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Madden: A Look Inside for CFM Play

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Old 01-19-2016, 06:18 PM   #153
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That's the info I'm looking for!
So, are you saying most ratings for Draft Classes average out in mid 60's?
Looking to find a good spread in ratings that fit with the incoming players.
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Old 01-20-2016, 12:22 AM   #154
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Re: Madden: A Look Inside for CFM Play

AI Coach's will actually make position changes, to fit personnel into their scheme.

Another nice little layer to the CFM onion.
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Old 01-20-2016, 03:00 AM   #155
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Re: Madden: A Look Inside for CFM Play

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Originally Posted by khaliib
AI Coach's will actually make position changes, to fit personnel into their scheme.

Another nice little layer to the CFM onion.
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Old 01-20-2016, 07:03 AM   #156
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Re: Madden: A Look Inside for CFM Play

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Old 01-20-2016, 08:22 AM   #157
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Re: Madden: A Look Inside for CFM Play

I read the 12/19 update but did not follow the line of thinking.

Are you saying that default EA roster and roster updates are better tuned to work with EA's draft class creation logic than custom rosters?

Or are you saying that some degree of roster editing is necessary to work best with the EA draft class generation logic?
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Old 01-20-2016, 10:14 AM   #158
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Re: Madden: A Look Inside for CFM Play

I thought I read it as if you do too much roster editing with attributes then your cfm would be out of whack later on with the drafted players being much better or a lot worse than the original roster. But I also didn't follow it well and could be completely wrong.

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Old 01-20-2016, 10:47 AM   #159
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Re: Madden: A Look Inside for CFM Play

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Originally Posted by TheShizNo1
I thought I read it as if you do too much roster editing with attributes then your cfm would be out of whack later on with the drafted players being much better or a lot worse than the original roster. But I also didn't follow it well and could be completely wrong.

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That was my initial interpretation, but I want to be sure I get what he's saying.

The roster I'm working with is a default Week 15 or so roster that I only edited equipment for, not ratings or attributes, so I'm hoping that's fine.
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Old 01-20-2016, 11:06 AM   #160
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Re: Madden: A Look Inside for CFM Play

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Originally Posted by Trojan Man
I read the 12/19 update but did not follow the line of thinking.

Are you saying that default EA roster and roster updates are better tuned to work with EA's draft class creation logic than custom rosters?

Or are you saying that some degree of roster editing is necessary to work best with the EA draft class generation logic?
Quote:
Originally Posted by TheShizNo1
I thought I read it as if you do too much roster editing with attributes then your cfm would be out of whack later on with the drafted players being much better or a lot worse than the original roster. But I also didn't follow it well and could be completely wrong.

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I get the same thing as Shiz from it. Rerating higher will ruin your CFM and rerating lower (think fbg) will also ruin your CFM just in different ways. So default or close to is the way to go. If you were to go the rerate route you'd want to stick to the way the draft class is. So with most players between 58-80 and then your pro bowlers and all pros between 80-however high you want to go.

The only thing off it seems with default roster is the Play Rec attribute for DL/LB/S. I guess CB is okay?? He didn't put that. Anyways he says that the draft class players can come out with this attribute up to 80 which is not inline with the default roster. They are lower. So upping 2-3 year established players with Play Rec over 80 is recommended for a greater AI ability on defense. I hope that made sense lol.
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