looking for help

          also at the bottom of the site it says "the lower the INT, the better the coverage!" yet here u list it at over 70...confused lol

          Comment

          • PanthersGM305
            Pro
            • Dec 2010
            • 563

            #6
            Re: Fuller's Offline Franchise Sliders: Those looking for help

            I'm not getting the formula...I apologize.

            <table border="0" cellpadding="0" cellspacing="0" width="255"><colgroup><col style="mso-width-source:userset;mso-width-alt:9325;width:191pt" width="255"> </colgroup><tbody><tr style="height:15.0pt" height="20"> <td style="height:15.0pt;width:191pt" height="20" width="255">Offline Franchise:</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">
            </td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">Game Speed: Very Slow</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">Quarters: 10</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">Play Clock: 15</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">Injury: 44</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">Fatigue: 56/60
            </td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">Min. Speed Threshold: 88</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">
            </td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">User Skill v. CPU</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">QB: 4</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">PB: 0</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">WR: 0</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">RB: 0</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">FMB: 68</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">DPR: 84</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">INT: 72 *
            </td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">DPC: 92 *
            </td> </tr> <tr style="height:15.0pt" height="20"> <td class="xl64" style="height:15.0pt" height="20">TAK: 92 * isn't this high for user
            </td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">
            </td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">CPU Skill v. CPU</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">QB: 80 @ 15 CPU go's 80%
            </td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">PB: 12/32/48</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">WR: 48/52/56</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">RB: 8/24/32</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">FMB: 68</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">DPR: 84</td> </tr> <tr style="height:15.0pt" height="20"> <td class="xl64" style="height:15.0pt" height="20">INT: 72</td> </tr> <tr style="height:15.0pt" height="20"> <td style="height:15.0pt" height="20">DPC: 92</td> </tr> <tr style="height:15.0pt" height="20"> <td class="xl64" style="height:15.0pt" height="20">TAK: 92</td> </tr> </tbody></table>
            Last edited by PanthersGM305; 01-10-2014, 12:52 PM.

            Comment

            • Cliffking
              Pro
              • May 2013
              • 533

              #7
              Re: Fuller's Offline Franchise Sliders: Those looking for help

              Thank u for posting these up...gonna test these today

              Comment

              • ich2233
                Banned
                • Dec 2013
                • 108

                #8
                Re: Fuller's Offline Franchise Sliders: Those looking for help

                Don't bother with these sliders guys. They're a joke. 19-0 in the 1st Q 5 carries for 105 yards. Opponent had 5 yards of total offense to my 135. Did like the difficulty in QB lay though it was definitely harder. Oh and I had 6 sacks without usering Dlineman. Couldn't bare to play another Quarter so I turned it off.

                Fuller you're talking out of your *** with this Math **** dude. Have you turned in your Multiplication Table yet for HW because you might want to ask your parents for some help man. I thought Operation Sports sucked and you had it figured out?

                Comment

                • L_Fuller_L
                  Rookie
                  • Oct 2012
                  • 45

                  #9
                  Re: Fuller's Offline Franchise Sliders: Those looking for help

                  You can say what you want,

                  Yes it is confusing and what you read on the site STRICTLY: USER v. USER Settings - was a typo at the bottom of the page:

                  For User v. User your INT coverage goes up when turning down the INT slider

                  For User v. CPU: your INT coverage goes up when turning up the INT slider - because their is no User control for the CPU.

                  The site is strictly for USER v. USER only - There can not be people playing USER v. CPU in your league if you use them because USER v. USER can not be combined with USER v. CPU.


                  As for Iche: - I'll re-type what is written there - You're no different than anyone else, you try to bash everything, then you say BUT.....

                  "Did like the difficulty in QB lay though it was definitely harder."


                  Did you read at all what I said:

                  "Use the Skill Set listed above for Offline with multiples of 4 and adjust as it fits for you. I'm not even going to explain how I figured out multiples of 4 - It was ridiculous. The Skill Set listed on the web-site in full detail is STRICTLY for User v. User. But, Penalty settings will work with offline."

                  Because I know that everyone has a different skill level against CPU - I said "use multiples of 4 as it fits for you" - KEY WORDS.

                  Adjust them yourself. I only posted it because someone wanted a BASIS to go off with.

                  ICHE: I'm not trying to be smart - this is how I get the numbers to play. Attributes are numbers. And Overalls are nearly averages of all categories. - The game is made of numbers for gameplay. And the slider you did like that made it tough was the QB slider and that is 4.

                  ICHE: You gotta figure it out yourself. No one is going to play exactly like you. I mean, if you're running Shotgun HB counters all game, especially Shotgun HB Counters with overloads - yea, you will have a hard time getting the game to play right against CPU - because the game especially the CPU doesn't defend it well. It's an exploit.

