I have yet to be able to get the CPU to get to a 50/50 pass run ratio in franchise games whether user v cpu or cpu v cpu. It's always 65/35 pass to run or more for the CPU. I've tried checking playcalling tendencies and changing playbooks to at least a 50/50 pass/run ratio but there has been no changes. Is there any way to get the CPU to increase their run calls in game or is this a lost cause...smh
CPU Playcalling Pass/Run Ratio
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Re: CPU Playcalling Pass/Run Ratio
The thing that I’ve noticed over the years is that if you shut down their first few attempts, then they are much more likely to give up the run. Couple that with them falling behind on the scoreboard and they’re done altogether.
The only times I’ve seen them stick with it and be 50/50 or greater is when neither of those happen. They’ll have early and ongoing success running, and the game script plays in their favor.
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Re: CPU Playcalling Pass/Run Ratio
I have yet to be able to get the CPU to get to a 50/50 pass run ratio in franchise games whether user v cpu or cpu v cpu. It's always 65/35 pass to run or more for the CPU. I've tried checking playcalling tendencies and changing playbooks to at least a 50/50 pass/run ratio but there has been no changes. Is there any way to get the CPU to increase their run calls in game or is this a lost cause...smh
What are real life tendencies?….league is pass first but im not sure of run/pass ratios
Sent from my iPhone using TapatalkBummed that you're not on my ignore list yet?.....Don't worry, I'm sure you will be very soon.Comment
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Re: CPU Playcalling Pass/Run Ratio
Bills vs Pat's
Bills 52/48 run/pass
Pats 28/72 run/pass
Sea vs Rams
Sea 37/63
Rams 54/46
PIT VS Atl
Pit 56/44 run/pass
Atl 54/46 run/pass
And these are just a few examplesComment
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Re: CPU Playcalling Pass/Run Ratio
Isn't there a cause and effect there though? Same as "teams with 20 carries / 100+ rushing yards win"
They didn't win because they ran. They ran because they were in the lead and wanted to run the clock.
My own franchise experience (PS5, All Madden, 11 mins 20 sec run off)
My first franchise as Dallas (always get good players from generous EA ratings staff) I had a good run D (4-3 regular) built early leads and teams did not run on me. Primary defence was some form of cover 3, man in 3rd and short. Haven't got the stats to hand, but typically the league top D vs the run.
Second rebuild franchise with Texans. Now playing Tampa 2 scheme so all defenders focus on pass rush/cover. Weak team who play from behind. I get run all over! I have two single game rushing records against me! I am bottom of the league in run defence.
I think user play style affects a lot of complaints about the AI. In a similar way, players complain about the lack of AI deep ball, but play cover three all game. Play some cover 1 and blitzes, and you'll see it (next gen much better here)Comment
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Re: CPU Playcalling Pass/Run Ratio
I've done extensive testing on this.
Give the CPU either the Tennesse Titans playbook or the Baltimore Ravens playbook (if they have a mobile QB that runs options like Jackson, Murray or Hurts)
I believe that solves the problem. I am not convinced the issue is the AI abandoning the run or playing to your tendencies or whatever. I don't believe quite frankly that the Madden AI is sophisticated enough for that to be true. I do accept that the AI is too quick to go to a no huddle style/pass only attack way too early in the 4th Qtr if behind by only a TD or FG.
The fundamental problem I suspect is that most of the PB's simply have too many pass plays vs run plays which means the AI picks randomly and picks pass plays way too often.
Either way I get lots of AI runs with the Titans PB. I use it as default in all my CPU vs CPU games.Last edited by British Bronco; 12-08-2022, 08:36 AM.What would Blackie Lawless do?Comment
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Re: CPU Playcalling Pass/Run Ratio
This issue seems to pop up often. I played the saints yesterday where the cpu only threw the ball about 20 times in the game, granted they were going 3 and out a few times but they also ran the ball a lot.
I mentioned this in another thread but another fix I think you can do is go an edit each teams playbook because they have favorited plays for each scenario and so you can edit it to make it more balancedComment
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Re: CPU Playcalling Pass/Run Ratio
This issue seems to pop up often. I played the saints yesterday where the cpu only threw the ball about 20 times in the game, granted they were going 3 and out a few times but they also ran the ball a lot.
