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Matt10 Hall Of Fame
Join Date: Apr 2006 Location: Overland Park, KS Posts: 16,274 | Re: Matt10's Madden 24 Sliders
Hey buddy, main thing is because the increase in punt power, so there's some threshold for a missed kick as the attempt to kick it further. I tested as low as 20-25 and found that it's low/shank city for the majority of punters.
It's definitely one of the odd ones, but I think it's too sensitive under 40. Need some room for miskicks - whether it be a shank or just a poor punt that doesn't have enough hangtime.
Thanks TG - well, for sure the work you put in did not go unnoticed. I checked the auto-sub thread where you were active and it was matching what I was finding as well. It was good validation to go up in fatigue as well, not just from what I had seen, but what you had already experienced to further support it. I agree with what you're saying about players disappearing, which is another one of those issues at different parts of the season (Week 1, Week 5, Week 10 and Week 17) that is relative to the autosubs. I found that above 95/in, on 80-85 fatigue, starters were gone in the 2nd half during the week 10-17 stage. I also have to take into the equation the type of user who is more plug n' play and just doesn't pay attention to stamina conservation throughout the season. I like 80 fatigue for sure, but eventually I started to get annoyed that my starting RB wouldn't sub out after they've got a 10-15+ yard run or multiple 5-6 touches on the ball within the same drive. The visual aspect of heavy breathing from the CPU players (not touched their autosubs) is a good indication of the fatigue working as well, which promotes changing their autosubs via the character option too. 85 pushes these animations and behaviors a lot sooner, without affecting the sprinting in open field as well. Thanks again for your work on the fatigue + autosubs research. Crazy that we're even above 52 fatigue, a common value that Cane always gives me crap about because in the past it just resulted in terrible animations (jogging, lack of interest, stopping on routes, etc).
Yeah like TG said, this is such a tough compromise. I think the lesser of two evils is probably keeping PF on and creating character for the week's CPU matchup then ensuring they are taken care of in all regards to fatigue.
Yeah, just as a catch all, I do it for all the positions. So it looks like this: There's definitely subs going on. Pay attention to their heavy breathing animation. They will most likely be subbed out in the next play. During my testing I used a lot of the same plays over and over and checked the "Recent" tab so I could see which players were being subbed out. This way I can rule out formation subs getting in the way of my auto-sub testing.
It shouldn't affect that, but I can tell you I use a lot of teams in testing and the pass defense is really in a good spot relative to the CPU's QBA. I lost 42-3 as the Giants against the Cowboys earlier, and Prescott still stayed under 60% comp despite having 350yds w/ 3 TDs. Cooks on the receiving end of 170 yds, but two receiving TDs to TE Schoonmaker. The awareness of defensive players is so much better this year, and their reactions are the best it's ever been in any Madden I can remember. jdl24, TopSide83 and The Gamer like this. __________________ | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Matt10's Madden 24 Sliders - Page 50 (2024)
References
- https://realsport101.com/madden/madden-24-sliders-realistic-settings-options-penalties-player-cpu/
- https://www.videogamer.com/guides/madden-24-best-settings-controller-graphics-gameplay/
- https://forums.operationsports.com/forums/madden-nfl-football-sliders/1013765-matt10s-madden-24-sliders.html
- https://forums.operationsports.com/forums/madden-nfl-football-sliders/1013765-matt10s-madden-24-sliders-50.html
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