                  I'm a lot more aware of the exploits and stuff in the game than you think. I can tell what people run in the league I run, just by looking at their box score - I can tell if they are running the HB Counter or Options all game....so don't be posting that bs with what you just posted here.


                  Your getting a lot of sacks: Turn up the Pass Block on multiples of 4.
                  Your getting too many rush yards: Turn down the Run Block by multiples of 4.


                  And Panthers GM:

                  I defend the Pass Really Good on CPU - They don't complete 80% of their passes against me - that's why it is so high. I also defend the run Really Good on CPU - So I boost the run blocking and pass blocking for myself.

                  Again:
                  "Use the Skill Set listed above for Offline with multiples of 4 and adjust as it fits for you. I'm not even going to explain how I figured out multiples of 4 - It was ridiculous. The Skill Set listed on the web-site in full detail is STRICTLY for User v. User. But, Penalty settings will work with offline."

                  Adjust by multiples of 4 that best fits you - EVERY SKILL LEVEL IS DIFFERENT FOR EVERY PLAYER WHEN PLAYING CPU.

                  The INT is so high, because I like my user mis-reads on passes to be turnovers and through the math, thats what I found plays the best also.
                  Last edited by L_Fuller_L; 01-10-2014, 09:42 PM.

                  Comment

                  • ich2233
                    Banned
                    • Dec 2013
                    • 108

                    #10
                    Re: Fuller's Offline Franchise Sliders: Those looking for help

                    Ok in all honesty here, I apologize for being a D-Bag. I am just so effign frustrated with this game it's unbelievable. But I can't stop playing lol.

                    I feel that CPU PBK does nothing but cause the QB to assume he has more time than he really does. Also with Intentional Grounding- the lower the setting the more likely the QB will "throw the ball away"- really he just gets hit and lets the ball go for incompletions. Can I change that without effecting the gameplay. You're saying I need to figure it out for myself but you don't understand how long that could take dude. I have been figuring it out for myself for 3-4 months now and it's all B.S. What you could do to truly benefit everyone is use the stuff that your talking about like multiples of 4 and 16 because IMO that doesn't sound as insane and random as it would look to someone who didn't have a clue what was going on. Do that but then tell us what sliders effect what aspects of gameplay. From my 3-4 months I have found that Penalty Sliders do affect gameplay BUT there is a fine line btw having the slider affect CPU AI saying "HEY! Don't do this because the refs will call it!" or "HEY! refs aren't calling this I can wreak havoc" AND having it so low or so high that the animation either disappears or is enabled. For EX: Roughing The Passer @54 (which is actually 53 in CFM OFFline because certain numerals set for penalty sliders are bumped down one point-not sure about skill sliders or if this is the same in Online. Check game settings during a game) There is no Roughing the passer calls. ZERO. Bump it to 55 and all the sudden the QB starts taking dives. Basically the QB AI says "HEY! I can get a Roughing the Passer call here. I'll flop!) Also found that CPU PBK might improve blocking but it also gives the QB the impression that he has a ton of time, so he holds the ball for longer and takes more Sacks anyway (thank you GJDB and WordtoBigBird for that)

                    This is what we need. Not just talking about you, I'm talking about everyone on this site. We need to know what these freakin sliders do.

                    Comment

                    • ich2233
                      Banned
                      • Dec 2013
                      • 108

                      #11
                      Re: Fuller's Offline Franchise Sliders: Those looking for help

                      Also where did you get the 16-bit thing from? The N64 was 64-bit. Xbox 360 has a Triple Core 64-bit Xenon Processor. 64x3 is 192? Am I mistaken?

                      Comment

                      • L_Fuller_L
                        Rookie
                        • Oct 2012
                        • 45

                        #12
                        Re: Fuller's Offline Franchise Sliders: Those looking for help

                        ICHE,

                        I know - That's what I'm trying to tell you and everyone else in search of the "perfect sliders". There is no set of sliders that work for everyone because of different skill level v. CPU.

                        And yea I forgive ya for coming off like that. I get extremely pissed when I see a post like that, because I do my best to tell the truth, lol. But, I have to remind myself. Maybe they don't get what I'm typing, because I type specific to detail. So, yea - Put that aside. Don't worry about it.

                        I have everything explained because I've already gone through 2 months of headache working these out and seeing how each slider responds to one another and what each slider does effectively on attributes.

                        For Example:

                        The Blocking slider: Whether it is pass or run block - they work with each other. But, you will notice that you need a higher pass block than run block as start tweaking on multiples of 4.

                        The Fumble slider: Works with Carrying/Break Tackle/Fumble/Catch in Traffic/Hit Power response

                        ***Hit Power response: How the LB's hit power attribute registers on a WR CIT***

                        Note: There is no break tackle attribute on the game - but, your running back just breaks tackles automatically sometimes without having to do anything and thats because of the Fumble and Tackle Slider.

