Making Your CFM Last For Decades – Team Building House Rules In Madden 17

In the words of Aaron Lewis (from Staind), It’s Been Awhile.

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In the spirit of not only updating NoobTubeTV with new and fresh things for the secular Holiday Season of Capitalism and video games during the winter snow and vortex.  I am presenting a new way to play a part of your Madden 17 Connected Franchise Mode from the Owner/Coach perspective!

This will focus on house rules I have implemented over the course of playing multiple seasons with multiple teams in CFM.  Before we get into the details of how to make a great experience more challenging and entertaining I have to give you the ‘why’.

Madden has improved in many regards as far as CFM goes.  They really have made strides and complete jumps to another level in some cases.  That said, they also have a lot of work to do with figuring out how teams deal with the salary cap and such.  By the time you reach season 4 and 5 in your CFM (2019-2020) you will start to see that almost every team is in a dire situation with salary caps and such.

One easy fix is to turn off salary caps.  I suggest not doing this simply because it’s nice to have a limitation placed on yourself during the offseason.

The other issue is that it is still way too easy to accumulated tons of first round picks and later picks as well.  On top of that part being easy it is also relatively simple to scout for players that you can draft with assurance that they will be rated 75+ OVR.  In order to preserve an ongoing CFM that will not only keep your team competitive, but also honest – here is my Madden 17 method of Team Management House Rules.

During The Season

Re-Signing Players –  Because you get a chance to make three offers during the season before you have one final chance after the season and then into free agency this rule is easy.
NOTE – This doesn’t mean you are limited to having certain OVR players on your team.  This is strictly a limit on re-signing players during the season.  This is meant to make your team stay within the same general competitive level as others and give other teams a shot at signing great players as well.

  • Any player rated 90+ is permitted ONE offer at any point during the season and you can only re-sign ONE of these players during the season.  If you have multiple 90+ rated players you must choose who you place the most value in keeping.  If they decline you then have to wait until the final re-sign chance after your season is over.
  • Any player rated 80-89 is permitted TWO offers at any point during the season.  The difference here is that you get to re-sign up to SEVEN players rated 80-89 during the season.
  • Players rated 79 and lower don’t have limits on offers.  Do what you want to here.

Scouting and The Draft

Here’s the deal.  You get to scout any players you want.  Feel free to go bonkers and even get the Scouting Perk for your coach.  The catch is that you are limited once the draft arrives.

Using the ‘Watch’ function is key to this rule and it will make the draft a hell of a lot more fun for you.  Not to mention more challenging from the perspective of adding some realism.

First, your draft picks will have limitations (This will also help you avoid weird salary cap penalties if you want to cut a rookie with guaranteed money – this can and does happen).

Scouting and Watching –

Each draft pick you own will allow you to watch a certain number of players projected in that round (prior to drafting them)

1st Round – 6 Watchable Players (2 Picks = 12 Watchable Players)

2nd & 3rd Round – 7 Watchable Players (two picks = 14 watchable players per round)

4th – 7th Round – 8 Watchable Players (three picks = 24 watchable players per round)

HERE IS THE CATCH!

  • You must select your watched players before the draft begins.
  • You only get to manually draft a player that you have watched.
  • You may draft any player from any projected round at any time.
  • If none of your watched players are available you have two options
    • Simulate the pick (you get to keep any draft pick obtained if it is traded and you must keep the player drafted for at least one season, if only on the practice squad.)
    • Trade the pick
      • You may trade this for any pick or set of picks.  However, you need to even out your pick numbers prior to Week 9 of the regular season.

You get a maximum of 12 picks in any one draft each year.

1st Round – Maximum of two picks in one draft (Never two years in a row).  If you have two picks in one year you only get one the next year.  If you find that a team wants to trade up and give you a pick you can only do it for lower round picks OR must trade the new First Round Pick to a team with one of the ten WORST records without giving them more than two picks as well.

  • If you make an Washington/St. Louis for RG3 kind of deal with a team you must count your 1st Round Picks as two picks each.  This means you lose two picks extra picks that year.  You must trade two picks two another team.

2nd Round – Maximum of two picks

3rd Round – Maximum of two picks

4th Round – Maximum of three picks

5th Round – Maximum of three picks

6th Round – Maximum of three picks

7th Round – Maximum of three picks

These rules are meant to keep your CFM fair for the CPU and fun for your own benefit.

