NECTAR - Madden 19 Mod + 5 ENB Presets

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  • Willchillz
    Banned
    • Feb 2012
    • 527

    #1

    NECTAR - Madden 19 Mod + 5 ENB Presets

    Natural Enhanced Competitive Timing and Realism

    DOWNLOAD: http://www.mediafire.com/file/haov7a...nt+Edition.rar
    Frosty Mod Manager: https://frostytoolsuitedev.gitlab.io/downloads.html
    Nectar Roster:http://www.mediafire.com/file/trb5m7...42119.rar/file
    Playbooks:http://www.mediafire.com/file/bye9dp...+Playbooks.rar
    NECTAR Extras(Recommended/Optional): http://www.mediafire.com/file/jp8qq7...TAR+Extras.rar
    XDR Player: https://kodi.tv/download
    XDR Player Addon - https://github.com/SpiralCut/plugin....anced.launcher

    Features
    -User Movement & Timing Reworked
    -Dives, Jukes, Spins, Hurdles, Trucking Reworked
    -Blocking, Tackling, Fumbling Reworked
    -Catching and Coverage Reworked
    -Smaller Ball and Friction Increase
    -QB Pocket and Scramble - Movement Reworked
    -Albedo Colors Raised
    -Better Anti-Alias rendered with CPU
    -Larger Initial Indicator

    What To Expect?

    -User Control Capabilities improved with higher skillcap
    allows more stickwork competitively and more rewarding timings.
    -Open-Field moves completely overhauled to be more stickwork friendly.
    -Blocking completely overhauled so every snap feels unfamiliar and never the same.
    -Tackling completely overhauled, pile pushes, faster tiebreakers, animations and collisions, and many, many other things.
    -Fumbling reworked - fumbling-catching catches, strip recovered fumbles, etc - more stickwork.
    -Catching overhauled - Sideline Catching, Dive Catching, End Zone Catching, Fades, Collision Improvements, etc
    Coverage never breaks down the same, double and triple coverage improvements,
    lots of man and zone improvements, awareness factors, etc
    actual dynamic route windows to pass, secure ball, and chain move catches - no play feels comfortable repeating.
    -Smaller ball with increased friction for a more NFL feel and collision reasons.
    -Precision Passing overhauled, passing is now 2 step leads along with many other things.
    -QB Movement and Scramble reworked, to allow more competitive movement to avoid pressure.
    -Albedo Colors Raised - Less dull color
    -Anti-Alias is rendered with better quality and performed by the CPU
    -Larger Initial Indicator helps bring a little pre-guess work to catching passes, etc
    -Trenches are now user skillcapped - defensive pressure is now an option instead of user coverage.
    -Choices and Adjustments matter whether its shading, shifting, commit, motioning, draw, or play-action.
    -No Huddles to the LOS are faster.
    -Commits aren't as punishing - rethink pass commit every down and more as a safer aggressive quicksnap bailout.
    -Play Recognition is prevalent and matters

    Whats wrong with madden as of the current October patch?

    The game difficulty is too easy without mentioning whats already been covered -
    Consider 1.0 the Beta version. Which is about 90% complete, ready to play.


    Sliders - that go with Mod and Meta Playbooks
    available at this thread:



    SIM SLIDERS
    (No House Rules):


    Game Options
    Even Teams: Off
    Skill Level: All-Madden
    Game Style: Simulation
    Quarter Length: 15 Minutes
    Play Call: Enhanced
    Play Clock: On
    Accel. Clock: On
    Min. Play Clock Time: 15 Seconds
    Game Speed: Normal <--- Best Animations
    Auto Flip: On
    Ball Carrier Special Move: Manual
    Auto Strafe: Off <--- Allows more triggered animations
    Ball Hawk: Off <--- Allows more triggered animations
    Heat Seeker Assist: Off <--- Allows more triggered animations
    Switch Assist: Off <--- Allows more triggered animations
    Coach Mode: Off
    Injuries: 15 <---- Allows the threshold for minor injuries to occur
    Fatigue: 50 <--- Allows for more dynamic running and intermediate routes.
    Player Speed Parity Scale: 0 <--- Helps with pursuit angles and playmaking.


    Penalties
    Offside: 54
    False Start: 55
    Offensive Holding: 54 <---- Helps with stopping nano blitzes, etc.
    Defensive Holding: 56 <---- Helps with Blown Coverage, Better Coverage.
    Facemask: 52
    Illegal Block: 54 <---- Helps with accidental collision, better blocking.
    Roughing the Passer: 50 <---- Helps with stationary tackling, Better CPU Decisions.
    Defensive Pass Interference: 80 <---- Helps with improving coverage, better riskier coverage.
    Offensive Pass Interference: On <---- Allows more aggressive Coverage
    Kick Catch Interference: On <--- Helps with pass interference.
    Intentional Grounding: On <---- Helps with CPU Passing, Coverage.
    Roughing the Kicker: On <--- Helps make QB Sneak more difficult, sideline roughing, etc
    Running Into the Kicker: On <--- Helps with more aggression.
    *this average 100-125 penalities top 16
    occasionally breaking near 150 rarely (Chiefs)
    with the correct ratio of each penalty

