So sorry for being dumb but I'm trying to increase player interceptions and decrease CPU tight defensive coverage. In that case would I increase Player Coverage and decrease player Reaction time while decreasing CPU coverage and increasing CPU reaction time? Is that correct?
Summary of what sliders do_Oraeon
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Re: Summary of what sliders do_Oraeon
So sorry for being dumb but I'm trying to increase player interceptions and decrease CPU tight defensive coverage. In that case would I increase Player Coverage and decrease player Reaction time while decreasing CPU coverage and increasing CPU reaction time? Is that correct? -
Re: Summary of what sliders do_Oraeon
This is incorrect. Outside a cfm you are correct, but in cfm, the lower the number the less you fumble. Tested @65 and had total 5 fumbles. @50, there was 3-4. @45, there was 1-2.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: Summary of what sliders do_Oraeon
I play with cpu qb acc at 0 (mine at 7)...trust me, it makes the ratings matter more, and separates the good from the not so good. The qb's decision making has only to do with what kind of defensive game YOU call, not the sliders - good luck getting the ai to throw over the top vs a cover 3/4, but he may go 22-25, 185. That doesn't make him robo qb, just taking what you're giving. Also, I can confirm that the cpu pass block slider means nothing as it relates to sacks (I don't play the DL, so I can't speak to it's effectiveness in that regard).
Anyway, I wanted to see what your thoughts were on the penalty sliders, as they do seem to impact the gameplay/reactions on both sides, although it's much more difficult to quantify as opposed to the skill sliders. Also, If anyone has a good way to nueter the human run game a bit, I'm all ears...Comment
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Re: Summary of what sliders do_Oraeon
off the top of my head:
all madden all aids off 8/9 mins slow no runoff thresh 100 inj 58, fat 66
qb 7/1
pbl 0/100
wrc 37/44
rbl 0/44
fum 37/44
rea 0/1
int 37/44
cov 99/100
tkl 0/1
fgp 48/48
fga 0/38
pp 44/44
pa 0/100
kop 58/58
off 100
fs 63
hld 100
fm 54
dpi 100
opi 0
pci 100
clp 54
igr 0
rps 52
rk 0Last edited by bubbaman11; 09-13-2014, 09:58 PM.Comment
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Re: Summary of what sliders do_Oraeon
So sorry for being dumb but I'm trying to increase player interceptions and decrease CPU tight defensive coverage. In that case would I increase Player Coverage and decrease player Reaction time while decreasing CPU coverage and increasing CPU reaction time? Is that correct?Comment
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Re: Summary of what sliders do_Oraeon
I play with cpu qb acc at 0 (mine at 7)...trust me, it makes the ratings matter more, and separates the good from the not so good. The qb's decision making has only to do with what kind of defensive game YOU call, not the sliders - good luck getting the ai to throw over the top vs a cover 3/4, but he may go 22-25, 185. That doesn't make him robo qb, just taking what you're giving. Also, I can confirm that the cpu pass block slider means nothing as it relates to sacks (I don't play the DL, so I can't speak to it's effectiveness in that regard).
Anyway, I wanted to see what your thoughts were on the penalty sliders, as they do seem to impact the gameplay/reactions on both sides, although it's much more difficult to quantify as opposed to the skill sliders. Also, If anyone has a good way to nueter the human run game a bit, I'm all ears...Comment
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Re: Summary of what sliders do_Oraeon
Penalty sliders are hard to test play calling has a huge impact on outcomes and I can't be sure penalty interactions happen in practice mode. I have tested there and I can assure you holding and DPI have no impact in that mode. Without controlling variables in practice mode any testing is subjective do I try to avoid it.Last edited by bubbaman11; 09-13-2014, 11:20 AM.Comment
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Re: Summary of what sliders do_Oraeon
Sorry, I don't want to jam up your thread, but just for my own peace of mind: to max out cpu/hum pass coverage you would set reaction at 0 and coverage at 100, correct?Comment
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Re: Summary of what sliders do_Oraeon
Run blocking slider does have a significant effect on CPU and Human open running lanes and YPC in a fairly linear fashion (check out my Statistics thread if you want the exact numbers). Tackling also has an impact on yards gained (less missed tackles reduces YPC). I am not sure from your statements on running what is happening, or what skill level and speed you are playing on. If the game is too easy for you to run as a human with RBlock at 0 (Human) and Tackling at 100 (CPU) then your only option is to play on All-Madden level and readjust your sliders. This mode gives a significant stat boost to all players for the CPU and penalty to HUM players.Comment
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Re: Summary of what sliders do_Oraeon
One thing I want to clarify about Pass Defense reaction time. Does that mean the higher my reaction time is set to, the better my own defenders will be against the CPU when it comes to deflections and stuff?
