Summary of what sliders do_Oraeon

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  • Oraeon1224
    Pro
    • Jul 2008
    • 861

    #61
    Re: Summary of what sliders do_Oraeon

    The sack issue is an AI problem. If you check out my Statistics&Sliders thread you can see the actual testing of each slider. You will see that lower pass coverage does impact sacks but reduced it on the play called to 6 from 12. Each game is different because different primary routes force the AI to hold the ball longer. This then results in more coverage sacks. Each teams playbook may have more or less deep throws changing the sack numbers. It probably even varies based on random play selection by the AI.


    The only way to fix sacks is either roster edits or a patch. I am avoiding starting a season until the patch comes out. Reportedly they are addressing the AI issue.

    Comment

    • Oraeon1224
      Pro
      • Jul 2008
      • 861

      #62
      Re: Summary of what sliders do_Oraeon

      Bumping back because people are asking about sliders again.

      Comment

      • kcsam
        Pro
        • Feb 2011
        • 676

        #63
        Re: Summary of what sliders do_Oraeon

        Originally posted by Oraeon1224
        Since EA never releases explanations I have done some testing in practice mode. You can't test in game because play calls and defense calls have dramatic effects on sacks and interceptions (test it out yourself, I can sack the AI every time if coverage lines up). All testing was comparing set plays and changes observed. You can see my statistics and sliders thread for the actual tests if you wish.


        Threshold: Lowering this increases HB and WR speed against LB but generally won't have much effect on WR vs CB interactions unless there is a significant speed mismatch. Potentially could muck up other parts of the game such as pass rush, open recievers etc... Adjust to extremes at your own risk.

        QB accuracy: Effects incomplete passes. It does not effect decision making or choices same distribution of short, medium and long passes. On further testing QB accuracy does not effect scrambling it was an error of too few samples. If you combine very low QB ACC 5-15 range with wide open passes (low pass coverage and high pass reaction you may get the results you are looking for).

        Pass blocking: No discernable effect this year in AI vs AI interactions. It does markedly change the outcome of the players button press to beat the CPU offensive lineman blocking him. This stupid decision by EA porks the entire blocking slider. I set for CPU at 100 that way if I want to play DE it isn't too easy (you only win 30-40% of the time instead of 50% on default).

        WR catching: Does what it says and increases or decreases drops

        Run blocking: Raising this slider increases YPC and reduces TFL stats in game. Use to assist AI run game only after you adjust tackles.

        Fumbles: Works but hard to quantify. The lower the number the more the fumbling.

        Reaction time: This effects the reaction to the ball in the air and within the zones in zone defense. It also appears to boost the acceleration statistic of defenders to regain position. It has no effect on sacks but the lower the slider the better the defense and the more interceptions and deflections. Has no effects on play action or other trick plays. Summary: Higher reaction time makes the defense looser and reduces interceptions and deflections and increases YAC. Lower setting makes the defense tighter and increases INT and DEFL

        Interceptions: Has no discernable effect on pass coverage. It does seem to control how often the AI drops the pass. Reaction seems to have more of an effect on closing to the pass.

        Pass coverage: Effects route running statistic of the WR vs coverage statistic of the CB most likely. Has 2 impacts. 1) It controls the number of coverage sacks when zone offense is called (i.e. no one is open). 2) It cause defenders to visually make the wrong cut on cutting plays (outs, post, slants) and generate space. Reduce this slider to result in more open reciever's and less quarterback sacks particularly against zone.


        Tackling: Used to generate more broken tackles. The lower the more broken tackles and big plays.
        This really good and informative. Question though: Do these slider definitions have the same affect in M25 as well? And lastly, with all of this, do you have a desired slider set that you used on M25? I'd be interested in trying them out. Thanks.

        Comment

        • bubbaman11
          Rookie
          • Feb 2006
          • 61

          #64
          Re: Summary of what sliders do_Oraeon

          Just wanted to get your thoughts on the pass reaction slider, mainly how/if it impacts human ground game (why is there no rush reaction and break block slider anymore?) Even with my run blocking at 0 and threshold at 100 it's still entirely to easy to gash the cpu for big yardage on the ground.

          Comment

          • whosnext00
            Pro
            • Sep 2011
            • 596

            #65
            Re: Summary of what sliders do_Oraeon

            Originally posted by Oraeon1224
            The sack issue is an AI problem. If you check out my Statistics&Sliders thread you can see the actual testing of each slider. You will see that lower pass coverage does impact sacks but reduced it on the play called to 6 from 12. Each game is different because different primary routes force the AI to hold the ball longer. This then results in more coverage sacks. Each teams playbook may have more or less deep throws changing the sack numbers. It probably even varies based on random play selection by the AI.


            The only way to fix sacks is either roster edits or a patch. I am avoiding starting a season until the patch comes out. Reportedly they are addressing the AI issue.
            Sorry to bring up an old thread... well not really, it's good info.

            Anyway, if you want to fix the sack issue, try lowering offsides. Doesn't make sense but hey, it's Madden.

            Comment

            • NimitsTexan
              Banned
              • Mar 2007
              • 806

              #66
              Re: Summary of what sliders do_Oraeon

              Something that should be added is that Pass Reaction definitely has an effect on how the AI reacts to "deception" plays (Play Action, Screens) and the run. At lower Pass Reaction, the AI seems to stay on its original "key" longer, making runs easier (but making it hard to get a screen pass off without a sack, as the rushing linemen stay locked on the QB).

              Comment

              • 4thQtrStre5S
                MVP
                • Nov 2013
                • 3051

                #67
                Re: Summary of what sliders do_Oraeon

                Originally posted by NimitsTexan
                Something that should be added is that Pass Reaction definitely has an effect on how the AI reacts to "deception" plays (Play Action, Screens) and the run. At lower Pass Reaction, the AI seems to stay on its original "key" longer, making runs easier (but making it hard to get a screen pass off without a sack, as the rushing linemen stay locked on the QB).
                I have found, on All-Pro, that a Pass Reaction Time of 74 gives a fair balance in how the defense reacts to screens; I assume based on play logic. At 74 I have players come through straight at the QB; while at other times they will cut their rush at the QB short and go to the screen side.

                In general it has been my experience that Pass Reaction effects zone coverage - the higher the better. The side effect is, the higher the pass reaction, the less aggressive zone players are at attacking the run play; they tend to stay in their zones longer and not get out of position.

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