    Sliders
    Same values for Player and CPU

    QB Accuracy: 19 <---- Helps with adding more offset on passes
    Pass Blocking: 11 <---- Helps with triggering more blocking animations coinciding penalties
    WR Catching: 29 <---- Helps with adding more dynamic catches.
    Run Blocking: 11 <---- Helps with adding more dynamic gap-blocking.
    Fumbles: 3 <---- Helps with adding more dynamic tackling, secure ball timing.
    Reaction Time: 96 <---- Helps improve coverage transitions.
    Interceptions: 29 <---- Helps improve coverage aggression.
    Pass Coverage: 46 <---- Helps improve coverage.
    Tackling: 28 <---- Helps improve locomotion, dynamic tackles, and more wrap tackles.
    FG Power: 50
    FG Accuracy: 50
    Punt Power: 50
    Punt Accuracy: 50
    Kickoff Power: 47
    *this allows offset kicking
    ie: aiming kick one direction and compensating the other way on the kick meter

    Visual Feedback (Optional)
    On-Field Visual Feedback: Off
    Drive Goals & XP Feedback: Off
    Franchise Ticker: Scores Only
    Franchise Gameplan Boost Notification: On
    Coaching Tips: Off
    Player Names: Off

    Auto Subs:

    Out/In
    All 60/80 except:
    RB 93/95
    WR 20/25
    TE/FB 83/93
    DT: 83/93
    DE: 83/93

    Player Progression Freq: Weekly

    XP Settings
    QB: 250
    RB: 250
    TE: 250
    WR: 250
    OLB: 250
    MLB: 250
    FS: 250
    SS: 250

    Everything Else @ 300

    *This allows each position to improve at a nearly even rate per field action.
    Superstar/Star(High Confidence) OVR+ 3-6 points a season
    Quick(High Confidence) OVR+ 2-4 points a season
    Normal(High Confidence) OVR+ 1-3 points a season
    // Normal Confidence about half the OVR+ rate.


    Also allows 90+ to still gain momentum.

    Advanced Frosty Edits To Do:

    -.xml, .bin, .db, .ebt, .evt files
    -.lua scripts
    -.dir, .ast, .cam, .pre files


    1.4a Patch Notes
    10-11-18

    -Combo Special Moves - 0.277 Window Times

    -Locomotion transparent. Improved Movement
    0.05 Locomotion Clamp. 0.45 Window Times

    -Real-Time Tackle Battle Overhaul -

    No icons shown to input breakdown but impacted in real-time

    -Pass Precision -
    Tilting the joystick @ 50% is a perfect lead.
    Tilting 100% is 8 step lead. This allows slants to the sideline -
    to be thrown in the backfield or 180 slants forward, WR Screens,
    Grass-Grazing downward throws even on medium passes.
    This allows less picks to happen.
    Slot receiver verticals can be lead to the sideline.
    Wild touch throws can be made. Sideline pilon throws, etc
    Double move routes reworked to accomodate pass leads.

    -Catch Timing Windows
    - 0.45 - Diminishing returns for reaction slower.
    Improved for 0.277 or tighter.

    -Acceleration and Agility: No Diminishing Return on Run Cuts, boost-forward effect removed.
    This allows much more precise movement.

    -Momentum
    - Reworked to allow more magnitude,
    tackle pushes can be prevented based on reaction skill.
    No canned 1 yard gains.

    -Big Hits: Medium and Deep Pass hits are prevelant,
    Breakaway Run Big Hits are prevelant, Sideline Big Hits.
    Deep route pass leads allow more safety interaction.

    -Offset Spins: Spins are no longer canned and smooth.
    They're more wild with weight and tighter with high speed diminish.

    -Coverage: Jump Ball Coverage and Aggression improved.
    Interceptions reworked.

    -CPU Playstyle and reaction on ground tighter and improved.

    -Spec Catch is more likely to attempt a high catch before spec.



    1.5 Coming Soon
    NFL Blitz Mode


    Videos, Screenshots, Suggestions, etc are welcome


    Saints vs Raiders Night - Warm up test match.



    1.4b Patch Notes
    10-13-18

    -Overall Awareness improved

    -Injuries reworked, more prevelant, and seamless when triggered.
    Injuries update between movement and not per step.
    Keep players with severe injuries.
    Multiple minor injuries on one play.
    Higher chance of injury on 4th Down.
    Defense a little more prone to injury.

    Raised certain parts prone to injury more to compensate defensive trigger animations.

    -Players get up quicker after tackles, stumbles, and catches.

    -Prowl Blitzing - Able to shift DL and/or LB's faster

    -Overload Shifts - Able to shift DL and/or LB's further.