One problem I'm having is that the CPU has too high of a completion percentage, yet their QB still gets sacked a crazy amount of times. So it's like the CPU only throws if they have a good pass, if not,the QB just holds onto the ball for too long and gets sacked. So in a game where he does something like go 25/35. He'll have 10 incompletions,but then maybe like 4-5 sacks.Last edited by Majingir; 09-13-2014, 02:03 PM.Comment
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Re: Summary of what sliders do_Oraeon
Correct reaction at 0 and coverage at 100 would make the passing game its hardest.
Run blocking slider does have a significant effect on CPU and Human open running lanes and YPC in a fairly linear fashion (check out my Statistics thread if you want the exact numbers). Tackling also has an impact on yards gained (less missed tackles reduces YPC). I am not sure from your statements on running what is happening, or what skill level and speed you are playing on. If the game is too easy for you to run as a human with RBlock at 0 (Human) and Tackling at 100 (CPU) then your only option is to play on All-Madden level and readjust your sliders. This mode gives a significant stat boost to all players for the CPU and penalty to HUM players.Last edited by bubbaman11; 09-13-2014, 02:14 PM.Comment
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Re: Summary of what sliders do_Oraeon
I'm on All Madden threshold at 0, hum rbl at 0 and both hum/cpu tkl at 0. I did read in another thread that threshold has a large impact on tightening up the ai defense/reaction time, and, since threshold at 0 doesn't seem to help much if at all with opening up the game for big plays, I'll give it a shot at 50+ and post my results.
Ahhh. Your mistake is your threshold slider. Set it to 50 and the game will be harder.
From when they first instituted this slider (damn I'm old) I remember all their developer post. It has a set value of average (likely 88). At 50 all players are at their default + whatever boost/penlaty your difficulty level applies. When you decrease the threshold it measures the difference between each player against that norm and effectively increases the gap by a multiple. For instance:
LB speed is 88: 88-88 stays the same
RB speed is 95: 95-88 = 7, now with threshold at 0 it multiples 7 X 1.5 giving 10 it then adds 10 to 95 giving a new speed to that player of 105.
Now the running back is much much faster than the LB.
The reason the slider doesn't help the deep ball is because:
CB speed 94: 94-88 = 6 X 1.5 = 9
WR speed 95: 95-88 = 7 X 1.5 = 10
There is now still a negligible difference between the WR and CB.
Things get wonkey on Madden level difficulty because it applies a bonus.
CPU CB speed 94 + 5 -88 = 11 X 1.5 = 17
HUM WR speed 95 - 5 -88 = 2 X 1.5 = 3
Now the CPU CB has a speed advantage over the WR and thus computer defense looks better with threshold lower.Comment
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Re: Summary of what sliders do_Oraeon
One thing I want to clarify about Pass Defense reaction time. Does that mean the higher my reaction time is set to, the better my own defenders will be against the CPU when it comes to deflections and stuff?
One problem I'm having is that the CPU has too high of a completion percentage, yet their QB still gets sacked a crazy amount of times. So it's like the CPU only throws if they have a good pass, if not,the QB just holds onto the ball for too long and gets sacked. So in a game where he does something like go 25/35. He'll have 10 incompletions,but then maybe like 4-5 sacks.
The Deep, medium, short, accuracy ratings are supposed to be based on completion percentage. It clearly states that in this article. The problem is, most QBs have 50+ ratings. The better QBs have 90 something like the article says Aaron Rogers has a 95 long accuracy rating. That means he will complete 90 percent of his passes.
Hence Robo QB.
I've been working on some classic rosters and here is the system I have devised: Jim McMahons career completion percentage is 58. From memory, I gave him 88 short (that seems reasonable leaves room for some error). 48 medium. And 38 long. Added together comes up to 177. 177 divided by 3 is 58. His career average. I haven't had time to test it out yet. But I plan on putting the QB ACC slider to 100 to make up for the low but true ratings according to the article.. At 100 the QB should make reasonable decisions from what I've read.
I'll post back my result tomorrow some time if any one is interested.For an alltime legends team on xbox, search usertag haughtypine7723
The file is called xboxassantesgreatestever.
Teams finished:
Bears, bills, browns, KC, Dall, Miami, Philly, ATL, SF, NYG, Jags, GB, NE, OAK, Rams, Ravens, WASH, NO, PITT, broncos, Texans, panthers, vikings, coltsComment
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Re: Summary of what sliders do_Oraeon
Oraeon, are you close to having a slider set for people to try?Tar Heels | Panthers | HornetsComment
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