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Madden NFL 13 Title Update #3 Arrives October 16th, Edit CCM Rosters and More

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Old 10-08-2012, 07:39 PM   #665
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U am wondering, I did not restart my offline ccm after the 2nd patch, will the 3rd patch work for my offline ccm or will u have to restart?
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Old 10-08-2012, 07:39 PM   #666
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Re: Madden NFL 13 Title Update #3 Arrives October 16th, Edit CCM Rosters and More

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Originally Posted by Old School SD Fan
Since we'll be able to use custom rosters in offline CC's, may I ask, will we be able to add legends to those rosters before we use them to start a CC?
You will have to create them as you cannot edit the canton greats roster.
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Old 10-08-2012, 08:05 PM   #667
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Re: Madden NFL 13 Title Update #3 Arrives October 16th, Edit CCM Rosters and More

Thanks for your help bud. Like I said d line playing like it does in practice mode would go along way in helping the D overall.
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Old 10-08-2012, 08:26 PM   #668
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One thing I don't understand they put legends in the game and u can bearly use them. This is one of the only reasons why I purchased this game and I can't even trade to there teams to play with them and aganst them. But it's just like ea to put something in the game and do it half ***.
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Old 10-08-2012, 08:27 PM   #669
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Re: Madden NFL 13 Title Update #3 Arrives October 16th, Edit CCM Rosters and More

CAN YOU DO MULTIPLAYER OFFLINE

Because I heard you can do cooperative play
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Old 10-08-2012, 08:36 PM   #670
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Re: Madden NFL 13 Title Update #3 Arrives October 16th, Edit CCM Rosters and More

Two questions if I could ask them.

1. Has the AI running game been looked at? To me the issue seems to be the RB will attempt too many jukes in the backfield instead of hitting the hole for a 2-3 yard gain. When this happens 10-15 times a game that can account for 20-40 yards of rushing.

2. This is more a curiosity question but what does fatigue affect? Does it do anything more than make it easier for the player to get hurt?

Thanks
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Old 10-08-2012, 08:48 PM   #671
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Re: Madden NFL 13 Title Update #3 Arrives October 16th, Edit CCM Rosters and More

Will the accel clock work properly in player mode when iam off the field, in supersim. CPU only takes 10 seconds off the clock every play. In 10 minute quarters I usually have 35 minutes Possession to the CPU 5 minutes.

Thank you
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Old 10-08-2012, 08:53 PM   #672
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Re: Madden NFL 13 Title Update #3 Arrives October 16th, Edit CCM Rosters and More

Quote:
Originally Posted by EmmdotFrisk
Yup, sliders will be addressed and working in patch #3
You guys have stated the sliders will work the same in both CCM and Play Now but that hasn't addressed the question if any of the sliders actually got fixed or improved. The pass reaction slider didn't work in Play Now either. It was so useless that people were debating as to whether it was backwards or not. If we can't tell the difference between a slider at 0 or 100 it is broken. I think all the sliders need to be made more powerful period. With a true 100 point system there is no reason not to.


Quote:
Originally Posted by Danimal
Two questions if I could ask them.

1. Has the AI running game been looked at? To me the issue seems to be the RB will attempt too many jukes in the backfield instead of hitting the hole for a 2-3 yard gain. When this happens 10-15 times a game that can account for 20-40 yards of rushing.
No question the lack of intelligence of the cpu RB hurts their running game. I also think the super toned down speed burst hurts as well. When there is a hole the cpu RB doesn't hit it hard. Too often they will be covering the ball instead of exploding through the hole.

This is something that is hard to fine-tune in Madden because Madden's RB slider is just a broken tackle slider. That is redundant with the defense's tackling slider. NCAA has a RB Ability slider which juices the RB's speed and other attributes. It would be nice if Madden's RB slider worked the same way so we can give the cpu RB some extra juice. Most NCAA slider sets do this to help the cpu running game.
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