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Madden: A Look Inside for CFM Play

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Old 12-23-2015, 12:50 PM   #89
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Re: Madden: A Look Inside for CFM Play

is there any evidence that this game plays different if say you play 10 min quarters with the ACC clock on at 20 sec, vs. playing a 9 min quarter game with ACC clock Off?

i guess this maybe isn't the best place to ask, but there it is.
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Old 12-23-2015, 01:23 PM   #90
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Re: Madden: A Look Inside for CFM Play

Does this mean that if we put in 11 bad blockers on FGs that they can be blocked? Ex QB, WR, etc?
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Old 12-23-2015, 02:41 PM   #91
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Re: Madden: A Look Inside for CFM Play

Quote:
Originally Posted by BleedGreen710
so is this true or no?
That would be 30x100+ pre-template players each class.
Then every aspect of each player is randomize to create a different player every time a Draft Class is pulled.
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Old 12-23-2015, 02:51 PM   #92
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Re: Madden: A Look Inside for CFM Play

Quote:
Originally Posted by BadAssHskr
is there any evidence that this game plays different if say you play 10 min quarters with the ACC clock on at 20 sec, vs. playing a 9 min quarter game with ACC clock Off?

i guess this maybe isn't the best place to ask, but there it is.
Nothing specific to this exactly, but just like the Ball Hawk, Heat Seeker etc..., this does "override" an aspect of normal gameplay/presentation.
I've seen nothing to indicate in exactly what way.

This may be affecting several things.
- We may need to test to see if "Fatigue" is one of them, which is linked player subbing.
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Old 12-23-2015, 03:07 PM   #93
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Re: Madden: A Look Inside for CFM Play

Quote:
Originally Posted by Clemsonpanther
Does this mean that if we put in 11 bad blockers on FGs that they can be blocked? Ex QB, WR, etc?
There's a lot of coding I would have to reveal in order clarify why things happen in Special Teams the way they do.

In the end, it needs to be programmed separately with ST specific blocking/gap penetration animations.
- RB's currently have the "get skinny" through the line animation available.

Defaults roster kicker accuracy ratings are way too high, compared to generated rookies.
- take a look here to make PAT more difficult.
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Old 12-23-2015, 03:12 PM   #94
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Re: Madden: A Look Inside for CFM Play

Quote:
Originally Posted by khaliib
Nothing specific to this exactly, but just like the Ball Hawk, Heat Seeker etc..., this does "override" an aspect of normal gameplay/presentation.

I've seen nothing to indicate in exactly what way.



This may be affecting several things.

- We may need to test to see if "Fatigue" is one of them, which is linked player subbing.

Khaliib what do u mean by Ball Hawk, Heat Seeker, etc.."override"


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Old 12-23-2015, 03:45 PM   #95
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Re: Madden: A Look Inside for CFM Play

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Originally Posted by StefJoeHalt
Khaliib what do u mean by Ball Hawk, Heat Seeker, etc.."override"


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They're the old Def Tackle and Def Catch assist, which override the ratings used for these (tackle/catching or int's) areas.
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Old 12-23-2015, 04:51 PM   #96
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Re: Madden: A Look Inside for CFM Play

I'm sorry I didn't explain better what I meant was does it have an effect on computer controlled players


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