08-27-2019, 12:09 PM
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#494
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Pro
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Re: JoshC1977's Madden 20 CFM-only Sliders (User vs CPU Only)
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Originally Posted by JoshC1977 |
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I'm seeing quite a few complaints across OS on the "ease" of the user run game. The very interesting thing, to me, is that they cut across a broad spectrum of slider setups and even difficulties. It's not just on AP, but I've seen comments on AM sets as well. Now, there are always complaints on the run game because this is one area where 'stick skills' can really come into play. It is also one area that people over-react the most on. So, I will always take run game feedback with a grain of salt. That said, there's enough 'smoke' here that there may be a little fire.
Now, Balla hit the nail on the head with his observations. Combined with muelly's comments and my own observations last night, I can see what people might consider to be a tad 'exploitable'. Here are a few things that seem a bit 'off'
- There may be a little too much push by the o-line (but the CPU has it too). As a consequence, I feel the RBs hit the hole in interior runs a bit too quickly.
- There is a little lack of closure by LBs (plus occasionally-poor angles that are unmerited by ratings).
- CPU backs have begun acting a bit 'off' this patch (a little bit of that 'pathfinding' issue from last year has crept-in - they've just felt out-of-sync to me).
- Outside runs are a bit 'off'. Either you speed-burst outside with a speed back or you're screwed. Rarely do you see the o-linemen have time to set up blocks on the outside.
I'm going to tell you guys something; I feel that we're nit-picking just a tad. NONE of these things are THAT bad....overall, I think it is pretty balanced over a long sample size with different teams/matchups. I do NOT think the user run game is OP and I'll be honest, the main thing prompting me to look at this in more depth is the CPU RB behavior (and the more games I get under my belt, the more I see it is a persistent issue - no matter the RB quality). But as other observations have crept out, a pattern has begun to emerge....and they're all related.
Let's talk about what will not fix these concerns:
- The issue is not the RBK slider. It does not change defensive pursuit angles or closing speed. It wouldn't even get rid of that slight "push". The only thing it would do is allow blocks to be shed quicker, which would just make things worse by further de-syncing everything.
- The issue is not TAK or FM sliders. These COULD be used to modify pursuit angles and closure, but they wouldn't address the push or CPU RB AI.
There is one slider that explains all of those things (and would explain it across a variety of setups) - threshold. I suspect threshold is just a hair too low at the default 50 value. The majority of slider setups do one of two things, they either leave it alone at 50 or go to extremes (the latter is fine - but it requires a ton of added slider tweaks to make it work). As usual, we're going for 'slight tweaks'.
Ya'll might recall that we had threshold at 52 for a time pre-patch - and I tested that because even then, I felt there was something just a tad "off". I reverted it because, at that time, I didn't feel it had a significant enough of an impact (and don't change stuff unless you need to do so). However, I think as EA has optimized some things with the title updates, the slight variance is becoming more obvious. As we all get more time in with this update, little things are starting to creep back in.
I'm going to revisit this slight adjustment beginning this evening by modifying ONLY the CFM threshold value to 52. I'm not going to update the OP right now until I can look at this up close. However, ya'll are welcome to try it out now....it shouldn't have any major negative impacts. If my previous observations still hold for this version of the game, it should improve a number of these areas.
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Interesting find and some good information on why the run block slider alone may not be the problem.
I do think it’s worthwhile that you also mention the CPU run game as well. I too have noticed this, and I said as much earlier this am.CPU running backs just seem “vanilla” now.They are easier to stop, out the box they were breaking ankles with killer jukes and a times really being a disruption.I haven’t seen the same animations post patch on any difficulty I can agree with that too.I play against Barkley next, should be a good test.Could any of this be injury related?The RB injury situation has been quite high.Ironically I’ve also found my #3 WR & #1 MLB have been injured the last few games I’ve played.This likely is just normal but it’s something I’ve seen within my games.#3 has been EQ St Brown prior to season ending injury (2nd injury in that game) and Jake Kumerow.MLB is Blake Cashman.
As of now my lone issues are the run game and CPU passing %. That said we are entering the 4th week of pre season, the release window of the game the last few years and we already have not only a significant patch but a good foundation to play with.
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