I mentioned this in another thread but another fix I think you can do is go an edit each teams playbook because they have favorited plays for each scenario and so you can edit it to make it more balanced
I'd be happy to test and confirm if this is viable in Madden 23.What would Blackie Lawless do?Comment
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Re: CPU Playcalling Pass/Run Ratio
I don't remember which version started not allowing you to assign generic playbooks which solved this problem.Assigning a spread or pass balanced did the trick for more pass attempts and run balanced for more rushing attempts.
Who knows why this option was removed but it's par for the course.Comment
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Re: CPU Playcalling Pass/Run Ratio
After a 2/3 week timeout from playing so I could edit rosters I went back to CPU vs CPU and have found that the Tennessee PB no longer supports realistic CPU running amounts. After 3 games with both teams using this PB I only got 30% runs, a significant decrease and very disappointing.
Have not tested other PB's, but this follows what others have been saying, namely the new patch appears to have really screwed up CPU AI run/pass ratios. If the Titans PB is now pass heavy, I can't see any other PB being any better (although SF/Bal should at least generate a lot of QB runs).
One glimmer of light - I switched to Competition Mode and away from Simulation Mode for one final game last night and the run totals were much better - 40%, which is about right (assuming a non option running QB like Tannehill under centre).
Will test further shortly.What would Blackie Lawless do?Comment
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Re: CPU Playcalling Pass/Run Ratio
Edits and playbooks dont really help. I had a good ratio going with no edits and no playbook changes until this last patch. After the patch, I was seeing the same thing. It turned to a 7:1 ratio passing. I adjusted a couple sliders and Im back to right around 3:1. Which is fine to me and closer to acceptable to me.Really wish sports games played to ratings!
Only thing SIM about sports games now, are the team name and players
CFB 25 The absolute GOAT!!!
MLB 23 FOREVER 20 is better, 23 just for Guardians
Madden get rid of the extras (SS/XF, HFA, media, scenarios, game plan) or turn them down considerably.Comment
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Re: CPU Playcalling Pass/Run Ratio
Edits and playbooks dont really help. I had a good ratio going with no edits and no playbook changes until this last patch. After the patch, I was seeing the same thing. It turned to a 7:1 ratio passing. I adjusted a couple sliders and Im back to right around 3:1. Which is fine to me and closer to acceptable to me.Comment
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Re: CPU Playcalling Pass/Run Ratio
I have heard the same, but I have never played on any other then sim. I just adjusted PBK and RBK in the set Im using and it went back to a more reasonable ratio.Really wish sports games played to ratings!
Only thing SIM about sports games now, are the team name and players
CFB 25 The absolute GOAT!!!
MLB 23 FOREVER 20 is better, 23 just for Guardians
Madden get rid of the extras (SS/XF, HFA, media, scenarios, game plan) or turn them down considerably.Comment
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Re: CPU Playcalling Pass/Run Ratio
Did some more controlled testing on competitive mode - am pleased with results.
BTW I have a sandbox franchise sim with week 1 Bills and Rams both set at average ratings across the board. I use this to test sliders, playbooks etc.
So with both teams using the Titans PB on CPU vs CPU sim mode over 3 games I got 35.3 % run ratio.
Switching only to competition mode and making no other changes I then got 40.2 % run ratio over another 3 games. Which is NFL average.
So competition mode + Titans PB plays well and this seems to solve the issue.
Playbooks really matter by the way. Have tested every PB several times over the last 2 months. Just to illustrate the issue this evening I just gave each team the Buccs PB, ran CPU vs CPU and the run ratio was a very poor 20%. The Bills had 6 runs....
If you don't believe PB's matter then give the CPU the Ravens or 49ers PB. Ravens PB sees lots of option runs (to reflect LJack) and the 49ers gives a fair number of option runs and WR runs (to reflect Deebo)
Possibly RBK sliders may help in that getting more rush yards on 1st or 2nd down means the CPU is in more shorter yardage situations to begin with meaning more runs.What would Blackie Lawless do?Comment
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Re: CPU Playcalling Pass/Run Ratio
If you wanted to try to do a lot of the stuff the Lions have done with their run game this year, for instance, tons of those plays just...aren't there. Also, if you want to play action off most of those looks you also just...can't. Ditto if you want to run option off of many of them (why can't I run a read option off an O1 or DE trap play?), can't do it.
So you wind up with a thousand pass plays in every play book, because there are like 5 runs and pretty much no PA based on those runs.
Edit: I'm not being fair, I forgot the like 2 TE wham plays that exist. Can't forget those.Comment
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