Category Archives: Sim

TSG All-Time Power Rankings (Madden)

TSG is ultra competitive in everything we do, nothing is more competitive than our Madden Leagues. The GroupMe is constantly full of people telling each other they stink or they are better or their SB doesn’t count or they have an asterisk. Very few of the league members give each other props other than their own little click. So BoRaiders & Jesmonkey69 came up with an idea, put together a ballot of the top 24 active TSG Madden members and have an anonymous group vote to make up the top 12 or “Dirty Dozen” of all time in the TSG Madden Community. Without further ado here are the nominees & the TSG Dirty Dozen:

TOP12

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TSG Madden 25 CF (Xbox One) Year End Awards

From playing Madden 25 CF on the Xbox 360 for 2 seasons, then transitioning to the Xbox One for another 5 season, it has been one heck of a ride. From new members, to the returning of old ones, to the crowning of new champions, another awesome year is in the books for TSG. Without further ado here are the TSG Madden 25 CF (Xbox One) Year End Awards:

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TSG Madden 25 (Xbox One) Season 5 MVP Is…..

After being a throw in for the trade that landed the Buffalo Bills, CB Tommie Campbell, QB Jake Locker revitalized his career in his 2nd year under Coach Cincy, earning the MVP & a run to the Super Bowl. Locker helped lead the Bills to the highest scoring offense in TSG, amassing 5,517 Passing Yards, 50 TD’s to only 20 INT’s with a 70% completion percentage. Putting up eye popping numbers wasn’t the only thing he did, he lead his team to the a 13-3 record, #1 Seed and a disappointing loss to the Tampa Bay Buccaneers in the Super Bowl. Congratulations on a once in a lifetime season & your 1st MVP.

JAKE LOCKER MVP FINISHED

DICE Details Battlefield 3 Update

Developer DICE today released a lengthy list of tweaks, bug-fixes, and significant changes coming to Battlefield 3. The update, which has no set release window, applies to the Xbox 360, PlayStation 3, and PC versions.
The most notable improvements include instant vehicle kills for unguided artillery rounds, higher damage for long range hits for numerous weapons, and less lethal spawning locations. In addition, players will no longer take damage for short drops, smoke grenades will explode on impact, and suppressors no longer reduce damage when equipped.

Like this, but better and stuff.

Some fans upset over the problems this update hopes to address recently began a call to arms in the form of Blackout Battlefield. The protesters state EA and DICE “have a very long list of things to work on,” and are calling for websites to shut down and stop covering the game until EA and DICE announce what’s coming.
Now they have it. These changes come alongside more than 100 major and minor changes to Battlefield 3’s core multiplayer gameplay, vehicles, weapons, attachments, and UI, and modes. Community Manager Daniel Matros notes that this is an incomplete list of what will be an even larger set of repairs when the update is finally deployed in the near future.
For the complete list, check out DICE’s Battlelog blog.

Battlefield 3 is the Shooter of the Year

by  Stephen Lambrechts IGN AU

 

Did you vote in our shooter polls? Here’s a breakdown of the results.

> Battlefield 3 Wallpapers [1080] - Photo posted in Desktop Wallpapers | Sign in and leave a comment below!

Last week, we asked IGN readers around the world to tell us how they felt about the huge crop of first person shooters released in 2011. Whatever your FPS preference is, chances are you got your fix this year. And if you didn’t, what’s the deal? Why are you so hard to please? I guess that’s a topic for another poll.
Thankfully, we got an enormous number of votes telling us exactly what you liked about this year’s shooters. Continue reading Battlefield 3 is the Shooter of the Year

NBA 2k12: Inevitability Blog

Da_Czar, formerly of Operation Sports now part of the NBA 2k team & writer of his own blog called Sim Citi (which can be found here),  has put up his latest blog about the inevitability of the same plays for an individual player getting stale and picked up upon by the opposing defense and how it is now countered in 2k’s upcoming release NBA 2k12. Here is what he had to say:

Similar to the Matrix and Mr. Smith’s infamous speech about it, hoop games on offense all suffer from some degree of inevitability. The vaunted memory and processing capacity ( yes I am joking) available in the current gen systems is no match for the supercomputer between your ears. So, eventually, users are bound to figure out how to stop a cpu attack.

In NBA 2K11 the AI and users were greatly hindered by the cpu’s limitation of 4 plays per player. I mean even the lowliest of basketball IQ’s are going to be able to figure out a play if it is ran repeatedly over the course of a 48 minute game. Even more so if this is a team you happen to play 4 times in a season; then meet them in the playoffs.

You already know from the play-calling insight about the living branches. I will take you through one play today to give you an better idea of how 2K’s Living  Branches aim to make the inevitable… a little bit less so. This is a medium difficulty play so if your new to the series please don’t panic. There are plenty of simple plays you can run that will not be difficult or confusing to understand. To our advanced users there are definitely more advanced and complex plays in the game than what we look at today. Continue reading NBA 2k12: Inevitability Blog

NBA 2k12: Roll & Fade Relieve Pressure Blog

Da_Czar, formerly of Operation Sports now part of the NBA 2k team & writer of his own blog called Sim Citi (which can be found here),  has put up his latest blog about the roll and fade, along with how the new changes to the game relieve pressure on the defenders in unprecedented ways in 2k’s upcoming release NBA 2k12. Here is what he had to say:

Besides the many large scale improvement’s to the play-system in NBA 2K12. There were a number of minor improvements recommended to help with the overall flow of the game on the offensive side of the basketball.

Some of these improvements will provide much needed relief against high pressure defenses. As well as create secondary scoring opportunities off of primary action.

When talking about screen and roll/fade opportunities most people are only concerned with the on ball pick and roll/ pick pop situations. This simplified view of the screen can lead to a powerful advantage for the defense in video game basketball.

Let’s look at a basic double screen on the tail end of a floppy play for the 2 man (Shooting Guard). When you don’t have the threat of any roll / fade action on your off-ball screens the defense holds an advantage. Especially once they become familiar with the play !

NBA 2k12: Between The Lines Blog

Da_Czar, formerly of Operation Sports now part of the NBA 2k team & writer of his own blog called Sim Citi (which can be found here),  has put up his latest blog about the slight changes in store for 2k’s upcoming release NBA 2k12. Here is what he had to say:

To the untrained eye NBA 2K12 may not have that one single gameplay advancement that is overwhelmingly impressive. However, the strength of this years title, could lie in the combined effectiveness of the numerous smaller changes. This polish, and fine tuning, that is usually only accomplished with matured code; can add up to a great gameplay experience.

One of those changes that many may have overlooked is the removal of the force field that kept the offense from going out of bounds.

At first glance, this may not appear to be all that significant. I am of the opinion that it adds a critical and much needed dynamic to the series.

When most gamers speak about control in a digital hoop game. They are generally talking about dribbling the ball and the responsiveness that goes along with it. But there is another type of control that must find it’s way into simulation gaming.

Self control !

Not being able to go out of bounds creates a fearless offensive player. It gives the offense an advantage when he should be at a disadvantage. If the user is aware that running out of bounds is not a possibility they can gamble without consequence; and apply pressure to the defense without retribution. This creates an imbalance that can lead to more fouls, clipping and the possibility of baseline exploits. Continue reading NBA 2k12: Between The Lines Blog