05-23-2024, 08:06 PM
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#1
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Pro
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C0883R M24 ALL PRO MATHEMATICAL SLIDERS
MATHEMATICAL SLIDERS V6
ALL NEW SLIDER SET, I EXPANDED MY CPU SACK TIMINGS TO THE SP TEAMS. NOW ALL THAT IS MATHEMATICAL IS INJURIES, FATIGUE, SPEED AND PENALTY VALUES. WHILE VERSION 5 DID PLAY WELL ON THE DEFENSE SIDE. I WANTED TO INCREASE THE CPU OFFENSE SIDE AND I DID JUST THAT. THE CPU MAY OR MAY NOT SCORE MORE BUT THEY WILL GET MORE YARDS BETWEEN RUNNING AND PASSING THE BALL WHILE AT THE SAME TIME BEING BETTER AT SWITCHING BACK AND FORTH THROUGH OUT THE GAME ON BEING ABLE TO SHUT DOWN THE PLAYER RUN AND PASSING GAME A LOT BETTER NOW.
ALTERNATIVE VALUES FOR A BETTER CPU SCORING OFFENSE INPUT THE VALUES BELOW. WARNING THE CPU PASSING WILL BE MUCH MORE DIFFICULT TO STOP NOW BUT THEY SHOULD SCORE EASIER. ONLY USE THE VALUES BELOW IF THE CPU IS NOT SCORING ENOUGH AGAINST YOU ON AVG. THIS MAY ALSO OPEN THE PLAYER OFFENSE UP A LITTLE MORE TOO. TECHNICALLY THE VALUES BELOW ARE A LITTLE FAST AND OVERPOWERED WHICH IS WHY YOU SHOULD ONLY USE THESE IF YOU ARE SHUTTING THE CPU OUT TOO MUCH ON AVG OR JUST NEED AN EXTRA CHALLENGE.
ALTERNATIVE PLAY NOW: INJURIES 14 FATIGUE 50 PLAYER SPEED 90 ROUGHING THE PASSER 25 ALL OTHERS 65 AND ON
ALTERNATIVE FRANCHISE: INJURIES 14 FATIGUE 50 PLAYER SPEED 90 ROUGHING THE PASSER 50 ALL OTHERS 70 AND ON
ABOUT MY SLIDERS
I DON’T FOCUS ON MOVING A SLIDER UP AND DOWN FOR THE SOLE PURPOSE OF MAKING RUNNING OR PASSING OR WHATEVER EASIER OR HARDER. THAT JUST IS NOT MY STYLE. INSTEAD, WHAT I DO IS FOCUS ON CPU SACK TIMINGS. IT IS NOT ABOUT THE INDIVIDUAL NUMBERS BUT THE NUMBER SEQUENCE. WITH THE RIGHT SEQUENCE OF NUMBERS THIS ALONE WILL DETERMINE HOW EASY OR HARD THE GAME PLAY IS. WHEN THAT IS COMPLETE, I SET THE OTHER SLIDERS LIKE INJURIES, FATIGUE, PLAYER SPEED AND PENALTY VALUES TO COMPLIMENT THE GAMES OFFENSE, DEFENSE AND SP TEAM SLIDERS THAT WILL KEEP THE GAME PLAY AGGRESSIVE JUST NOT AT THE EXTREME OF KEEPING THE CPU FROM GETTING THEIR SHARE OF THE YARDS RATHER THE GAME IS A DEFENSIVE BATTLE OR A BLOW OUT. FEEDBACK IS WELCOMED.
TIPS
YOU CAN PLAY THE GAME HOWEVER YOU WANT BUT IF YOU FOLLOW MY ADVICE BELOW YOU WILL HAVE BETTER AND MORE DYNAMIC GAMES. PUT SKILL POINTS ON FAST AND ONLY UPDATE YOUR STAFF 1 TIME A YEAR STARTING THE FIRST WEEK OF EACH SEASON THEN DON’T UPDATE AGAIN UNTIL WEEK 1 OF THE FOLLOWING SEASON. THIS HELPS KEEP YOUR GROWTH MORE EVEN WITH THE CPU AND FOR PUTTING THE POINTS ON FAST. THE CPU NEEDS THOSE POINTS FAST TO GIVE YOU BETTER GAME PLAY OTHERWISE IT WILL TAKE LONGER FOR THEM TO START PLAYING BETTER AGAINST YOU, ESPECIALLY IF YOU HAVE A GOOD TEAM. CPU NEEDS ALL THE HELP THEY CAN GET IN THIS DEPARTMENT.
ON BOTH OFFENSE AND DEFENSE PICK THE COACH SUGGESTION 100% OF THE TIME NO MATTER WHAT THE SITUATION IS. THIS WILL ALLOW YOUR GAMES TO BE MORE DYNAMIC AND NOT CHEESE THE CPU. THIS WILL KEEP YOU FROM WINNING ALL OF YOUR GAMES. ALSO, IF YOU HAVE A BAD TEAM, YOU WILL LOSE MORE OR IF YOU HAVE A GOOD TEAM, YOU WILL WIN MORE.
