View Single Post
Old 09-05-2016, 12:46 PM   #53
hoop xyience
Rookie
 
OVR: 13
Join Date: Sep 2010
Location: NC
Blog Entries: 3
Re: OhMrHanky's Zero Sliders - Ratings Matter (Madden 17)

Quote:
Originally Posted by OhMrHanky
I'm not sure, yet. I still really like how the blocking itself looks. But, I'm still struggling to get some average 3-4 yard runs. I'm really stuck getting -1, -2, and 0 yard gains. And, then, maybe I'll break a 50 yarder. So, the overall avg might look decent (4+ yard avg because of 50 yard run), but the ind run game still feels like a struggle. Because of the weirdness I saw with blocking in general in terms of slidering them, I really feel stuck on 17, and want to tweak other things to help. As an example, it may be possible to lower to tackling another tick. What this helps with running is block shedding. So, lowering tackling a little can have the effect of a block holding longer or the D player doesn't attempt a tackle as quickly as before. I think I'm already seeing this at 46, and I want to keep difficulty there. The other piece that effects running is min speed thresh. Again, u have to be careful not to go too low as this can lower difficulty some. But, here again, what I see happening is that since the RB is almost always going to be faster, the speed parity helps the RB 'get away' from the defender before the tackle can be made. So, those are kind of multiple ways that I try to tweak things to get the 'proper' results. I have min speed at 46 right now and I finally saw Julio (93 speed) burn a weak CB (87 speed) last game. And, Freeman was able to move more in the running game. I think min speed prob needs to stay at 46. I think it might be too fast any lower. I think my struggles with running may be line related as well, so I try to take that into account. I had to draft a RG in the 3rd round and start him. Lol. So, when I watch a replay of a bad run and HE gets beat, I say, 'oh well.' But, when I watch a replay, and someone else gets beat and Freeman doesn't break a tackle or something, then I look to tweak things. But, really, I feel this is pretty close right now. On replays, I'm noticing I'm missing holes here and there. And, whether it's the sliders or the game, itself, the running holes are kind of dynamic, actually, which is good/realistic. U might expect a hole to open between RG and RT on a certain play, but if the D fills the hole, gotta see that quickly and bounce it out. Now, if I see where the whole d is up my a$$ every time I run, u can also lower pass reaction time. I haven't messed with this much this year (or last year, I think I left this at 50, and it was fine), but 47-50 seems about right. But, I do believe this can effect the reaction time of defenders properly reading the run and what not. So, if u lower this, I think u would see LBs reacting a second slower allowing your RB to hit the hole first. So, those are a couple ways to alter running, I believe.


Sent from my iPhone using Tapatalk
Great analysis! I'm gonna up the 'reaction time' to 48 and see any differences. Right now I'm soooo close to the sweetspot as far as sliders. Your updates in the poat above solved the QB fumble issues, I just can't get the CPU QB to sramble lol, do you think it have something to do with QB acc? Or player traits?
hoop xyience is offline  
Reply With Quote