I have had to make tough decisions and even gamble on re-signing a few players because of weak draft classes.  Usually, I roll with my Browns in Madden CFM and this year I made it through five seasons before realizing that building such a dominant team with multiple draft picks made the actual experience less enjoyable.  I had to start a new one just to keep my interest in Madden (as I don’t particularly enjoy the lag fest and arcade feel of Madden Online).

Now that these new rules have fixed my CFM experience, it’s time to start fresh and this time I will be starting with the Bills.

Happy Holiday Gaming!

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Taking Your Draft To The Next Level – Madden 16

Now that the order of the first twenty teams of the 2016 NFL Draft have been determined it is officially draft season for many fans.  This includes yours truly… the constantly disappointed by my Browns ‘in real life’ Dawg Pound faithful Cleveland fan.

What makes it all better for me is knowing that I can at least build my team effectively in the draft on Madden 16. Fortunately, you don’t have to be an analytics wiz like Paul DePodesta to do this either. Here is a quick-ish guide to scouting and drafting better players in Madden 16.

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Scouting…It Matters
It took me awhile to realize that the most valuable moment in Madden 16 scouting is the first and cheapest ‘letter grade’ for each player. This is because it only get worse after that first grade… seriously, once you realize that the best grade they have is the first one you find you can quickly determine who to cast away as a waste of resources.

Scout Needs and Schemes First
Now that we know that letter grades will be a good guide for investing more points we can eventually scout all of the players that fit our scheme first.

C+ Is Not Average, It’s Bad
When scouting any players you should never be excited to see a ‘C’ rating. This is never a good sign and should tell you to move on. If you want to take a chance on some WR with ‘A’ SPD and ‘C+’ catching, that’s on you.

Combine ‘Final Litmus Test’
Never judge your prospects solely by their combine score. Always check out where they ranked in the important categories. If your LT prospect was 12th in the 40 yd dash, who cares? If he is the strongest Bench Press LT you might be happy to take him. The combine scores aren’t as important as the rankings for each workout. Do the extra button press and judge your prospects accordingly.

Don’t Be Afraid To Trade Down
If you don’t believe there is a ‘must have’ player for your team where you are picking you should always look to trade for other picks. If you have a Top 5 or 10 pick and want to trade, you could find a lot of great offers. Don’t take a player in the Top 10 if he doesn’t have at least an ‘A’ or an ‘A-‘ Grade in one category with ‘B+’ after… otherwise, you will find you drafted too high.

Take A Chance In Rounds 3-7
You will find that some players projected well (green projections) will be worth taking in the round before their projection at times, especially in later rounds.

While I wouldn’t suggest taking a projected 5th Round player in the 2nd or 3rd round, they might actually be worth it if their combine and grades check out. Take your time and be picky with this as you learn what your team needs.

Don’t Forget Position Changes
What many people might forget is that some players that might not fit schemes as they are listed for the draft but they would be perfect if they changed positions. That 3-4 DE might be too fat and slow to be a DE for your Attacking 4-3, but that doesn’t mean you can ‘ draft him and edit his position to DT just after the draft. This is the only time you can do it for any player, so don’t forget. Also, take a look at changing CB to SS or FS as it may fit them better. You can always mess with these things to see which ratings will be the best for OVR.

You should now be on track to have a top draft every single year.

Metal Gear Solid 5 And The Nuclear Quest(ion)

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After beating the known storylines in Metal Gear Solid 5 there are still so many small things to do and accomplish as far as side-ops and further development go.  The biggest sticking point for many MGS players is the building/disarming of nuclear weapons in the FOB Resource section of their game.

I have yet to develop a nuke on my own to this point, but that didn’t keep me from reaching 150,000+ Heroism (unlocking the Hero Trophy and therefore making it possible to infiltrate other FOBs that already developed or stole a nuke for their own base).  After breaking into the rival FOB last night and stealing their nuke while completing my infiltration I realized a couple things about my status when in possession of a nuke in MGS 5 – I am a huge target when I have a nuke.  Now that this game has been out for nearly two months and gamers have been pouring over the details after completing the storyline there are really only two things left to accomplish.

  1. Develop A Nuke/Disarm A Nuke
  2. Develop the remaining items for Venom Snake (I refuse to call our character Big Boss) and the Buddys

This is where the entire basis of the FOB started to make me think that it really becomes meaningless after you have developed every item (including a nuke).

