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Simple Change to fix Accelerated Clock in Supersim

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Old 12-19-2013, 10:36 AM   #1
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Simple Change to fix Accelerated Clock in Supersim

Please EA, just make it Accelerated clock + the current 7-15 Seconds you have it set to, unless it's an incomplete pass.


Thanks.


Here is a petition to fix this I posted on EA's site and could use some bumpage, more ideas, since maybe if we work on it there this issue will be fixed.


Sucks if you are playing a game and want to just sim a cpu possession here and there. I like to do that with a big lead, but clock makes this unfair.


http://www.easports.com/gamechangers...mpaignId=27782
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Old 12-19-2013, 11:41 AM   #2
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Re: Simple Change to fix Accelerated Clock in Supersim

Quote:
Originally Posted by Deadz
Please EA, just make it Accelerated clock + the current 7-15 Seconds you have it set to, unless it's an incomplete pass.


Thanks.


Here is a petition to fix this I posted on EA's site and could use some bumpage, more ideas, since maybe if we work on it there this issue will be fixed.


Sucks if you are playing a game and want to just sim a cpu possession here and there. I like to do that with a big lead, but clock makes this unfair.


http://www.easports.com/gamechangers...mpaignId=27782
This has bothered me for years.

I've listed it bug threads, I've tried tweeting them about it, but they never respond to my tweets and for 3 years at least they have never fixed it.

I just gave up and accept they either can't or won't fix it. Surely they are aware since I, myself, have badgered them about this.

I would love if up or down by a ton at the half to be able to super sim to the end. But if I do there will 200+ offensive plays for both teams combined when in real life it's more like 120-130.

It's absurd. I hope your campaign works.

While you're it badger them to fix the wind direction arrow which has been reversed for years.
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Old 12-19-2013, 03:53 PM   #3
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Re: Simple Change to fix Accelerated Clock in Supersim

I am assuming this isn't an issue if you supersim on a "non accelerated" clock game?
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Old 12-19-2013, 04:49 PM   #4
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Re: Simple Change to fix Accelerated Clock in Supersim

Quote:
Originally Posted by icicle22
I am assuming this isn't an issue if you supersim on a "non accelerated" clock game?
Correct. It's only an issue if you use the accelerated clock.
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Old 12-20-2013, 03:53 PM   #5
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Re: Simple Change to fix Accelerated Clock in Supersim

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Originally Posted by kpkpkp
Correct. It's only an issue if you use the accelerated clock.
Actually, I believe it's also an issue without accelerated clock, albeit much less glaring. I haven't supersimed in quite a while but as I remember, only the time taken to run the actual play gets run off for every play in supersim.

Even without accelerated clock more time should come off the clock than that in situations when the clock is still running. It takes a user about 10 seconds before the next snap when the clock is running between plays, even if you pick a play instantly and hurry to the line. That time is not taken off when super simming, which leads to a higher play count than normal.
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