Is MaxFB good for player vs CPU? Here is my test.

Maximum-Football 2.0 is the latest and greatest release from the acclaimed sports management video game studio, Wintervalley Software. Bringing a whole host of new features like full Xbox 360 controller support, full DirectX 9.0 utilization, and scores of other upgrades and improvements, Maximum-Football 2.0 delivers on gameplay and fun like a bullet pass through double coverage. Like its predecessor, Maximum-Football 2.0 allows players to experience the thrill of managing a team in any league!

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hack153
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by hack153 »

what constants did you change?
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garysorrell
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by garysorrell »

This is what im using. Changes indicated in **previously** spot.
'PhysicsBaseMoveSpeed=6' is a must on my computer or the players move hyperfast like people in the old silent films

Code: Select all

[CONSTANTS]
 //Blocking
 BlockingBaseLine=1
 BlockingPassBlockTime=3
 BlockingPushBlockTime=1.2
 BlockingPassBlockStrength=1.5
 BlockingPushBlockStrength=0.80
 BlockPancakeThreshold=0.15
 
 //Tackles. The higher the number, the more missed tackles.
 TackleThreshold=15
 
 //Physics
 PhysicsBaseMoveSpeed=6
 PhysicsBaseAgility=0.15
 PhysicsMaxChangeDirTime=1
 Physics_MaxPuntStrength=7.8
 Physics_MaxFGStrength=15
 Physics_MaxKOStrength=17
 
 //Defensive Reaction times.
 DefenseBaseM2MCoverageArea=4.5
 Defense_PassReactionBaseTime=3.5
 Defense_ReadBaseTime=3.5
 
 **PREVIOUSLY**//Defensive Reaction times.
 DefenseBaseM2MCoverageArea=3.5 
 Defense_PassReactionBaseTime=2
 Defense_ReadBaseTime=3
 
 //Field Goal Accuracy, the closer the number is to zero, the more accurate the place kicks
 FieldGoal_Accuracy=30
 
 //QB Read base times.
 QBRead_Threshold=1
 QBScramble_Threshold=1
 
 **PREVIOUSLY**//QB Read base times.
 QBRead_Threshold=2.5
 QBScramble_Threshold=3
 
 //QB Passing Contants, the higher the number, the less accurate the pass
 QBPassingAccuracyStanding=1.0
 QBPassingAccuracyRunning=1.3
 QBPassingAccuracyScrambling=1
 
 **PREVIOUSLY**//QB Passing Contants, the higher the number, the less accurate the pass
 QBPassingAccuracyStanding=1.5
 QBPassingAccuracyRunning=1.8
 QBPassingAccuracyScrambling=2
 
 //QB base 'angle of deviation from optimal' This is modified by the above QB passing constants
 //the higher the number, the less accurate the pass
 QBPassingAccuracyBase=5
 
 //There are three pass accuracy systems to choose from
 //1 = Angle Adjustment only . This is an accuracy adjustment to the throwing angle
 //2 = Distance Adjustment only. This is a accuracy adjustment to the determined throw distance.
 //3 = Combined Angle and Distance.
 //With all systems, the QBPassing accuracy constants play the same roles. So the rule holds true
 //The lower the Accuracyconstants, the more accurate the passing.
 QBPassingSystem=3
 
 //These are the fatigue Values. Some actions in the game add fatigue, some substract it.
 //The value name tells you if the fatigue is added or subtracted.
 //Fatigue is a percentage of 100% added for every one second of the action.
 Fatigue_AddRunning=3
 Fatigue_AddCatching=4
 Fatigue_AddBlockingPush=5
 Fatigue_AddBlockingPass=6
 Fatigue_AddTackling=10
 Fatigue_AddBeingTackled=15
 Fatigue_AddLongPasses=5
 Fatigue_SubtractResting=-3
 Fatigue_SubtractWalking=0
 Fatigue_SubtractStanding=-1
 
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garysorrell
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by garysorrell »

We Win!
QB play was still bad, but good enough to put some points up. Ran the ball well as usual, Loudin is on course for 1000.

Defense was where we got it done. I was able to pressure the Oakland QB, got a sack, and just kept them from getting close and scoring. They helped by missing 2 FGs, and losing a fumble.

Coach Smith didnt call a bad game, but the pressure we put on the QB, stuffing the run when it mattered, and the Oakland miscues negated the gameplan.

