Madden: A Look Inside for CFM Play

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  • khaliib
    MVP
    • Jan 2005
    • 2884

    #91
    Re: Madden: A Look Inside for CFM Play

    Originally posted by BleedGreen710
    so is this true or no?
    That would be 30x100+ pre-template players each class.
    Then every aspect of each player is randomize to create a different player every time a Draft Class is pulled.

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    • khaliib
      MVP
      • Jan 2005
      • 2884

      #92
      Re: Madden: A Look Inside for CFM Play

      Originally posted by BadAssHskr
      is there any evidence that this game plays different if say you play 10 min quarters with the ACC clock on at 20 sec, vs. playing a 9 min quarter game with ACC clock Off?

      i guess this maybe isn't the best place to ask, but there it is.
      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.

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      • khaliib
        MVP
        • Jan 2005
        • 2884

        #93
        Re: Madden: A Look Inside for CFM Play

        Originally posted by Clemsonpanther
        Does this mean that if we put in 11 bad blockers on FGs that they can be blocked? Ex QB, WR, etc?
        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.

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        • StefJoeHalt
          MVP
          • Feb 2014
          • 1058

          #94
          Re: Madden: A Look Inside for CFM Play

          Originally posted by khaliib
          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 afford
          Rule #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: @318TA621

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          • khaliib
            MVP
            • Jan 2005
            • 2884

            #95
            Re: Madden: A Look Inside for CFM Play

            Originally posted by StefJoeHalt
            Khaliib what do u mean by Ball Hawk, Heat Seeker, etc.."override"


            Sent from my broken iPhone using my data I can't afford
            They're the old Def Tackle and Def Catch assist, which override the ratings used for these (tackle/catching or int's) areas.

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            • StefJoeHalt
              MVP
              • Feb 2014
              • 1058

              #96
              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 afford
              Rule #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: @318TA621

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              • khaliib
                MVP
                • Jan 2005
                • 2884

                #97
                Re: Madden: A Look Inside for CFM Play

                Originally posted by StefJoeHalt
                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 afford
                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.

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                • TheWood56
                  Rookie
                  • Sep 2008
                  • 430

                  #98
                  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

                  • charter04
                    Tecmo Super Bowl = GOAT
                    • May 2010
                    • 5740

                    #99
                    Re: Madden: A Look Inside for CFM Play

                    Very interesting stuff.


                    Sent from my iPhone using Tapatalk
                    www.twitch.tv/charter04

                    https://www.youtube.com/channel/UCPW...59SqVtXXFQVknw

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                    • D81SKINS
                      MVP
                      • Dec 2014
                      • 1671

                      #100
                      Re: Madden: A Look Inside for CFM Play

                      Originally posted by khaliib
                      They're the old Def Tackle and Def Catch assist, which override the ratings used for these (tackle/catching or int's) areas.
                      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.

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                      • hellblazer
                        Rookie
                        • Apr 2004
                        • 193

                        #101
                        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

                        • cvjjn
                          Banned
                          • Dec 2015
                          • 4

                          #102
                          Re: Madden: A Look Inside for CFM Play

                          Wow. So awareness does play a role in whether or not a catch is successful. I wonder how awareness affects running backs. With high awareness, will they break more tackles?

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                          • burnum
                            Pro
                            • Nov 2010
                            • 599

                            #103
                            Re: Madden: A Look Inside for CFM Play

                            Originally posted by TheWood56
                            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?
                            Does anyone have an answer to this?
                            My Miami Dolphins HC 09 dynasty:
                            http://www.operationsports.com/forum...ns-career.html

                            Comment

                            • SnakeEyez
                              Rookie
                              • Aug 2002
                              • 353

                              #104
                              Re: Madden: A Look Inside for CFM Play

                              Originally posted by burnum
                              Does anyone have an answer to this?
                              That would be my understanding of this... so I would say yes
                              PSN: Snake_Eyes_925

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                              • edaddy
                                MVP
                                • Jun 2004
                                • 2848

                                #105
                                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 ELI

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