Madden: A Look Inside for CFM Play

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  • D81SKINS
    MVP
    • Dec 2014
    • 1671

    #136
    Re: Madden: A Look Inside for CFM Play

    Originally posted by Trojan Man
    This is infuriating.

    With King's prodding, I got deep into scheme types and could totally tell that many players, perhaps even most, are mis-labeled on their player card.

    What I'm hearing you say is that to get the "true" player type reflected on the card, you have to edit the player's position to something else, save the edit, go back, and re-change it to the original position to have the player card reflect the "true" type of that player?

    That's insane.

    I can absolutely tell from an animations standpoint when I have a a player maximized via the scheme interface, and it's very good to hear you confirm that what's at stake is the availability of certain animations, and thus game play itself.

    Whoever does rosters next year needs to get this mess right.

    I should not have to go on the market for a man corner who is labeled as such by the game who is really a run support corner and find out afterward.

    And I should be able to fix this for any team any time I want by having full player editing within franchise enabled.
    In my testing, in CFM,
    I was going into the "upgrade players" tile, manual upgrade to see a list of players all at once w/o having to go to each one at a time through the roster screen. It was faster but I really never looked at the player card screen on the roster section to see if they matched.

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    • hellblazer
      Rookie
      • Apr 2004
      • 193

      #137
      Re: Madden: A Look Inside for CFM Play

      Originally posted by khaliib
      7) Players are "Tiered" as 4 Types (based on ratings)
      - Elite
      - Good
      - Base
      - Poor

      8) Min rating level to be classified as "Elite" in that area (differs per position)
      (Half Back)
      - AWR = 65
      - ACC = 88
      - SPD = 88
      - AGI = 88
      - CAR = 76
      - ELU = 88
      - JUK = 90
      - Stiff = 84
      - TRK = 88
      - SPN = 84
      - BCV = 82

      **Same is done for other Tiers and all positions
      Why are their player tiers when there is actual ratings? How and when does the program use these tiered rankings? Is it for depth chart positioning (but there is OVR for that) and trade value?

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      • hellblazer
        Rookie
        • Apr 2004
        • 193

        #138
        Re: Madden: A Look Inside for CFM Play

        Originally posted by khaliib
        C) Trainers are "VERY" important dealing with injuries
        - they dictate "how much" if an decrease a player will suffer once returned to play.
        - not many "Elite" level Trainers to minimize negative impact on ratings.
        - signing an Elite Trainer will make it difficult to sign an Elite Scout or better coach (for owners) at the same time.
        Are trainers in madden 16?

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        • hellblazer
          Rookie
          • Apr 2004
          • 193

          #139
          Re: Madden: A Look Inside for CFM Play

          Originally posted by khaliib
          sign an Elite Scout or better coach (for owners) at the same time.

          1/4 UPDATE

          3) Players not meeting their goals due to not being played/utilized, will "Hold Out" to force a trade or release from the team.
          - Both Human and AI

          B) Coach's
          1) Every coach has these ratings but I didn't see anything that noted their impact on players (must test)
          - Chemistry
          - Knowledge
          - Motivation
          - Performance Level
          - Work Ethic
          Is this code active in the game because I haven’t experienced it. this used to be in madden but they deactivated this code so they could get cfm working instaed of having franchise by itself.

          This code was visible in madden 10 years ago. Chemistry was player happiness bonus
          Knowledge was an awr bonus
          Motivation improved your players development
          Work ethic motified the amount of penalties the players would commit.

          Comment

          • khaliib
            MVP
            • Jan 2005
            • 2884

            #140
            Re: Madden: A Look Inside for CFM Play

            Originally posted by hellblazer
            Is this code active in the game because I haven’t experienced it. this used to be in madden but they deactivated this code so they could get cfm working instaed of having franchise by itself.

            This code was visible in madden 10 years ago. Chemistry was player happiness bonus
            Knowledge was an awr bonus
            Motivation improved your players development
            Work ethic motified the amount of penalties the players would commit.
            The answer to all three of your questions are answered in the beginning of the OP.

            I don't get off into the who, what, when, where or how come's, as it does absolutely nothing towards trying enjoying the game. (personal preference I guess)

            So much effort by so many has been given towards highlighting Madden's perceived short comings dealing with CFM (most founded off of personal preferences of the unknown), that so much that could be enjoyed about the mode is over shadowed.

            In the end, if the information helps a gamer to enjoy CFM a little more, great.
            If not, that's fine to.
            Last edited by khaliib; 01-09-2016, 02:00 AM.

            Comment

            • ithinkimchipkelly
              Banned
              • Sep 2015
              • 155

              #141
              Re: Madden: A Look Inside for CFM Play

              Does high motor trait work for the wr and is it worth it like.

              Comment

              • Sphinx
                Emerald Archer
                • Aug 2010
                • 877

                #142
                Re: Madden: A Look Inside for CFM Play

                Anything in there as to why the CPU tends to run the four verticals plays so often? I have seen the cpu run this play 4-5 times in a row and can't understand why.

