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15 minute quarters with 25 sec accelerated clock

Still wanna know how long these games actually take, I mean I like that we are getting realistic results when it comes to plays called and T.O.P, but I still don't wanna be playing for an hour and a half. Really was set on the last gen model of 10min Qtrs with a 15-20s runoff being the key.

Shouldn't real time be the same no matter what? You're basically looking to get "realistic stats" whether you are playing on 15 minutes with acc. clock or on 7 or 8 minutes without it. Either way, "realistic stats" means 120-130 plays so no matter what, you are still getting the same amount of plays and real time should not be affected regardless of how many minutes you play on.
 
Shouldn't real time be the same no matter what? You're basically looking to get "realistic stats" whether you are playing on 15 minutes with acc. clock or on 7 or 8 minutes without it. Either way, "realistic stats" means 120-130 plays so no matter what, you are still getting the same amount of plays and real time should not be affected regardless of how many minutes you play on.

Get what your saying and I suppose that is correct. I was just wondering where the games being played still under the 1hr and 30min mark.

With a girlfriend who I'm sure is going to be nagging and bitching all in my ear while I play the game I want these games to be as short as possible, while still remaining "realistic".
 
Okay, I'm gonna try and sell you guys, because I think accelerated clock is important and if you get the basic concept, I think most people will use it.

Now, the obvious: Accelerated clock simulates the amount of time it takes to call a play without making us sit and stare at the damn screen for 40 seconds. Now, yes, you can play 8 minute quarters and get realistic stats, but where it breaks down is in the simulation of actual football.

Why don't realistic play totals equal realistic gameplay? Go online sometime in '09, and have someone run a 15 play, 80 yard drive in 5:50 on you sometime. That's over half the half... talk about a back breaker, eh? How many times have you seen an NFL team use over an entire quarter on a single possession?

With accelerated clock and 15 minute quarters, that's only 1/3rd of a quarter. Hurts, of course, but to a realistic degree. One drive does not make a game. Shorter quarters doesn't prevent me from running off 40 seconds anyways, 15 minute quarters makes that time I am able to waste realistic.

Also, the CPU uses the same amount of time on play calls as you do with accelerated clock, so you don't have the advantage of being able to milk the shit out of it all game (even if you're not trying, most of us take longer to call a play than the computer does).

I honestly cannot remember a single time in Madden history that I've ever lost the time of possession battle without accelerated clock. That's a huge advantage to the user.

Also, without accelerated clock, it actually takes LONGER to run to the line and run the same play over again than it does to get into the huddle and call a new one.
 
Has there been a consensus on this yet? I've been getting pretty good numbers online with 7 Min Quarters w/o Acc Clock, but when I played the CPU on 10 minutes, 15 run off it felt short.
 
I got the game 4 days early and all I was doing was testing sliders and clock time and 15/25 I got the best results
 
15/20 for me so far has quarters/games feeling like they are going on for too long. Going to try out 15/25 in a bit.
 
15/25 generally takes me 50 mins to an hour to complete but I'm not against sacrificing an extra 10-15 minutes for accurate stats
 
And when I meant too long, I mean not as in real time, but as in the computer and myself running up the score/total offensive yards a bit high. lol

all the exhibition games have played have been 30+ points scored by both teams. I'd like to have a couple minus 20 games in there sometimes. lol.

Could be that the bills defense is just horrible though. :|
 
And when I meant too long, I mean not as in real time, but as in the computer and myself running up the score/total offensive yards a bit high. lol

all the exhibition games have played have been 30+ points scored by both teams. I'd like to have a couple minus 20 games in there sometimes. lol.

Could be that the bills defense is just horrible though. :|

its probably your sliders than because in 30+ games I've played I have only scored over 40 three times, 2 with Philly, most of the games are something like 21-17, 24-20, the NFL norm
 
how can u possibly use the 25 second run off? it would take till at least 35 sec to call the play, then the run off would take u down to 10....your then pushing A to rush to the line and snap the ball without any presnap reads or adjustments.....dont see how this is possible
 
its probably your sliders than because in 30+ games I've played I have only scored over 40 three times, 2 with Philly, most of the games are something like 21-17, 24-20, the NFL norm

Yeah, default sliders. Really haven't fucked around witth those yet.
 
how can u possibly use the 25 second run off? it would take till at least 35 sec to call the play, then the run off would take u down to 10....your then pushing A to rush to the line and snap the ball without any presnap reads or adjustments.....dont see how this is possible

That's not how Accel Clock works.