I get my other QB back this week, so do I put him back in or let the guy who actually won a game start.
Hate to put Lobaugh back on the bench, but he still isnt playing well. Kasson looked good when he did play, but Lobaugh got us a win. Well, Lobaugh didnt beat Chicago in week 1, so I plan on letting my new guy have a shot.
I did sign a FA quarterback before game 5, he went 1 for 3 in the game. He will be made inactive.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by hack153 »

Victory!  Nice.
 
How did Smith's defense play?  I know that I need to add a better GL formation and plays to it.
 
Thanks for posting the Constants.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by garysorrell »

The defense did well, but I think that my QB just cant throw well in the med/long range, so most of his stuff was very short passes. Some turned into long gains thanks to the receivers, but the plays themselves had short routes. On the other hand, when Kasson played in the previous game, his superior pass strength was evident as I was able to connect on quite a few of the longer pass plays, including the Hail Mary. Coach Smith was able to run effectively on me. He really ran better than I did. I just kept running and kept running, mixed in the pass plays that I knew were high percentage. Im anxious to see how Kasson does against all the teams I lost to, as we start the rematches.

I should have a better idea of all the other coaches, including Smith, by the end of the season. Smith may not have as strong a defense as the others, but in spite of my score, and the yardage, it wasnt an easy game. His defense was undercut by missed FGs and the fumble.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by Tullius »

@ Marauders

I suggest (when Gary agrees) that this thread should be sticky. The thread is an impressive prove of the capabilities of the game.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by garysorrell »

I just noticed something, I think Coach Jones is a Scott_war playbook. If I remember correctly, those were a bunch of plays used in the NCFL and MLF......Hack, you have 5 playbooks in the 3.3 pack, correct? So im pretty sure the Coach Jones came from scott_wars Birmingham/Winnipeg book.

I noticed it today, so I want to give credit to it's creator. I just renamed it Coach Jones.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by hack153 »

that sounds correct. 

so far i have...

Brown
Goode
Miller
Smith
Wilson

coming soon...

Allen
Davis Jr. (partly created)
Jackson
James
Johnson
Jones
Williams (the next one to be released, probably in the next month)

Each playbook takes about 1-2 months to create.  That includes play creation and the painful situation creation.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by garysorrell »

Look forward to those.

Week 6 sees Chicago sweep Boston. It was just 7-7 at the half, but the turnovers killed us, especially a fumble return for a touchdown. Kasson played well, we just fumbled and bumbled our way to another loss. I lost a DB to a career ending ACL. He was primarily a returner.

Good news is, I could still make the postseason. But I have to run the table and so on and blah blah.

It is a bit refreshing to see that just adding a better player at QB didnt necessarily make a big difference. My skeptical side is waiting for that 'thing' that suddenly has me winning every game. But I was outplayed by Chicago.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by garysorrell »

Week 7 we see a win over Denver, at Denver. Nice game that started ugly. All excited to have Kasson starting at QB, and he goes down for the season with turf toe. But, Lobaugh comes in and 'manages' the team like a pro. Lots of handoffs to Loudin and a few passes when needed. Nice game, defense played well also.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by garysorrell »

Week 8
We lose a close, hard fought game. Despite my expectation of NYs QB Branscom running a lot, and my calling a defense to stop it, he still managed to roll all over me. We did keep them out of the endzone, for the most part. Defense ruled the day for both teams, gave up yards but not points. I started a backup RB, to give Loudin a rest, and he picked up 118yds. Im thinking I can run the ball regardless. Anyway, Loudin will be back next game, and should have his 1000yd season early on in the 1st qtr.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by garysorrell »

And, for those interested....the PFL playoff picture.
The league rules are as follows:
2 Teams must qualify for the postseason, so the teams that finish in first and second are in automatically.
A third team can qualify but MUST be .500 or better.
The 3rd team will visit the 2nd place team for a playoff, that winner goes to the 1st place team for the title game.

As of week 8, there will be 3 teams in the postseason, it just isnt clear who they will be since 4th and 5th place Chicago and NY could still sneak in.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by garysorrell »

Well, I was completely destroyed by Coach Jones in week 9. I just simmed week 10 and now the playoffs are set.

Los Angeles at Chicago

Denver awaits the winner.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by garysorrell »

Code: Select all

PLAYOFF:
         Los Angeles 13 at Chicago 28
 CHAMPIONSHIP:
         Chicago 13 at Denver 33
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by garysorrell »

Well, I would say season 1 was a good test of the game. I was defeated regularly, and enjoyed the losing. Nice to be challenged.
Now comes the offseason.
This is where a certain amount of user manipulation may be required. Do I draft for the AI teams or just let them draft?