                Thanks

                Comment

                • RogueHominid
                  Hall Of Fame
                  • Aug 2006
                  • 10901

                  #143
                  Re: Madden: A Look Inside for CFM Play

                  Originally posted by Sphinx
                  Anything in there as to why the CPU tends to run the four verticals plays so often? I have seen the cpu run this play 4-5 times in a row and can't understand why.

                  Thanks
                  This one has to do with the playbooks.

                  The team playbooks are terribly set up by default, having lots of PA on 3rd down that gets the CPU QB sacked because of the terrible blocking on PA, and having verts set up as a highly starred play for all long-yardage passing situations.

                  So this one you can fix by going into each team's books and removing the verts plays from the situational play sets.

                  Comment

                  • TheShizNo1
                    Asst 2 the Comm Manager
                    • Mar 2007
                    • 26341

                    #144
                    Re: Madden: A Look Inside for CFM Play

                    Is it that simple? Just go in and edit? You don't have to reassign playbook or anything like that?

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                    • Sphinx
                      Emerald Archer
                      • Aug 2010
                      • 877

                      #145
                      Re: Madden: A Look Inside for CFM Play

                      Originally posted by Trojan Man
                      This one has to do with the playbooks.

                      The team playbooks are terribly set up by default, having lots of PA on 3rd down that gets the CPU QB sacked because of the terrible blocking on PA, and having verts set up as a highly starred play for all long-yardage passing situations.

                      So this one you can fix by going into each team's books and removing the verts plays from the situational play sets.
                      Wouldn't this only apply to offline leagues?

                      Comment

                      • RogueHominid
                        Hall Of Fame
                        • Aug 2006
                        • 10901

                        #146
                        Re: Madden: A Look Inside for CFM Play

                        Originally posted by Sphinx
                        Wouldn't this only apply to offline leagues?
                        Yeah, that's all I play.

                        Comment

                        • Sphinx
                          Emerald Archer
                          • Aug 2010
                          • 877

                          #147
                          Re: Madden: A Look Inside for CFM Play

                          Originally posted by Trojan Man
                          Yeah, that's all I play.
                          Ah, that makes sense. My issue is in an online league with a few buddies. Unfortunately the game really doesn't allow you to change much in an online league for cpu teams. I wish they did or just made the cpu playbooks more robust and dynamic.

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                          • urlacher51
                            Tom Brady, L.O.A.T
                            • Oct 2002
                            • 611

                            #148
                            Re: Madden: A Look Inside for CFM Play

                            I'm in my Denver cfm, and so i change my wr 1 scheme to redzone threat to match D.Thomas type and his overall goes up to 97, now im on wr 2 change to route runner to match E.Sanders type and overall stays the same, so then i tried the other types and nothing changes to his overall,ok, so now i change wr 1 from red zone threat to route runner and D.Thomas goes from a 97 to a 90 overall and E.Sanders goes from a 82 to 89 overall .
                            Rise of the Sim King (Striving for Sim Supremacy)https://youtu.be/TalUkHIEnOM

                            Quote From one of EA Sports Game Changers
                            ( None of us have the power to control when EA Sports will implement/fix/address things in their games after we suggest them)

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                            • urlacher51
                              Tom Brady, L.O.A.T
                              • Oct 2002
                              • 611

                              #149
                              Re: Madden: A Look Inside for CFM Play

                              also wr 1 scheme type effects wr 2 and wr 3. with wr 1 scheme type at route runner my wr3 B.Fowler is a 70 overall, i change wr 1 type to match B.Fowler type which is Balanced and all three wr's overall change E.Sanders from 89 to 88 and D.Thomas from 90 to 95 and B.Fowler from 70 to 74. So it looks like wr 2 and wr 3 scheme types have no effect on those wr's.
                              Rise of the Sim King (Striving for Sim Supremacy)https://youtu.be/TalUkHIEnOM

                              Quote From one of EA Sports Game Changers
                              ( None of us have the power to control when EA Sports will implement/fix/address things in their games after we suggest them)

                              Comment

                              • tdawg3782
                                I hate you Norv
                                • Nov 2003
                                • 4803

                                #150
                                Re: Madden: A Look Inside for CFM Play

                                Originally posted by urlacher51
                                also wr 1 scheme type effects wr 2 and wr 3. with wr 1 scheme type at route runner my wr3 B.Fowler is a 70 overall, i change wr 1 type to match B.Fowler type which is Balanced and all three wr's overall change E.Sanders from 89 to 88 and D.Thomas from 90 to 95 and B.Fowler from 70 to 74. So it looks like wr 2 and wr 3 scheme types have no effect on those wr's.
                                This is correct. WR2, WR3, DT2, MLB2, CB2, and CB3 have no affect whatsoever on the overall changes. Not sure if anything happens behind the scenes or not. So for those positions it's best to pick your starters first and then find the best balance on the overalls between them.

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