It won't run past 13 seconds on the Play Clock, always giving enough time to at line up, make reads and snap the ball.



15 min /25AC = SPOT ON for stats IMO. I'm still tweaking my sliders to ensure turnovers don't occur too often to rack up scores unrealistically, but through 4 games into my Chise i'm flat out addicted to this crack.


Just finished a game for an example...

CIN - Me||CLE - CPU
31|Score|34
368|Total Offence|413
314|Passing Yds|280
54|Rushing Yds|133
51|Total Plays|64
24:33|Possession|35:27
14|First Downs|19
4|Punts|3
2|Interceptions Thrown|1
1|Fumbles Lost|0
3|Sacks|5
3-35|Penalties|5-50

What's not to love there?

They stormed out early and had a 31-17 lead in the 3rd. I got hot through the air hitting Chris Henry on a huge catch and run play to tie things at 31 late. Quinn hit Cribbs 60 yards down the seam inside the 10 and tacked on the final FG for the win.

Harrison got loose for 20-30 yards 3 times on me, Bengals D just blows in general. Had a couple big games on the ground earlier in the year against the Broncos and Packers, but couldn't do anything against the Steelers or Browns.

Once you get used to having 13 seconds from huddle break, the settings are soooooooooo good.


Most of my scores have been in the high 20/low 30 range so far. I've had a couple halves where I scored just once, but not over a whole game. Will update if I find sliders where low scoring games happen. We'll see what happens when I play the Ravens next week.
 
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im going to try 15/25 and 13/20

i just dont think 13 seconds is enough for me

The only thing you really 'can't' do (well I assume here actually) is do a complete play change pre-snap.

Setting your blocks, motioning once, quick audible, a couple hot route...could all be done in the same pre-snap 13 seconds. Or so I could do all of that if I required to do so pre-snap. Maybe that's just me.

Really would you need to do more?
 
those stats look great no doubt.....i wonder what sliders your using and on what level?
i keep adjusting sliders and nothing seems to change. I am sick of these high scoring games. Right now Titans at browns (me) score is 24-21 at the half. they have 350 total offense to my 285. Mine is all passing of course cause no matter how drastic of a change i make to the run sliders, i still cant get more then 2 yards per carry. And the cpu is just up and down the field.....its getting real old, real fucking fast
 
those stats look great no doubt.....i wonder what sliders your using and on what level?
i keep adjusting sliders and nothing seems to change. I am sick of these high scoring games. Right now Titans at browns (me) score is 24-21 at the half. they have 350 total offense to my 285. Mine is all passing of course cause no matter how drastic of a change i make to the run sliders, i still cant get more then 2 yards per carry. And the cpu is just up and down the field.....its getting real old, real fucking fast

Well my sliders are set to my own skill set.

Ideally when I play Madden I set the sliders to match my skill combined with the player ratings of who I use.

So if the Bengals suck at running ratings wise but my user skill makes them better....then I need to change. Basically I set it so that even at my best, the Bengals are still among the bottom NFL teams in rushing.

My own skills are much better in the passing game than in the running game...

Passing 13 (35/35/35)
Rushing 10 (50/50/50)
Pass D 14 (35/20/35)
Rush D 13 (35/35/35)

CPU Skill

Only changes so far is

Pass Block - 40
Fumbles - 60



Penalty Sliders

Offside - 85 (Trying this out, was at 70 and this NEVER happened)
False Start - 85 (Trying this out, was at 75, never happened)
Holding - 50 (Gets called about 2-5 times a game between both teams)
Facemask - 55 (Probably see this about 0-3 times a game)
D Pass Int - 85 (Trying this out, was at 75 and saw it 0-1 times a game)
O Pass Int - 85 (Trying this out, was at 75 and saw it 0-1 times a game)
KR/PR Int - 100 (Might as well call it every time it happens, though it doesn't happen in the game)
Clipping - 50 (Never see it, doesn't get called enough in real life for me to want to raise this anyways)
Int Grounding - 70 (You need to use the throw it away button when in the pocket and I never use that anyways so this doesn't matter)
Rough Passer - 80 (Never saw it at 70, trying this)
Rough Kicker - 100 (If it happens might as well call it)


When I play, I keep things sim if I can.

I'll usually lock in on a LB on Defence and until I'm out of the play I usually don't switch. On Offence I'll usually take the sack if nobody is open, if you throw it up too often you'll end up with too many turnovers/points in your games.

Still have lots of tweaking to go, just 4 games in. Every 4 games I analyze what's happened and adjust.


I'll keep throwing updates here if you want.
 
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