By the time most MGS gamers have earned enough heroism to break into an FOB and steal a nuke they won’t have any reason to break into a non-nuclear FOB.  This means that having a nuke isn’t so much a deterrent as it is an invitation to have your FOB jacked with constantly (as long as you possess a nuke that is).  The only reason I have been bothering to break into rival FOBs is to steal their minor metal and fuel resources… why?  To develop a nuke, get the trophy and dismantle it.

Why dismantle it?  Because if someone has played the game enough and is able to break into FOBs – your nuke is as good as gone and your resources have been wasted as a false deterrent.  Also, there is no actual use for the nuke other than making it impossible for non-hero rated gamers to raid your FOB.  Again, if you have all your weapons developed and have already developed/disarmed a nuke – who cares if someone breaks in and steals the resources you are basically done with?

It would be different if you could use your nuke against someone that has been trolling your FOB (I’m looking at you Crimson157).  If we were able to unleash our nuke and totally destroy another user’s FOB this game would become total anarchy and probably lose even more gamers to the coming nuclear aftermath of Fallout 4.

So, to answer the nuclear question as far as MGS 5 goes – Develop and dismantle a nuke to get the trophy.  Then focus on developing the rest of your FOB, weapons and such.  After that, you can basically focus on trolling the CPU in single player and wasting more time with Metal Gear Online.

Speaking for myself – I plan on getting every trophy for this game and setting it aside for Fallout 4.  It really is too bad that Kojima and Co. jacked with our minds and the end of a great franchise so much as to make it downright trivial to develop nukes.

Madden 16 – Settings and Sliders (CFM)

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As promised, here are the official NoobTubeTV settings (version 1.0) and sliders for your CFM.

A few things before you dig into these.  Yes, I have nerfed the CPU run blocking.  This is because I have played against enough players like Jeremy Hill and such that simply run over every tackle attempt that I chose to even it up a bit.  I am considering turning CPU Run Block up to 20 as I keep playing, but so far I have been having great games (especially in my second season).

Also, be sure to set the auto-subs before the season if you want to get the proper stats for starters and backups.

I set the quarter length to 12 minutes because 15 was giving me far too many plays and high scores.  Setting it at 12 minutes is a great sim experience that will give you about 65 plays per game depending on how quickly you snap the ball, etc.

One final tip… When running the ball you should NEVER hit the sprint button until the play has developed and then speed burst through the hole.

If you have any questions don’t hesitate to ask!

Settings
Instant Starter – ON
Salary Cap – ON
Skill Level – All Madden
Quarter Length – 12 Minutes
Accelerated Clock – On
Minimum Play Clock – 15 Seconds
Game Speed – Normal
Player Progression – Every 4 Weeks
Coach Firing – On
Gameplay Tuning – Yes
Injury – On
Pre-Existing Injury – OFF
Trade Deadline – On
Trade Type – Enable All
Relocation Settings – Off
League Type – All
Auto Strafe – Off
Heat Seeker – On
Ball Hawk – On
Camera – Standard
On-Field Visual – Off
Def. Tackle Indicator – Off
Kicking Arc – On
Passing Camera – On
CPU Settings (CFM)
All set to OFF besides Game Prep (Game Prep is a complete waste of time)
SLIDERS HUM/CPU
QBA 55/40
Pass Block 50/50
WRC – 50/41
RBK – 53/15
FUM – 45/35
PDR – 75/55
INT – 50/40
PCV – 70/53
TAK – 60/45
Special Teams
FGP – 50
FGA – 50 (If you set this below 50 you will get the terrible accuracy glitch that basically makes your kick arc go crazy)
PPW – 50
PAC – 100 (CPU punters are terrible, EA needs to fix this legacy issue)
KOP – 50
Game Options
Injuries – 55
Fatigue – 60
Min Speed Thresh – 40
Penalties
Offside – 55
False Start – 50
Holding – 40
Def. Hold – 50
Face Mask – 50
Def PI – 50
Off PI – On
Kick Catch – On
Illegal Block – 50
Intentional Ground – On (Doesn’t work either way)
Rough Pass – 50
Rough Kick – On
Running Into – On
Auto-Subs
QB – 50/40
HB – 85/70
WR – 85/70
TE/FB – 80/65
OL – 12/10
DT – 80/65
DE – 80/65
LB – 80/65
CB – 80/70
S – 80/70

Bloodborne – 50 Shades of Pain

You are going to die.

That is one of the more intimidating facts of life that most people know to be true but they simply don’t want to confront or think about.

