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TxSteve
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Two things.

1: CPU players definitely much improved over past season. Not sure what Corndogs player building program is - and surely the comparison to a real player falls off eventually. In my opinion - definitely best bang for your flex point buck is currently running a CPU team for only 500 flex per season. Anyone else have thoughts on CPU player ability?


2: Does anyone know: if I were going to continue my CPU team into sophomore just for giggles -- can I resign all of my same players? Or do I have to get a new crop of CPU players and start over at 50 chem?
 
Detroit Leos
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You should be able to send them contracts before the season when they are set to expire to keep the same crop.
 
bhall43
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i am interested to know if the builds vary quite a bit across the board. because if so one might have to really play around with the combine statistics to and watch a lot of replays to know exactly what you have. my qb on holy cow currently has power through and mr reliable for SA's. Something i wasn't all that familiar with until i started running the ball with him as a goof.
 
TxSteve
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funny bhall. I haven't paid attention to any of that really to this point - certainly haven't checked combine stuff or even looked at SA's. Couldn't say right now any of my players have good SA's - but that doesn't show itself in rookie too much anyway.

Pretty big score to have those on your QB (GE probably read that and had to go grab the lotion).

Would be interesting if you could trade CPU players -- you could trade that QB for a passing focused SA one. But that idea probably isn't very good for flex purchases so unlikely.
 
bhall43
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i obviously didn't pick the guy so didn't really know what i had. but after looking at his abilities of early bloomer, egotist, and fearsome. i probably could have guessed what i had from that. my assumption was always that they were built as passers though.
Edited by bhall43 on Nov 15, 2016 09:05:20
 
bhall43
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interesting to note after looking at your guys. maybe everyone is built as some sort of dual threat to make use of all the plays in the book. both of your guys are fearsome, dual threat, and strong base.
 
TxSteve
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seems like something that was done pretty much on the fly.

A new guy posted in the forums: why is my team so bad
several of us jumped in and said: you have CPU players so you're screwed

within a few hours (I think) corndog announced the change to CPU players saying they were dramatically improved.

I think one change is that they now boost (huge in rookie especially).

Maybe he gave a single loose guideline to each position - so QB's have a small amount of variety within the dual threat category.

HB's are all somewhat similar - as is every other position. That's the only way it could be done quickly I think
 
David146
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You definitely can resign CPU players and keep the 100 chem. We have had several CPU dots on Tokeneke for multiple seasons (still even at Vet.) I have seen improvement too. The SS CPU is TT's best defender, lol. He leads the team in FF.

I think it has balanced the Legends Lg too.
Edited by David146 on Nov 15, 2016 10:19:21
 
TxSteve
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awesome - thanks for the info David.
 
bhall43
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Originally posted by TxSteve
seems like something that was done pretty much on the fly.

A new guy posted in the forums: why is my team so bad
several of us jumped in and said: you have CPU players so you're screwed

within a few hours (I think) corndog announced the change to CPU players saying they were dramatically improved.

I think one change is that they now boost (huge in rookie especially).

Maybe he gave a single loose guideline to each position - so QB's have a small amount of variety within the dual threat category.

HB's are all somewhat similar - as is every other position. That's the only way it could be done quickly I think


i was going through your team and found a couple of interesting things. one hb looks to be a return specialist of sorts while the other one looks to be a pure rusher. one of your te's has blocking abilities while another has receiving abilities, and the other one is a complete question mark on what he can do. id be really interested if those abilities give any real indication on how the sp's are spent of if it is just basically cap modifiers and sp's are still spent accordingly all over the place.
 
bhall43
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i mean obviously its not hurting you at all at this point. but what if your return specialist was going gung ho on return awareness right now or your blocking te was going hard on blocking? it would help make you use them a bit more wisely.
 
TxSteve
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good points - and pretty funny. Think my returner depth chart is all 5 WR's rotating.

another strange thing i noticed - all my guys are rookie of course - but some have 4 (QB) previous seasons worth of experience. Guess they get recycled and re-rolled but keep their old stats.

We don't know if their spending is keyed in to their traits though either - which makes it difficult. Can definitely look at TE reception rates and adjust accordingly - or pancake #s, etc though - which I haven't done. (sorry - you already said this part)
Edited by TxSteve on Nov 15, 2016 11:05:15
 
Detroit Leos
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I am guessing the traits lowering the cost of said skills will make the CPUs spend a bit more in them with whatever algorithm is used for their spending but only because they are cheaper and not because they are flagged as a core skill. Looking over DBs, LBs and WRs that are CPU and at the Vet level I did not encounter any with a 40 time in the 4.xx range (also only looked at 3 teams). The fastest that I saw had a 5.09 40 time. CPU builds will continue to be behind human builds due to focus. They will be fairly versatile though and there are some positions that can allow for a bit less focus for sure. The other thing would be conditioning. Going to be hard to tell how much conditioning a guy has. You can guess based off of snap counts but it will be difficult to get a real good bead on the conditioning skill.
 
bhall43
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finding guys with a sub 5 40 time will be hard since unless they have the egotist trait they likely aren't going to have the caps to go very high in speed since i don't believe they use cap boosts.
 
JokersChaos
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I believe the skill points still won't be put like players would, but how I understood the update was that they do at least follow some kind of build instead of pure randomness.... in other words I would imagine they are spent follow priority of the Skill attributes. But once you get passed that 750 cost which is what we get for games unless it comes to an actual lvl up, then the points go somewhere else, which would explain the top speed seen of 5.09 thus far.
 
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