                        Fumble and Tackle sliders work together.

                        Tackles Slider: Effects Hit Power/Tackle/Deep Ball Coverage/Fumbles/WR drops while being hit.

                        Minimum Speed Threshold: Works with Agility/Strength/Route Run/Man/Zone Coverage

                        ***If you set this number wrong, it will affect speed/acceleration/strength and your players agility's WILL NOT be right at all***

                        Wierdly enough - If you set this up right and I found 88 to be the best on very slow gameplay - that the agility is right and actually makes players play true to route run/speed/accel and man/zone coverage.

                        If you set this for example @ 4 - Your players speeds are so far differentiated, that HBs can just bounce to the outside and not be caught. Average 10-15 yards per gain. That's an average, which means they will get more 30 yard runs than they are supposed to. And also, the corners will not be able to keep up with fast WRs despite how good their man coverage is.

                        Note: In the NFL - Percy Harvin/Desean Jackson are not running a streak everydown, beating two safeties - EVERY TIME.

                        CPU WR catching: Any lower than 48 - they will drop dumb balls. Any higher than 52 or 56 I think it is. And the User catching becomes crazy because the CPU WR catching slider also effects the User slider and CPU @ 50 is the default, and they drop too many balls when hit.

                        Now, the user block slider has to be turned down to 0 - because the CPU block slider also effects the user block slider. You can not control offensive lineman. This isn't madden 09 where you could take over a lineman and block for your running back and switch off.

                        I just read a thread where it says. People need to stop posting sliders. Well, yea - people need to stop. But, the numbers I have are accurately figured out through Game play (Physics engine and all that good stuff) while working with the Attributes of players.

                        And the guy is right, there is no right set of sliders or "The Perfect Slider" - but, there are right and wrong numbers that you use.

                        Now, as for the User v. User sliders I posted - Those are right. Hands down. My league is very highly competitive now. It's not even funny. As for the run game - I don't have a rule to not allow people to run HB Counter out of shotgun every play or the Triple Option/Speed Option. And I'm not going to tell people that it is illegal or you can't run it.

                        I just message the league on how to stop it. I don't tell them don't run it. I educate them on how to stop it. I know the exploits, I go through every playbook on madden when it comes out and I look at the new plays they put in there and I take the time to learn how to stop it. So, when I do run leagues, I don't have to make obnoxious rules - I can just tell people, look this is what you do.

                        Now, this game is frustrating, but I gave you the numbers for offline sliders. They all may not be right. I just gave you the basis of what to use and work from there.

                        I run INTs high - because I like my user errors to hurt me.

                        So, when I say - I figured out the numbers - I am not lying. I took the time to work them out. It was 2 months of work.

                        I am being honest with you, I factored the numbers for true gameplay and how the sliders co-exist with one another at multiples of 4 - if someone wants to prove me wrong - go ahead and try - You'll run into the same headaches I ran into, trying to keep game play even - 3, 6 and 7 multiples worked for a little bit, then you hit a brick wall if you're paying attention to detail on the game itself.

                        Multiples of 4 - That is my answer for User v. CPU offline play. Good Luck on trying to find something better or figure out something better.

                        I literally have about 8-11 maybe more notepads of a bunch of madden stuff. Im not even kidding. I could put up a picture.

                        I mean, I have my own way on an EXCEL spreadsheet, of players and how to really figure out who is the Best LB or Better LBs on the game....

                        You'd be surprised that some of your 69-74 LBs are actually better or play just as well as your mid to high 80 LBs and even WRs/HBs

                        It's all based on Math and Averages.

                        I'm not going to tell people Bull ****. That's not who I am. I'm 27 years old - why would I take the time to tell people Bull ****.

                        I'm just a 27 year old madden gamer who loves to play football as real as it can get. I'm not here to "Win people over".

                        I'm literally just sharing what I found and what works. Yea, 27 is a bit old to be playing Madden. Call me a bum, loser, nerd - whatever - there's a lot of reasons, for a lot of things.


                        Oh - Bits of 16 - Sega I think was a 16 bit game engine along with super nintendo - Then Sega also had this thing where you could plug it into the top of the Sega to turn the 16 bit engine into a 32 bit. I think it was called a Sega 32x - I remember I had a star wars game that you could fly ships on with it. Lol, so, from what I know - 16 bits are how things are made for video games. Maybe I worded it in a wrong way. I think the first nintendo was 8 bits and so was atari. So even then, 8 is still a variable of 16. - I probably worded it wrong.
                        Last edited by L_Fuller_L; 01-11-2014, 02:57 AM.

