Madden: A Look Inside for CFM Play

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  • TarHeelPhenom
    All Star
    • Jul 2002
    • 7122

    #151
    Re: Madden: A Look Inside for CFM Play

    Originally posted by tdawg3782
    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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    Hey bro they looking for you over on the NCAA football boards man.
    "Dunks are tough, but when a 35 footer come rainin out the sky...it'll wire you up"

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    • khaliib
      MVP
      • Jan 2005
      • 2884

      #152
      Re: Madden: A Look Inside for CFM Play

      1/19/16 Update.

      More to come!!!

      Comment

      • SonOfEd
        Pro
        • Dec 2010
        • 560

        #153
        That's the info I'm looking for!
        So, are you saying most ratings for Draft Classes average out in mid 60's?
        Looking to find a good spread in ratings that fit with the incoming players.

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        • khaliib
          MVP
          • Jan 2005
          • 2884

          #154
          Re: Madden: A Look Inside for CFM Play

          AI Coach's will actually make position changes, to fit personnel into their scheme.

          Another nice little layer to the CFM onion.
          Attached Files

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          • msdm27
            Pro
            • Nov 2009
            • 956

            #155
            Re: Madden: A Look Inside for CFM Play

            Originally posted by khaliib
            AI Coach's will actually make position changes, to fit personnel into their scheme.

            Another nice little layer to the CFM onion.
            RIP Tom Brady
            **see photo in previous post**

            Comment

            • Mattanite
              MVP
              • Sep 2015
              • 1716

              #156
              Re: Madden: A Look Inside for CFM Play

              Originally posted by msdm27
              RIP Tom Brady
              **see photo in previous post**


              Awww, see zombie revival method link: :P


              http://www.operationsports.com/forum...-retiring.html
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              • RogueHominid
                Hall Of Fame
                • Aug 2006
                • 10901

                #157
                Re: Madden: A Look Inside for CFM Play

                I read the 12/19 update but did not follow the line of thinking.

                Are you saying that default EA roster and roster updates are better tuned to work with EA's draft class creation logic than custom rosters?

                Or are you saying that some degree of roster editing is necessary to work best with the EA draft class generation logic?

                Comment

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

                  #158
                  Re: Madden: A Look Inside for CFM Play

                  I thought I read it as if you do too much roster editing with attributes then your cfm would be out of whack later on with the drafted players being much better or a lot worse than the original roster. But I also didn't follow it well and could be completely wrong.

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                  • RogueHominid
                    Hall Of Fame
                    • Aug 2006
                    • 10901

                    #159
                    Re: Madden: A Look Inside for CFM Play

                    Originally posted by TheShizNo1
                    I thought I read it as if you do too much roster editing with attributes then your cfm would be out of whack later on with the drafted players being much better or a lot worse than the original roster. But I also didn't follow it well and could be completely wrong.

                    Sent from my SM-N910P using Tapatalk
                    That was my initial interpretation, but I want to be sure I get what he's saying.

                    The roster I'm working with is a default Week 15 or so roster that I only edited equipment for, not ratings or attributes, so I'm hoping that's fine.

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                    • tdawg3782
                      I hate you Norv
                      • Nov 2003
                      • 4803

                      #160
                      Re: Madden: A Look Inside for CFM Play

                      Originally posted by Trojan Man
                      I read the 12/19 update but did not follow the line of thinking.

                      Are you saying that default EA roster and roster updates are better tuned to work with EA's draft class creation logic than custom rosters?

                      Or are you saying that some degree of roster editing is necessary to work best with the EA draft class generation logic?
                      Originally posted by TheShizNo1
                      I thought I read it as if you do too much roster editing with attributes then your cfm would be out of whack later on with the drafted players being much better or a lot worse than the original roster. But I also didn't follow it well and could be completely wrong.

                      Sent from my SM-N910P using Tapatalk
                      I get the same thing as Shiz from it. Rerating higher will ruin your CFM and rerating lower (think fbg) will also ruin your CFM just in different ways. So default or close to is the way to go. If you were to go the rerate route you'd want to stick to the way the draft class is. So with most players between 58-80 and then your pro bowlers and all pros between 80-however high you want to go.

