Brando70 wrote:
Also, the fact that CCM games didn't play the same as Play Now games is baffling.
My understanding from my friend and this isn't official.
The IE engine, CCM and Madden code bases were 3 separate bases. The goal was to bring in CCM this year as it had been in development since the end of 10 's cycle. IE got "done" quicker than expected and so they worked the final few months of tying it all together.
They knew that things didn't work they just couldn't fix them for launch. So they waited to accumulate things they didn't know about and you get super patch. I'm told this code is pretty tight, i.e. it gets the job done.
I still think it's a shitty way to do business but it's the way the sports game cycle works now. I actually had a discussion with a younger friend because he was saying companies would never support a 2 year cycle. I told him about the old days when we got basically a new roster with some tweak the next year for a reduced price. He didn't believe me that that model ever existed. LOL
It seems to me that model would make more sense now than ever before from a quality standpoint, but with millions of copies of Madden getting sold no matter what, I can see why.
If it makes the CPU AI more challenging, I'm all for it. Right now, I only run into a tough game when I get bitten by the R-stick pass-rushing bug or I throw more than a couple of picks.
Inuyasha wrote:so do i have to restart my offline and online CCM's for these changes to go into effect? or do they start right after downloading the patch?
I must say I am most impressed with this patch. I played a few games on AP defaults and it played great. I would suggest anyone trying it out default your sliders back and go from there.
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Brando70 wrote:Only played one game, so not enough to judge. CPU defense seemed better, CPU offense still seemed pretty lame, but I want to play more.
One think I can't tell from the patch notes -- is fatigue fixed? I saw DL substitutions but no RB subs on either side.
I only played one game as well and of course the CPU offense was still inept even on All-Star. Shut out the Colts 42-0 after leading 13-0 at half. Guess I'll have to bump it up a level, but usually anytime I think about doing that, I get slaughtered in a game and then I choose not to.
As for subs, mine have always worked...I constantly am seeing subs on defense and running back particularly. So not sure it was a problem in the first place...at least not how I play the game in connected careers offline.
Autosubs is fixed in that they now work. However the defaults are still set at 51/49 so you need to adjust those.
It was also a confirmed bug so DB must of had the only working copy in North America
All kidding aside I still bumped my fatigue up to 52 to get more sub rotation. At that level with RB sub In / Sub out set to 80/79 I usually see a RB go out after 3-5 carries depending on other factors.
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I'm curious you guys still see a lame cpu ai. That is not the experience I've had in a small sample size of 3 games. The Lions abused me every time I played Man, single high. In fact I lost the game because Stafford caught me in an all out blitz and hit Stoval for the winner in OT.
It could be the fact I am just not that good anymore.
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I've had both. I decided to play a game as the Colts using 15 minute quarters and 12 second accelerated clock and played a full game against the Bears. Jay Cutler had like 114 yards passing in the game, I think. And they couldn't run a lick (I think Forte had 18 carries for 16 yards at one point), so I tried to play on All-Madden.
Surprisingly, playing offense on All-Madden was an absolute blast. I could run, which I didn't expect to be able to do, and I could pass consistently as well. On defense, the CPU passing game was trickier to defend, but the CPU running game--forget about it. I watched a running back break six tackles and run for an 80 yard gain. I gave up 110 by the end of the first quarter, and even if I hit them with 2 or 3 guys, they'd always break the first few tackles, which made it very un-fun.
I might try moving to All-Madden and dumbing down the CPU running game to halfway between All-Pro and All-Madden and see how it works. The kicks are certainly a freakish thing to try with that meter moving so fast, though.
And DB may have seen subs in his games, I wouldn't dispute that. I saw subs in my games as well. My problem has always been that McFadden is so injury-prone I never like to take him past the 20 carry mark, and he'd pass that by halftime in most games I played without messing with auto subs. So I'd have to manually juggle my tailback depth chart during a game constantly, or hope I get a big lead and I can pull him in the 3rd. But I'm sure DB saw subs--he just may have given Reggie more carries than I would give McFadden. If he tried to change the autosubs so that Reggie came out after every 3rd or 4th carry, he'd see the same thing we all saw. But it's entirely possible it never even came up for him.