                        Comment

                        • L_Fuller_L
                          Rookie
                          • Oct 2012
                          • 45

                          #13
                          Re: Fuller's Offline Franchise Sliders: Those looking for help

                          To ICHE and others;

                          Okay so, the above post was a sample of how the sliders co-exist with each other.

                          The last thing you need to know - Is the importance of Agility and how it is effected on your minimum speed threshold. Because I'm sure if you read the above post. You are thinking, "well how in the hell does minimum speed threshold effect agility when it is called a speed threshold - that is supposed to control speed?"


                          You have to understand:

                          Agility is more important than Speed and Acceleration. This is because Agility is your footwork.

                          You will notice and wonder why, A 87 Acceleration and 80 Speed attribute Linebacker (Don't know if there is a player, but just an example of what I mean)

                          But, why a player or LB with those two large differentiations in attributes, will not be able to keep up with running backs or wrs.

                          The reason being is because they accelerate very fast to top speed. Once they hit their max speed, they do not run any faster. That is why, your WRs with Large speed and low Acceleration may beat a CB deep - Because he can out run the corner at a longer distance.

                          Now, for Agility - Agility is your L2 "Strafe Button" on defense - this is the button for footwork on defense.

                          If you wonder why, your 88 speed and 94 acceleration safety (again an example) is not squaring up to the ball right or not making plays on the ball correctly. It is because of his Agility may be lower than 90.

                          NOTE: If your threshold is playing too high or too low - Your true agility will be off for players - That is why I found 88 to work right, because it makes agility play appropriately with Speed/Acceleration.

                          The Agility is what allows both LBs/CBs/Safeties/D-lineman to make plays on the ball and Agility is what allows your Receivers to position themselves on the ball to make their normal catches and especially their Spectacular Catches or even Sideline catches.

                          It is not your speed and acceleration that controls the footwork. Your agility is your footwork, ball on flight positioning and your positioning on the ball period.

                          L2 Button = Strafe/Square Up - Controls your footwork and agility.

                          So, Your Agility effects positioning on the ball. And since it effects the position on the ball, it will also effect your coverage and the quickness of the defensive player or wr to turn around to the ball.

                          Here is:

                          STRICTLY: User v. User Sliders

                          The above link is strictly User v. User - So, please don't tell me they don't work User v. CPU in a User v. User league or offline. I know, lol - They are not supposed to.

                          My league just got 6 games in the past 24-36/38 hours. Some players are in the top 10,000 and some players are below .500 win/losses. I know this, because I make everyone add me to their friends list

                          In those 6 games - User v. User, There were no games above 600 total yards - Big plus and no games with over 45+ points scored another big plus.

                          Note: That exploits can still be abused - It's up to the player to know how to stop that. It can be stopped. These games were played in 10 minute quarters with 15 second play clock runs. Now, you could go to 15 minutes and I'm sure the points would be 10 points more.

                          But, for proper gameplay and scores/stats sheet. These are playing perfect for our league. And I have a wide variety of players. From Lobby Players to your Full Simulation. Both types - Loving it.

                          The players who hate it, are the players who live by the cheese and thats all they know is 1 or 2 plays or 1 or 2 formations, because in this league with these settings, they are dieing by the cheese and not winning with only knowing 1 or 2 formations/plays.



                          As for the User v. CPU Sliders in this post:

                          - Like I said, you gotta make them play hard for your style of play.
                          - I only gave you the configuration (multiple of 4) and an example, So you can figure out how to get the game play to play hard for you.

                          -Again, if you are abusing exploits - there is no slider that is going to completely eliminate it. It will diminish it.

                          and this post is your set-up to get you started on your own slider sets that play well for your skill level @ multiples of 4 for User v. CPU (Offfline) - They are not set in stone offline sliders. They are numbers that you can see are multiples of 4 and what effects they have on game play.

                          It's my evidence to you - that multiples of 4 are the right differential of variety of numbers and combinations to use to make the game play to YOUR STYLE and HOW YOU WANT IT. Plug those numbers in and critique by multiples of 4 to get it where you need it to play right for you.
                          Last edited by L_Fuller_L; 01-11-2014, 05:32 AM.

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                          • Lambaeu12aaronrogers
                            Rookie
                            • Sep 2012
                            • 30

                            #14
                            Re: Fuller's Offline Franchise Sliders: Those looking for help

                            Yeah! EA need to hire you! You good! Let me ask: Does CPU Acc pretty much denote Comp %.

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                            • ich2233
                              Banned
                              • Dec 2013
                              • 108

                              #15
                              Re: Fuller's Offline Franchise Sliders: Those looking for help

                              Testing it out today. I won't play with 10 min Quarters as this will keep the play count too low and screw up Defensive #'s. Will this work with 15 min?

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