12-16-2017, 02:11 AM
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#1
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MVP
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CFM Rated Roster (XB1)
Roster Name: CFMRATEDROSTER
Sim Play Style uses the “Delta” (disparity between interacting ratings) between interacting players to dictate/decide what will happen and/or how often a player will win.
**important to remember as to not confuse with set Thresholds used in Comp Play Style
This is a roster template that has players rated to be in-line with generated players in CFM.
- Important because EA and most rosters that are loaded into the mode are based on a H2H build meant for Play Now and have players carrying ratings that are rated on the high end, thus preventing the min/max rating levels that generated players produce to function, allowing the various mechanisms in the mode to balance each other.
With this roster template...
- older players cycle out of the league faster instead of bloating and/or pushing younger players to the FA pool
- Player Differentiation is more vivid due to players with lower POS ratings now getting some actual playing time on teams
- 70’s represents the median range of POS ratings by generated players, with 80’s being the high end, while 60’s is the low range
- these POS ratings will -/+ based on players performance (see XP Sliders below)
Important Notes:
1) “0” all XP Sliders (this causes other mechanisms in the mode to not be in balance with each other.
- performing and meeting goals help to maintain their initial ratings longer preventing ratings regression from starting immediately
- AI assigns points with no logic just to spend the points
- POS Ratings take a hit due to injuries, but XP overrides by increasing ratings back upwards
- Draftees ratings are what they are
- those 1st rd bust or 6th rd gems now impact both User/AI rosters
- Player Types are in-line with designated Type rating
example:
WR Quick Route Runner has 80’s RTE Rating, but lower in other POS ratings
WR Possesion Receiver has 80’s CIT Raying, but lower in other POS ratings
- Balanced players will eventually fall into a more specific player type as their POS ratings fluctuate -/+
2) User Control Teams “Must” have CPU sign Draftee Contracts otherwise teams CAP will be bloated compared to other AI controlled teams
- will see some 1st rd Low rated bust sign some huge contracts
3) For extra challenge and added realism to User(s), don’t Scout Ratings
- you’re stuck with what you Draft, good or bad
4) Only two Draftee ratings that really need to be edited
- QB THP Rating to range from 70-85
(needed to pair correctly with generated MCV/ZCV ratings that range 60-80’s)
- DL TKL Rating to be below 65, ** lower is better
- allows varied RB Animation Thresholds the ability to trigger behind/at LOS w/out Tackling Animation over powering what’s able to trigger
5) AWR rating
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- only QB’s, OL can have rating manually edited to be higher than generated levels if you choose
- QB’s for Pocket Threat AWR
- OL improve Blitz pickup the better OL units
6) Older Elite QB’s OVR are initially rated so otherwise they will float around the league into their 40’s unseating even 75’ish 1st rd Drafted QB’s
- a few QB’s from loaded roster will still be around, but rated at a level forcing them to be backups
7) Edit DL Play Rec, JMP & ZCV Ratings to be “99” if you want them to attempt jumping to block passes at the line often
8) If you choose to utilize Slider alterations from default, just know you’re shifting Delta’s, formulas and some unknowns etc..., so keep this in mind if this is your thing.
Not 100% in-line but a template roster that’s closer to generated players levels.
If there is a question pertaining to a rating, don’t hesitate to ask, as there is more than likely a reason why.
Last edited by khaliib; 12-17-2017 at 05:03 PM.
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