TCrouch wrote:And DB may have seen subs in his games, I wouldn't dispute that. I saw subs in my games as well. My problem has always been that McFadden is so injury-prone I never like to take him past the 20 carry mark, and he'd pass that by halftime in most games I played without messing with auto subs. So I'd have to manually juggle my tailback depth chart during a game constantly, or hope I get a big lead and I can pull him in the 3rd. But I'm sure DB saw subs--he just may have given Reggie more carries than I would give McFadden. If he tried to change the autosubs so that Reggie came out after every 3rd or 4th carry, he'd see the same thing we all saw. But it's entirely possible it never even came up for him.
I bumped by fatigue slider to 70 before the patch and I would routinely get about 25-30 for Reggie and 7-8 for the backup at the time. Last night I got 19 and 10...so setting it at 70 might be a bit high, tho I did throw to Reggie out of the backfield a few times as well contributing to his fatigue.
Exactly. A big fatigue bump would negate the RB issue, but then you'd have the OL and WR's subbing way too much for my tastes, so it was a big issue for me. I wanted my tailbacks to split carries, but not put in a 3rd string center at OG every 7th snap.
If they had an actual fatigue / Injury / Sub system worth a dam you wouldn't need auto subs. If a RB turned yellow and his speed, agility, acceleration and carry dropped like 20% and then if he was red it dropped to like 50% and you could see a noticeable difference people would sub manually. The fact is whatever happens in game with fatigue is not noticeable or enough of a penalty IMO.
If there were pop ups like you get with injuries that Fortee is asking for a rest because he is tired and you could quickly sub that would work as well. Finally add a quick easy sub system. I know you can sub from the play call but it's not intuitive. Lets face it usually your subbing RB, Wr and TE on Offense and DT / DE on defense. The whole thing needs to be re-worked IMO.
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Danimal wrote:I must say I am most impressed with this patch. I played a few games on AP defaults and it played great. I would suggest anyone trying it out default your sliders back and go from there.
Thanks for the tip. Followed this plan and enjoyed a really competitive, balanced, fun game between the Bills and Cardinals.
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Danimal wrote:I'm curious you guys still see a lame cpu ai. That is not the experience I've had in a small sample size of 3 games. The Lions abused me every time I played Man, single high. In fact I lost the game because Stafford caught me in an all out blitz and hit Stoval for the winner in OT.
It could be the fact I am just not that good anymore.
I am not good by any stretch, and I don't want to conclude too much from one game against a meh Panthers team. But the CPU running in particular looked as bad as it did pre-patch. I am probably giving up 2.5 ypc to computer running backs after seven games on All-Pro in my Bears online CC.
The CPU RBs just seem to struggle with running intelligently. They will shake off tackles and stuff, but it seems like they can't find the crease where a one-yard gain becaomes a five- or ten-yard gain. That's why they get stuffed so much. The odd thing is that the QB scrambling by the AI is good. Cam Newton was very effective at taking off at the right time, finding lanes.
I want to try another game or two, but the lack of a running game by the CPU makes playing defense feel rather boring to me. Love the offensive side of the game, sleepy when I play defense.
Brando70 wrote: Love the offensive side of the game, sleepy when I play defense.
That's exactly why you need to join Terry's early-round draft pick, created QB-only league, silly!
I know, but I am also a terrible QB. I need to join an all-fullback league.
OMG dude you're like PK with the NHL OTP. What are you afraid of?
We aren't charging an entrance fee. You won't be financially penalized or any other way if you decide you don't like it. No one is going to come to your house and punch you in the nose if you throw too many interceptions. You can quit out at any time, as others have, and I promise no puppies will die.
Try it. I'm suggesting you will enjoy it quite a bit and based on your having been in last years madden league I know having you in it would add to the league, at least for me. Just make sure to give your guy a good name.
Just try it for a a couple of in-game weeks and if you don like it you can leave and I promise no one will hold it against you. Deciding you don't like it without having tried it I will hold against you.
No doubt. Just for informational purposes, Brando, only two of us even made the playoffs in year 1. A couple of us were nothing but extra point-holders because they couldn't crack the starting lineup. One of us threw more than 40 picks I think. It's a completely different game (in bad and good ways) when you're only playing quarterback and hoping the rest of your team does its job from game to game.