Madden: A Look Inside for CFM Play
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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 FilesComment
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Re: Madden: A Look Inside for CFM Play
Awww, see zombie revival method link: :P
http://www.operationsports.com/forum...-retiring.htmlComment
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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
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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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Re: Madden: A Look Inside for CFM Play
That was my initial interpretation, but I want to be sure I get what he's saying.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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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.Comment
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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?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.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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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
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Re: Madden: A Look Inside for CFM Play
^^^This as an example with Play Recognition!!!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.
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 FilesComment
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Re: Madden: A Look Inside for CFM Play
oops, double postLast edited by Mattanite; 01-20-2016, 03:05 PM.Comment
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Re: Madden: A Look Inside for CFM Play
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.
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.
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.Comment
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Re: Madden: A Look Inside for CFM Play
Play Rec is auto generated.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.
- 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
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Re: Madden: A Look Inside for CFM Play
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.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.
Sent from my Galaxy s4 so deal with the short hand
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