                      The only thing off it seems with default roster is the Play Rec attribute for DL/LB/S. I guess CB is okay?? He didn't put that. Anyways he says that the draft class players can come out with this attribute up to 80 which is not inline with the default roster. They are lower. So upping 2-3 year established players with Play Rec over 80 is recommended for a greater AI ability on defense. I hope that made sense lol.

                      Comment

                      • khaliib
                        MVP
                        • Jan 2005
                        • 2884

                        #161
                        Re: Madden: A Look Inside for CFM Play

                        Originally posted by tdawg3782
                        I get the same thing as Shiz from it. Rerating higher will ruin your CFM and rerating lower (think fbg) will also ruin your CFM just in different ways. So default or close to is the way to go. If you were to go the rerate route you'd want to stick to the way the draft class is. So with most players between 58-80 and then your pro bowlers and all pros between 80-however high you want to go.

                        The only thing off it seems with default roster is the Play Rec attribute for DL/LB/S. I guess CB is okay?? He didn't put that. Anyways he says that the draft class players can come out with this attribute up to 80 which is not inline with the default roster. They are lower. So upping 2-3 year established players with Play Rec over 80 is recommended for a greater AI ability on defense. I hope that made sense lol.
                        ^^^This as an example with Play Recognition!!!

                        Here is an example of how a too high player impacts the contract mechanism in CFM.

                        Lions LE L. Jones
                        - default = 85 OVR at $9.6 mil w/1 yr left
                        - pic= CFM 87 OVR at $15.8 mil on a new 3 yr deal
                        ***(the Lions Cap Space is $18.7 mil which is not a lot)

                        - The issue is that the higher the default OVR's, the higher the contract demands/signings will be.
                        - His contract along with the other increased contracts will cause the AI to start to cut players (even young players still under their initial contract) to be under the Cap.
                        - Also, players will not resign because "every" offer will be low balled to stay under the Cap.
                        - Jones is 30 yrs old and the Lions just drafted 1st round at #4, a 79 OVR LE commanding a contract at $9.6 mil.
                        - As players are cut, Cap Penalties start to expand the problem.
                        - etc, etc, etc...

                        Issues like this crop up all because of default roster dissalignment to draft classes.
                        Attached Files

                        Comment

                        • Mattanite
                          MVP
                          • Sep 2015
                          • 1716

                          #162
                          Re: Madden: A Look Inside for CFM Play

                          oops, double post
                          Last edited by Mattanite; 01-20-2016, 03:05 PM.
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                          • Mattanite
                            MVP
                            • Sep 2015
                            • 1716

                            #163
                            Re: Madden: A Look Inside for CFM Play

                            Originally posted by khaliib

                            2) Looking at Draft Recap immediately after draft has concluded, "every" rating is listed for the players except "Play Rec".
                            - Every player has a ratings of "0" until the start of the 1st game, then players are given a value.

                            1) Play Recognition (DL/LB/Safeties ONLY)
                            - Draft Classes generate up to 80 for these positions, but default roster(s) has it lowered.
                            - Since draft classes can come in at 80, editing established players (> 2-3 yrs experience) for these positions to be above 80 will greatly increase "Defensive Challenge" by AI unit as a whole.
                            I looked into these two as I remember seeing play recognition after the draft but before preseason. The rookies have it, it is shown as 0 in draft recap but if you go directly into the roster they have a set play recognition. The only value that is not set for rookies up to the draft is Personality... I haven't figured out yet when that is set but it's somewhere between advancing to offseason and the start of the draft. I drafted the same player in two different offseason runs and it was different each time.