I believe that is one reason Bloodborne (much like its predecessors Demon Souls and Dark Souls 1 & 2) is going to become notorious in the PS4 community rather quickly.  The trailers make it look an awful lot like a clone/mash-up of characters from Resident Evil 4, Scythe-play from Dante’s Inferno and the apparently common setting of a steampunk dystopia like The Order 1886 and Dishonored.  That is where you can leave the comparisons.  This isn’t some sort of button mashing combo adventure game.  This is a one battle at a time journey through hell on earth… and as soon as you start to get cocky about your fighting skills – this game will kick you in the ass and curb stomp you back to reality.  Welcome to Bloodborne.

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Get Used to This Part of the Game.

You Aren’t Ready For A Boss Fight… Deal With It

Most games these days like to baby you along with waypoints and tips on just about everything.  Basically making them interactive walkthrough’s rather than any sort of challenging experience.  This is something I apparently got used to over the last couple generations of consoles.  I had forgotten my roots… NES and Sega games that didn’t give a damn about telling me how to do most things ‘in game’.  Bloodborne is much the same.  Start by learning the mechanics and nuances of each weapon and item.  There are already a few nice wiki guides out there for you to peruse as well.

When you start battling against the townsfolk in this game you will think that it is a waste of time and want to skip to bosses, etc.  WRONG!  You need to put yourself in the mindset of older RPGs and games that require you to level up.  This means grinding out many battles against regular baddies and taking regular trips back to the Hunter’s Dream (basically your safe zone to repair weapons and buy some items – don’t buy blood vials or bullets though… you can get those easily in-game).

Just be patient with your character.  Get to know every inch of the city and how every different foe attacks you.  You won’t regret it and you will find the game to be a bit easier this way as well.

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Meet Lech, my resident badass. He came here to kick ass and chew bubblegum. And he is all out of bubblegum.

You Aren’t Worthy

Don’t get too upset with all the dying.  You need to understand that it will happen – sometimes it will happen in insanely unfair ways.  My biggest pet-peeve in this game is the weapon clipping through walls and barriers.  You aren’t safe behind that pillar – I promise you!  I have wanted to throw my controller through my TV so many times over my first few hours of gameplay.  I even totally restarted a character just to have a frest start – and it helped.  Although, I should have stayed with the Blunderbuss as my side-arm.  The pistol is kind of lame in that regard… but it has its fair usage as well.

I thought this game was going to feel more like the button mashing Dante’s Inferno or God of War from the trailers and gameplay.  What really got me was the story, setting and general artwork – I saw it and was obsessed with its dark beauty.  This game is worth every penny of the $59.99.

Why?

Because it is challenging.  It gives you a ridiculous amount of gameplay and adventuring to discover new things.  Not to mention it isn’t some crappy annual release like Assassin’s Creed, Call of Duty, Battlefield or whatever other garbage big companies try to force down our throats as ‘new’ ideas and ‘new’ games.

Go out and buy Bloodborne today.  And while you are out… you might want to buy a new controller, a pack of xanax and some Red Bull.  Because you will be full of wonderful gamer rage… and you will keep coming back for more.

Happy Hunting.

EDIT – Here is a helpful tip on how to defeat Father Gascoigne.
*Have oil urns and Molotov Cocktails ready

Most people will tell you to get the music box… Yes, that is a nice way to get him to hold his ears in pain and get you some free hits.  However, if you want to dispatch this a-hole quickly you will want to use visceral counter-attacks (just as he readies to attack with axe swings have your lock on (Click R-Stick to get the lock on light while looking at him) and shoot him during his wind up.  THEN… run up in front of him and press and hold R1.  This will shove your weapon through him and cause MAJOR damage.

Once he transforms you will want to douse him with an oil urn and quickly throw a molotov cocktail on him.  This will take him down to low health.  You can either try another visceral attack or two or the oil urn/molotov combo.