Im thinking that I will just let the AI draft for the other 5 teams. This is a test of the game from the viewpoint of someone who just creates a league and plays.
Im also going to assign Coach Brown to LA, and remove Coach Jones from the mix. That is the Scott_war playbook that is deadly. Beat me 77-0 in week 9. It's an awesome playbook, but the Hack books just arent set up to deal with it. Nobodys are, really. The Hack playbooks are very well balanced against each other.

Im going to use one of dreamtheatervts playbooks for my team next season.
I am also going to expand to 8 teams.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by DreamTeams »

Good read Gary. It was fun to follow your team through the season.

Also find hacks playbooks to play nicely against each other. The big plus is that his situations in his playbooks are extensive which saves loads of time trying to set those up. However, I do use one of dreamtheatervts offenses (335), but put one of Hacks defenses (Coach Goode) with it so as to balance things out and again because of Hack's extensive situatuions included.

Anyway, thanks for running this sim as it shows the game can be compettive. It takes some tweaking and good playbooks that are balanced against each other, too. Plus the situations are crucial; time consuming to create, but criticle to forcing the game to play better. In fact, I've found that the more extensive the situations created the better the game plays. On the other hand, playbooks without the situations are like a car with an an engine, but no driver (or direction). The AI is just not good enough to handle playbooks without situtaions included. That's why I pretty much stick with Hack's playbooks. I still have to tweak them a little, but they have a huge amount of situtions already covered.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by hack153 »

i think any time you have 2 different people that have created playbooks that are facing each others there will be some issues.  i think it is mainly a style issue.  for example, my blocking system was different than DreamtheaterVTs, which could throw a lot of things off (although, now i am using more of his style blocking system). 

another reason for the difference are parameters used.  for example, i don't allow a defensive player's command point more than 1 yard below the line of scrimmage.  i have parameters for how wide (based on Zoom) WRs are positioned based on how many WR are in the formation.  that also correlates where i place DB/CBs when creating zone defenses (this way it appears that the defense is playing M2M).   those are just some examples.  i use all these different parameters because it keeps things consistant between teams.  well, maybe it's because i am really OCD [;)].  if there were universal parameters, in certain area, it would probably help.  that of course is not realistic.

in one of my next releases i am going to put in blank templates for playbooks which include situations.  all you'll have to do is copy, and paste the playbook, and then fill in the plays.  maybe that will be of some help to people.

  
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by Marauders »

for example, i don't allow a defensive player's command point more than 1 yard below the line of scrimmage.  i have parameters for how wide (based on Zoom) WRs are positioned based on how many WR are in the formation.  that also correlates where i place DB/CBs when creating zone defenses (this way it appears that the defense is playing M2M).   those are just some examples.
 
As a rule of thumb, I don't allow receiver patterns to go outside the thumbnail box.  Not only does it look better, but it also keeps receivers in-bounds on the short side of the field.
 
Some players want to try and find particular gaps in the AI.  That can be done in any game, so I look out for those.
 
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by hack153 »

As a rule of thumb, I don't allow receiver patterns to go outside the thumbnail box.  Not only does it look better, but it also keeps receivers in-bounds on the short side of the field.
 
good call on that.  farthest i let mine go out is zoom 3.
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RE: Is MaxFB good for player vs CPU? Here is my test.

Post by garysorrell »

Thanks for the comments guys.
I had intended to only use hacks books, but I just forgot that Coach Jones was by scott_war. For the purposes of running a league, a person would do well to not mix and match playbooks from too many people. I design my 8 man stuff that way, I balance the playbooks against each other. Blitzing, motion, all of that is within a certain ruleset that applies to my universe.
And while all of this may be more than most people would want to go thru to play the game, my hope was that this little test would show that the game, if set up properly, can play really well. I know that DreamTeams puts a lot of work into the MFL to make sure it's balanced, and it shows. His weekly updates give you the feel of good football games being played. And aside from the big thrashing by LA, the other 8 weeks I played were fun. It was real, honest to goodness American football. There was strategy, as it should be. Mistakes, mishaps and sheer dumb luck.

I guess my only concern now is how the seasons will progress. The AI teams wont draft need, unless you the user adjust their team profile to do so. And I dont think AI teams will raid the FA market for good players. I think the AI only signs FAs to fill open spots and to replace injured players. But, thats how the game is, so we shall see how things go in season 2.

I have expanded into Dallas and Miami, the draft is complete and training camp has been run. Im going to make some cuts from my team and set my depth chart, then start the season. I will archive the season 1 page and stats and start a season 2 page shortly.

I think I might give the teams mascots this season, they didnt have any for season 1.
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