                            Also, it's quite uncommon in a draft class to get a defender with 70+ in play recognition (most are 35-65), only a handful of players have this and as it is never above 80, play recognition is barely ever given as a scouting skill (e.g. tackle, coverage, block shed are usually higher). I don't think the base rosters need a complete mark up, just odd players you think deserve it.
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                            • khaliib
                              MVP
                              • Jan 2005
                              • 2884

                              #164
                              Re: Madden: A Look Inside for CFM Play

                              Originally posted by Geodude
                              I looked into these two as I remember seeing play recognition after the draft but before preseason. The rookies have it, it is shown as 0 in draft recap but if you go directly into the roster they have a set play recognition. The only value that is not set for rookies up to the draft is Personality... I haven't figured out yet when that is set but it's somewhere between advancing to offseason and the start of the draft. I drafted the same player in two different offseason runs and it was different each time.

                              Also, it's quite uncommon in a draft class to get a defender with 70+ in play recognition (most are 35-65), only a handful of players have this and as it is never above 80, play recognition is barely ever given as a scouting skill (e.g. tackle, coverage, block shed are usually higher). I don't think the base rosters need a complete mark up, just odd players you think deserve it.
                              Play Rec is auto generated.
                              - As far as why it doesn't show like all other generated attributes, I don't know.

                              Although rare, players can generate a Play Rec above 80.
                              - I've seen a rookie come in with an 83, and several at 75, 77's etc..., so some of these guys are mixed in, with a caveat that they may already be "maxed" out in this area.

                              Dealing with AI play against the run, Play Rec is a major modifier upon this area.
                              - It modifies how fast swim/spin moves as well as other break block animations will animate.
                              - Instead of getting locked into a "blocking" animation, they will "fight through" the block in a more aggressive manner.
                              - It also increases the ability for AI Def player to fulfill their defensive assignments (A gap, Edge etc...)

                              Because default rosters has experienced players (3+ yrs) Play Rec rated so low, they're regressing from levels below some incoming rookies.
                              - This affects gameplay...
                              1) Defense = more experienced players performing against the run no different than rookies.
                              2) Offense = avg RB's (AI and Hum) performing like they're AP.
                              - This will definetly eliminate the ability to run the ball with ease.
                              ***noticed big time on the goal line (they really attack the ball carrier instead of catching blocks and giving up easy goal line scores)
                              3) Both AI and Hum are forced to punt and attempt FG's more.

                              Gamers would do their gameplay/CFM experience a big favor by playing with a roster that uses this touch up.

                              Comment

                              • tdawg3782
                                I hate you Norv
                                • Nov 2003
                                • 4803

                                #165
                                Re: Madden: A Look Inside for CFM Play

                                Originally posted by khaliib
                                Play Rec is auto generated.
                                - As far as why it doesn't show like all other generated attributes, I don't know.

                                Although rare, players can generate a Play Rec above 80.
                                - I've seen a rookie come in with an 83, and several at 75, 77's etc..., so some of these guys are mixed in, with a caveat that they may already be "maxed" out in this area.

                                Dealing with AI play against the run, Play Rec is a major modifier upon this area.
                                - It modifies how fast swim/spin moves as well as other break block animations will animate.
                                - Instead of getting locked into a "blocking" animation, they will "fight through" the block in a more aggressive manner.
                                - It also increases the ability for AI Def player to fulfill their defensive assignments (A gap, Edge etc...)

                                Because default rosters has experienced players (3+ yrs) Play Rec rated so low, they're regressing from levels below some incoming rookies.
                                - This affects gameplay...
                                1) Defense = more experienced players performing against the run no different than rookies.
                                2) Offense = avg RB's (AI and Hum) performing like they're AP.
                                - This will definetly eliminate the ability to run the ball with ease.
                                ***noticed big time on the goal line (they really attack the ball carrier instead of catching blocks and giving up easy goal line scores)
                                3) Both AI and Hum are forced to punt and attempt FG's more.

                                Gamers would do their gameplay/CFM experience a big favor by playing with a roster that uses this touch up.
                                Ugh. This really makes me wish we could get a roster editor for the xbox one like we had for xbox 360. I could easily create an excel workbook to fix this no problem. Oh well.

                                Sent from my Galaxy s4 so deal with the short hand
                                twitch broadcast name: tdawg3782

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