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Madden NFL 10 2nd Title Update Details

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Old 12-02-2009, 12:49 PM   #161
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Re: Madden NFL 10 2nd Title Update Details

Quote:
Originally Posted by Jesus-alwz
Speaking of CPU playcalling, do you all think there is an effect on their playcalling based on the slider settings? I have changed sliders to increase and decrease things like pass and run blocking, and pass rush and shed blocking (run defense), WR catching, QB accuracy and seemed to get different percentages when I went to different extremes. For example, it seemed like they ran the ball much more when my QB accuracy and/or WR catching went below 25, or when run blocking was significantly higher than pass blocking, etc. Maybe I haven't played enough games to legitimize this, though. I also have deeper passes, again seemingly, whenever pass blocking and WR catching and QB accuracy are decent and not too low.

What are your observations?

It might. In my efforts to actually get a running game, I put my run D sliders at 0/0/5 and suddenly the AI was trying to pound the ball and stay with it. It might have an impact because it's trying to "make it harder" on you by doing what your sliders are hardest at, but the result in game seems like it could be more running. Plus the lower sliders give successes which probably help the AI stay with it.

Also, had a game last night where I stuffed Jamal Lewis, but they stayed with him all game. He had 21 carries and some of the 4th quarter ones were significant.

So it could be a possibility.

Last edited by KBLover; 12-02-2009 at 12:53 PM.
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Old 12-02-2009, 12:53 PM   #162
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Re: Madden NFL 10 2nd Title Update Details

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Originally Posted by rgiles36
The same thing happens when you supersim. When there's less than two minutes and the losing team has no timeouts, I like to supersim to the end. But next thing you know, the ball has changed hands and while I haven't lost, there are obviously some programming flaws in supersim.
Yeah, super sim is awful. Yet another thing it should do like Head Coach 09 - super sim runs the accel. clock like during a played out game.

And, like everyone else, some stupid clock management decisions like running up the middle on their own 25 yd line, then calling time out. Running the ball when down by 14+ with less than 2 minutes left (of all the times to go to the run...), the "automatic" time out with 1:01 or so on the clock (just about every time the AI has the ball, it will call timeout around 1 min left in the game, even if my D is clearly off balance - the AI will kill it's own flow with the "auto" timeout).
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Old 12-02-2009, 01:10 PM   #163
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Re: Madden NFL 10 2nd Title Update Details

Quote:
Originally Posted by KBLover
It might. In my efforts to actually get a running game, I put my run D sliders at 0/0/5 and suddenly the AI was trying to pound the ball and stay with it. It might have an impact because it's trying to "make it harder" on you by doing what your sliders are hardest at, but the result in game seems like it could be more running. Plus the lower sliders give successes which probably help the AI stay with it.

Also, had a game last night where I stuffed Jamal Lewis, but they stayed with him all game. He had 21 carries and some of the 4th quarter ones were significant.

So it could be a possibility.
In coach mode, I also went up against Lewis last night. I'm using sliders from here(Bill Harris) and Lewis was gaining 7yds/attempt and over 100 yds @half. I started using more pinch plays in the second half and more engage 8's. They stuck with the run and I started to shut it down. Finally, I pulled ahead and they had to pass the rest of the game.

They were down by two with less than a minute left and all their timeouts. They started running the ball and calling timeouts. I stopped them on 4th down and they turned the ball over with 18 seconds left. Weird. Game over.
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Old 12-02-2009, 01:18 PM   #164
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Re: Madden NFL 10 2nd Title Update Details

Quote:
Originally Posted by Jesus-alwz
Speaking of CPU playcalling, do you all think there is an effect on their playcalling based on the slider settings? I have changed sliders to increase and decrease things like pass and run blocking, and pass rush and shed blocking (run defense), WR catching, QB accuracy and seemed to get different percentages when I went to different extremes. For example, it seemed like they ran the ball much more when my QB accuracy and/or WR catching went below 25, or when run blocking was significantly higher than pass blocking, etc. Maybe I haven't played enough games to legitimize this, though. I also have deeper passes, again seemingly, whenever pass blocking and WR catching and QB accuracy are decent and not too low.

What are your observations?
i don't think so in terms of the number of run vs. pass plays called. the sliders should just change effectiveness of attributes. to tune the play calling, you should adjust the coaching sliders / settings. this makes a big difference in pass vs. rush and the blitzing. the only problem is you need to control all the teams and this turns off CPU trades in a franchise.
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Old 12-02-2009, 03:28 PM   #165
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Re: Madden NFL 10 2nd Title Update Details

Will this update allow me to use updated rosters in online franchise?
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Old 12-02-2009, 04:15 PM   #166
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Re: Madden NFL 10 2nd Title Update Details

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Will this update allow me to use updated rosters in online franchise?
Good question, I hope so.
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Old 12-02-2009, 05:07 PM   #167
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Re: Madden NFL 10 2nd Title Update Details

Has Coach Mode been fixed so that you cannot control any player after the snap (kickers, defenders, etc)--a true coach mode, not "control anyone but the QB mode"??
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Old 12-02-2009, 05:20 PM   #168
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Re: Madden NFL 10 2nd Title Update Details

No, this was never mentioned in the information on ea's website regarding the 2nd patch, I hope that they will include a true coach mode in madden 11.
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