Madden: A Look Inside for CFM Play
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Re: Madden: A Look Inside for CFM Play
Nothing specific to this exactly, but just like the Ball Hawk, Heat Seeker etc..., this does "override" an aspect of normal gameplay/presentation.
I've seen nothing to indicate in exactly what way.
This may be affecting several things.
- We may need to test to see if "Fatigue" is one of them, which is linked player subbing.Comment
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Re: Madden: A Look Inside for CFM Play
There's a lot of coding I would have to reveal in order clarify why things happen in Special Teams the way they do.
In the end, it needs to be programmed separately with ST specific blocking/gap penetration animations.
- RB's currently have the "get skinny" through the line animation available.
Defaults roster kicker accuracy ratings are way too high, compared to generated rookies.
- take a look here to make PAT more difficult.Comment
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Re: Madden: A Look Inside for CFM Play
Nothing specific to this exactly, but just like the Ball Hawk, Heat Seeker etc..., this does "override" an aspect of normal gameplay/presentation.
I've seen nothing to indicate in exactly what way.
This may be affecting several things.
- We may need to test to see if "Fatigue" is one of them, which is linked player subbing.
Khaliib what do u mean by Ball Hawk, Heat Seeker, etc.."override"
Sent from my broken iPhone using my data I can't affordRule #1: Never leave a fellow Crasher behind. Crashers take care of their own.
Rule #2: Never use your real name.
Rule #15: Fight the urge to tell the truth.
Rule #30: Know the playbook so you can call an audible.
Twitter: @318TA621Comment
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Re: Madden: A Look Inside for CFM Play
They're the old Def Tackle and Def Catch assist, which override the ratings used for these (tackle/catching or int's) areas.Comment
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Re: Madden: A Look Inside for CFM Play
I'm sorry I didn't explain better what I meant was does it have an effect on computer controlled players
Sent from my broken iPhone using my data I can't affordRule #1: Never leave a fellow Crasher behind. Crashers take care of their own.
Rule #2: Never use your real name.
Rule #15: Fight the urge to tell the truth.
Rule #30: Know the playbook so you can call an audible.
Twitter: @318TA621Comment
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Re: Madden: A Look Inside for CFM Play
I haven't seen anything to say one way or another.
I just turn off all "helpers" like these just to be on the safe side.Comment
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Re: Madden: A Look Inside for CFM Play
Going back to the awareness attribute for a second and what it actually effects, when developing players in CFM, would you recommend using the bulk of your XP points towards awareness on those raw players who have all the physical tools but lack awareness and recognition?
If I'm understanding you correctly, higher awareness allows players to play more like their attributes, where as lower awareness does not allow them to play at their full capabilities, correct?Comment
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Re: Madden: A Look Inside for CFM Play
Very interesting stuff.
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Re: Madden: A Look Inside for CFM Play
I also believe that the assists boost the non-controlled user side. I played 4 games yesterday and the 1st 3 I had the assist on (not realizing that when I changed teams/coaches in my 32 team league, that they were back on) and I easily held the cpu under 100 rushing and even had 1 rain game were we had 8ints(all non-controlled userside).
I was trying to figure how the game just became so much easier and that's when I noticed the assist were on.
Turned the assist back off, and my next game was 24-13 and felt much better, the previous 3 with assist on I was putting up 40 burgers and holding my opp. Under 20 per gm. Way too easily.
I'm playing each game on the schedule, so far I'm in week 7 and can definitely tell the difference between them being off and on.Comment
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Re: Madden: A Look Inside for CFM Play
this is a great thread as it is very informative. I hope to hear some more here.Comment
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Re: Madden: A Look Inside for CFM Play
Does anyone have an answer to this?Going back to the awareness attribute for a second and what it actually effects, when developing players in CFM, would you recommend using the bulk of your XP points towards awareness on those raw players who have all the physical tools but lack awareness and recognition?
If I'm understanding you correctly, higher awareness allows players to play more like their attributes, where as lower awareness does not allow them to play at their full capabilities, correct?My Miami Dolphins HC 09 dynasty:
http://www.operationsports.com/forum...ns-career.htmlComment
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Re: Madden: A Look Inside for CFM Play
OK my PI and defensive holding penalty sliders just maxed out at 100 instead of 99..This is in CFM and I don't know what I did to make this happen..Has this happened to anyone els and If I keep it at 100 would that effect penalty frequency as it was maxed out at 99 for a reason..If anyone has any insight please let me know Thanks!!!THANKS FOR THE TRADE SANDIEGO KEEP RIVERS WE'LL TAKE ELIComment

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