V6 GAME PLAY
SLIDER WORKSHEET V6
Spoiler
C0883R M24 MATHEMATICAL ALL PRO SLIDERS V6
I STARTED FROM 50 AND DEPENDING ON THE SLIDER I EITHER WENT UP OR DOWN 1 NUMBER AT A TIME UNTIL THE CPU COULD SACK ME 10 TIMES IN A ROW IN UNDER 5 SECONDS. TO FIND THE RIGHT NUMBERS I DID IT IN SETS OF 3.
THIS MEANS WHEN I FIND A NUMBER THAT THE CPU SACKED ME 10 TIMES IN A ROW IN LESS THEN 5 SECONDS ON. I WOULD THEN RESET THE SLIDER BACK TO 50 EXIT THE GAME THEN LOAD THE GAME BACK UP AND REPEAT UNTIL I COULD GET THE GAME TO SELECT THE SAME NUMBER AT LEAST 2 OUT OF 3 TIMES.
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CPU SACK TIMINGS
PLAYER
QB ACCURACY =43
CPU
QBA ACCURACY =51
PLAYER
PASS BLOCKING =49
CPU PASS BLOCKING =54
PLAYER WR CATCHING =51
CPU WR CATCHING =55
PLAYER RUN BLOCKING =45
- 48
- 42
- 46
- 45
- 48
- 49
- 45
- 45
- 49
CPU RUN BLOCKING =56
PLAYER BALL SECURITY =49
CPU BALL SECURITY =48
PLAYER REACTION TIME =43
- 49
- 46
- 48
- 49
- 48
- 44
- 47
- 43
- 43
CPU REACTION TIME =53
PLAYER INTERCEPTIONS =49
CPU INTERCEPTIONS =49
PLAYER PASS COVERAGE =51
CPU PASS COVERAGE =52
PLAYER TACKLING =49
CPU TACKLING =55
PLAYER+CPU FG POWER+ACCURACY =49
- FGP 47 FGA 47
- FGP 49 FGA 49
- FGP 49 FGA 49
PLAYER+CPU PUNT POWER+ACCURACY =52
- PP 52 PA 52
- PP 52 PA 52
- PP 56 PA 56
PLAYER+CPU KICKOFF POWER =48
- KP 49
- KP 47
- KP 45
- KP 48
- KP 48
- KP 49
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TOTAL PLAYER+CPU VALUES
PLAYER =679 14 SLIDERS
CPU =723 14 SLIDERS
TOTAL 619+723=1,342 ÷28 SLIDERS =47.9285714286
NEW NUMBER STRING
47.92 85.71 42.86
Y N Y
40 40 43 43 10 20 22 14
50 48 48 50 50 48 48 50
90 86 86 90 90 86 86 90
INJURIES 14
FATIGUE 50
SPEED 90
14+50+90=154÷3=51.33
PLAY NOW ALTERNATIVE
ROUGHING THE PASSER 25 ALL OTHERS 65 & ON
FRANCHISE ALTERNATIVE
ROUGHING THE PASSER 50 ALL OTHERS 70 & ON
ALTERNATIVE NOTES:
THIS IS TECHNICALLY TO FAST FOR MY SLIDER VALUE AND BECAUSE OF THAT THE PLAYER AND CPU WILL BE ABLE TO SCORE QUICKER ESPECIALLY ON PASSING PLAYS. THE ONLY REASON I CONSIDERED THIS IS BECAUSE BOTH DEFENSE AND OFFENSE FOR BOTH CPU AND PLAYER IS STILL GOOD JUST PLAYS A LITTLE MORE LOOSE MAKING THE PASSING A LITTLE MORE DIFFICULT TO STOP THEN THE DEFAULT.
INJURIES 20
FATIGUE 48
PLAYER SPEED 86
20+48+86=154÷3=51.33
PLAY NOW
ROUGHING THE PASSER 30 ALL OTHERS 50 & ON
FRANCHISE
ROUGHING THE PASSER 51 ALL OTHERS 71 & ON
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STAR - X FACTOR SLIDERS
53 MAN ROSTER =1,696
25% =424 (RND TO NEAREST 10)
420/3 =140
140/2 =70 (TO HIGH FOR 3 OF X FACTOR PLAYERS)
70/2 =35 (X FACTORS)
420-35 =385 (RND TO NEAREST 10)
390/3 =130
130/2 =65 (SUPERSTARS)
65+35 =100
420-100 =320 (STARS)
320+65+35 =420 (TOTAL STARS-XF EACH YEAR)
420/32 =13.125 (AVERAGE PER TEAM EACH YEAR. THIS DOES NOT INCLUDE HIDDEN DEV TRAIT PLAYERS)
13.125 (MEANS THE MAJORITY OF THE TEAMS EACH YEAR WILL HAVE 13+ S-XF PLAYERS ON THE TEAM AT THE BEGINNING OF WEEK 1 THE FOLLOWING SEASON. SOME TEAMS WILL HAVE LESS SOME WILL HAVE MORE)
X FACTORS 35
SUPERSTARS 65
STARS 320
(THE REASON FOR ROUNDING TO THE NEAREST 10. IS BECAUSE SUPERSTAR ONLY GOES IN INCREMENTS OF 5 AND STAR GOES IN INCREMENTS OF 10. IN ORDER FOR THE MATH TO ADD UP I HAD TO ROUND TO THE NEAREST 10)
Last edited by C0883R; 07-01-2024 at 05:47 AM.
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