Madden 15 All Pro Sliders 2.0 (For CFM Trophies)

Updated After The October 7 Patch

Difficulty – ALL PRO
Quarters – 7 Mins
Acc Clock – OFF
Game Speed – Normal
Playcall Style – Quick
Ball Hawk – ON
Heatseeker – ON

Player –

QBA – 47
PBK – 48
WRC – 46
RBK – 45
FUM – 48
DPR – 50
INT – 40
PCV – 60
TAK – 50

CPU –

QBA – 46
PBK – 70
WRC – 45
RBK – 48
FUM – 49
DPR – 55
INT – 50
PCV – 55
TAK – 53

Special Teams –

FGP – 48
FGA – 45
PPW – 53
PA – 80
KOP – 53

Game Options –
INJ – 56
FAT – 73
SPD – 45

Penalties –
Offside – 95
False Start – 68
Hold – 51
Face Mask – 51
DPI – 100
OPI – 100
PCI – 50
Clip – 51
INTG – 100
RPAS – 52
RK – 50

AUTO SUBS (IN/OUT)
QB – 95/30
HB – 98/85
WR – 85/60
FB/TE – 90/60
OL – 85/40

DT – 90/75
DE – 90/60
LB – 90/70
CB – 90/60
S – 90/60

Earning and Spending XP In Madden 15

Just like any other sort of currency, you need to save, invest and spend your XP properly if you want your players to develop into juggernauts.  In some ways you may also want to spend XP differently on players you know you won’t keep or can’t keep.

Game Prep

Earning XP –  You will want to look at each player’s development trait in the ‘Progress Player’ screen before spending lots of points on them.  This will largely determine whether or not they will earn more points by performing extraordinarily.  Also, there is the ‘Consistency’ rating – this is key in helping players progress if they don’t get a lot of playing time or targets in games.  There is something you need to consider and determine on multiple levels before you spend your allotted hours on certain players – Do their expensive ratings warrant future investment?

If you are wanting to upgrade a WR, do you really want to spend XP on one that has 85 SPD?  Will it be cost effective to spend money on increasing his SPD?  Some may say that it is totally worth it – and that is fair and good.  Go for it.  However, if you really want to make the process easier you will want to check and upgrade their ‘Development and ‘Consistency’ ratings, respectively.

Upgrading development will increase the amount of XP a player earns for achieving goals in game – this includes obtaining awards, reaching milestones and other performance objectives.  Development costs 15,000 XP for each rating (from Slow to Normal to Quick to Superstar) – so keep in mind that it might take a season or two to build your favorite player into a Quick or Superstar Development rating.  However, once they are there – they will stay there and that is why it is worth upgrading quickly.

Upgrading consistency will increase the amount of XP your players will earn during weekly training in Game Prep.

Finally, earning XP is as simple (and difficult) as performing well in each game.  Once you have the necessary prerequisites (Development and Consistency) upgraded to your liking you will notice far more XP for each player you upgrade.

(Note: I argue that the confidence rating doesn’t matter nearly as much as the actual long-term ratings of players.  It could be because confidence simply needs tuned or patched to have a more dramatic effect – but with EA’s track record – I doubt it.)

Spending XP – This is one of the easier things to do once you follow the guide in earning XP.  It is entirely dependent on the player’s position and what type of player they are.  Here are the best ways to increase the OVR ratings or performance for each position (outside of ‘Consistency’).

(Note – I rarely/never increase player SPD or ACC ratings.  They are often too expensive to consider upgrading – and it helps with what little can remain simulation about picking ratings to increase for players in Madden.)

QB – Awareness, Short, Medium and Deep Accuracy, Play Action, Injury and Toughness.

HB – Awareness, Truck, Juke, Stiff Arm, Elusive, Agility,  Strength, Injury and Toughness.

FB – Awareness, Run Block, Pass Block, Strength, Injury and Toughness.

WR – Awareness, Catch, Catch In Traffic, Release, Agility, Spectacular Catch, Jump, Injury and Toughness.

TE – Awareness, Catch, Catch In Traffic, Run Block, Release, Spectacular Catch, Jump, Pass Block, Injury and Toughness.

OL – Awareness, Strength, Run Block, Pass Block, Impact Block, Injury and Toughness.

DL – Awareness, Tackle, Pursuit, Finesse and Power Moves, Agility, Injury and Toughness.

LB – Awareness, Tackle, Pursuit, Play Recognition, Finesse and Power Moves, Hit Power, Zone Coverage, Man Coverage, Agility, Injury and Toughness.

CB – Awareness, Man Coverage, Zone Coverage, Play Recognition, Tackle, Agility, Catch, Agility, Injury and Toughness.

S – Awareness, Zone Coverage, Man Coverage, Play Recognition, Tackle, Hit Power, Agility, Catch, Agility, Injury and Toughness.

K/P – Awareness, Kick Power, Kick Accuracy. (Note – Kickers and Punters can’t get injured in Madden… Because EA – well, you know.)