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Old 12-15-2012, 11:43 AM   #1
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Is offline CCM playable?

All my CCM's have been online so far but it is unbelievably frustrating when it disconnects.

I have only played online because I remember offline CPU play calling was horrible, is this still the case and are there any other game breaking glitches in offline CCM?

Thanks.
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Old 12-15-2012, 11:50 AM   #2
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Re: Is offline CCM playable?

Quote:
Originally Posted by Aleeeeex94
All my CCM's have been online so far but it is unbelievably frustrating when it disconnects.

I have only played online because I remember offline CPU play calling was horrible, is this still the case and are there any other game breaking glitches in offline CCM?

Thanks.
Offline CCM is playing great for me with my sliders. The CPUs playcalling can be questionable at times but it's no different then it is online. If you are looking to be challenged by the CPU you already know what my sliders bring to the table when you used them on Madden 12. My Madden 13 sliders are no different so check out my thread in the slider forum..
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Old 12-15-2012, 11:59 AM   #3
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Re: Is offline CCM playable?

I will start a offline CCM when i get my Madden copy on monday! I was just frustrated with M12, thatīs the reason why i bought it so late this year..but after all the title updates i give it a try and hope it will better work this year, especially with your sliders Jarodd
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Old 12-15-2012, 12:00 PM   #4
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Re: Is offline CCM playable?

Definitely with the latest patch. I had a few head scratchers on 3rd down with my Steelers v Ravens early in the game with Ray Rice running and almost getting 1st downs, but I had already picked Flacco off twice. Later in the games QBs will throw more when behind. Run/Pass attempts are balanced.
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Old 12-15-2012, 01:10 PM   #5
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Re: Is offline CCM playable?

definitely!

I've never played a franchise type mode for so many seasons! I am in year #4 of playing every single game (except preseason). Went 13-3, 9-7, and 14-2 so far, with one SB win as a gameface coach in CCM.

Building a team is my favorite part, and since I have the Bills there are still plenty of holes even in year 4.

If you love scouting, drafting, and team building it is great, and the games are a lot of fun as well. Just make sure to turn injuries up so that you actually get some.
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Old 12-16-2012, 03:14 PM   #6
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Re: Is offline CCM playable?

Without custom playbooks and gameplans, it's not really playable for a sim player. The CPU doesn't call a good enough game to remain competitive once your team's talent level (and speed) increase.
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Old 12-16-2012, 03:57 PM   #7
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Re: Is offline CCM playable?

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Originally Posted by youALREADYknow
Without custom playbooks and gameplans, it's not really playable for a sim player. The CPU doesn't call a good enough game to remain competitive once your team's talent level (and speed) increase.
You can do custom gameplas and playbooks online?

I like offline because you don't have to worry about being disconnected from the server and losing credit for your game in progress.

I also like that you can save when you like, rather than being subject to the online auto-save. if something weird happens in FA or the draft or you make some random mistake, you're not stuck with it offline, but in online, everything you do is permanent as soon as you do it.

Then there's the issue of edited rosters. Offline CCM allows you to play with the most current rosters, plus you can edit them however you want before starting the CCM.
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Old 12-16-2012, 04:01 PM   #8
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Re: Is offline CCM playable?

Here are 20 of my rules that I use to make CCM more challenging/fun (probably more that I can't think of):

1. Must use ALL scouting points every week
2. Regular season: ONLY schemes
3. Post season: intangible ratings (ONLY letter grade)
4. Post-combine: physical ratings (ONLY letter grade)
5. NEVER trade picks
6. NEVER trade players (either team) with 1-year deals
7. ALWAYS have at least $5M in cap room
8. You can sign only TWO 80-84 rated players, THREE 70-79 rated players, OR ONE 85+ rated player and THREE 70-74 rated players per offseason (doesn't include re-signings)
9. You can sign as many players under 70 as you need
10. You can sign up to TWO UDFAs per season (2 offense, 2 defense), but ONLY for positions you need
11. You can NEVER upgrade traits or development
12. NEVER draft storyline players
13. NEVER release players that you just signed or re-signed (UDFAs and rookies don't count)
14. Draft ONLY players that fit your scheme
15. NEVER upgrade speed/agility/acceleration/strength ratings
16. Be realistic and bench players who aren't producing, regardless of rating
17. NO free agent signings in-season unless you need to due to injuries
18. For fourth rounders and below, above scouting rules apply, for third and above, ONLY scout scheme
19. NEVER reach more than one round
20. ALWAYS draft team needs first
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