    -Pass Interference reworked on offense and defense.

    -Timed Recatches - 0.0277 Bonus Window; 0.45 Diminishing Window

    -Preplay cleanup

    -Dives over the line
    on defense aginst quicksnaps improved

    -Run Ability on Offense Improved

    -Runblocking Improved

    -No Huddle from CPU can occur all game not just the near the end of match.

    -Trajectory: More disparity between low and high throwpower.
    Improved Lobs and Touch Passes

    -Scrimmage Pass Tips improved

    -Change Direction Improved.

    -CPU Touchback Kneel raised to 3 steps deep into endzone.

    -CPU Medium Passing improved

    -Removed max broken tackles(4)

    -Tackle Breakdowns improved on short and medium runs.

    -Toned down assist tackles

    -Toned down half sacks.

    -Field Goal, Punt, Spike, Kneel, Onside; Base Time Decreased

    -Pass routes now receive diminish in momentum for first 2 steps.
    This allows more YAC oppurtunity and the defense -
    to have a second-level chance to make a play


    -Passes under 2 yards: Bullet pass to catch diminish

    -Passblocking to keep a pocket formed improved

    -Reach Tackles diminished by blocking.

    -Jump Speed reduced for catching.

    -Line of Scrimmage tackling
    slightly reworked

    -Impact Slightly reworked

    -Stiffarm boosted. Causes a step of reverse momentum.
    Can shift up to 3 steps of momentum.



    1.4c Update
    10-14-18

    -Camera Focal Reduced to 18 and Lens Breathing removed.

    -Light Mapping doubled in resolution and Rendered in DX11
    instead of DX9 and with Permutations enabled.
    *Light Lumen output doubled with specular effect.
    *Shadows from Lighting are now volumetric and improved to ultra quality from medium.
    *Colorgrading on light improved and depth enabled


    FOV - Increased to 90

    -Grass, Turf, and Wind: Improved with collision, movement, and detail.

    -Anti-Alias turned off to remove AA post-blur.

    -Input Action map repeat delay reduced from 0.3 to 0.005

    -Autostrafe angle more precise

    -Player stance more upright -
    this causes less drag with more momentum on wrap tackles*
    Jump interactions are also slightly more prone to land on feet*


    -Toned down group tackling boost effectiveness


    -Tackles from behind reworked
    defender must be closer, increase in tackle raises overtime to reduce ballcarrier stumble
    and wrap to the ground*


    -Wrap Tackles reworked

    -Impact and Strength Reworked

    -Big Hits less diminishing for missing or fake out with Hit Stick -
    autowrap tackle after increase now causes diminish.

    1.5 Stable Update
    10-15-18

    Normal Movement - has much more directional lean.

    Slider change - Game Speed: Very Slow
    formerly set as Slow.
    This is only game speed setting that allows more deviation in developing trenches
    up and down the field and footwork ground tackling - along with more variety through animation rolls of window times in a time scale - the most sporadically organized gameplay speed setting*

    other game speeds can be used though.

    -Side impacts - this is noticeable on breakaway runs with ballcarriers

    -Shoulder impacts while ballcarrier is lowered
    or in the process of going to the ground or giving up.

    -Assist angles wider - more variety and wildcard factor of teamwork.
    keep the ball in the open field longer with next-level chances of skill


    -Balance Recovery - Stumble backwards diminish increased with 3 steps. 1.05 sec window
    3 Steps to the side; 80 degree angle. 0.75 sec window. 3 forward with 0.75 sec window recovery.


    -Backed Off Coverage - Coverage checks on medium routes improved

    -Breakdown interaction

    100%+ Agi/Acc on first step of movement with 60% speed penalty.
    This helps alter the way players interact during breakdowns.


    -Torso Tackles: Front and Side wraps are checked down to
    Shoulder wrap > Above knee leg wrap > strip ball > Diving Shoulder Hit Stick >
    Diving Ankle Wrap

    -Special Moves - Less fake out chance, more checking down to
    leg wrap > ankle wrap tackles - diminished by 60%


    -Trucking - sideways diminish in movement lowered.

    Stiffarm - now able to stiffarm from behind
    and can be used in combo with the Highstep celebration

    Upfield Engagement - Tackle diminishes at higher angles increased.
    Pursuit angles adjusted @ 180 degrees.
    this helps get rid of forward attempts of tackling.
    and more offensive forgiveness backwards and sideways at the cost of movement.


    -Break Tackles - less backwards momentum broken tackles
    to accomodate use of stiff arm situations.

    -Runblocking: Outside Runs - Offensive blockers block much further directionally.
    Inside Zone plays attack zone structures more aggressively with increased Lead Block.

    -All Routes Overhauled - receivers run slants and cut earlier.
    More cross collision, collision, and route adjustment - route running matters.
    All backfield routes adjusted to head a little more upfield.
    Wheel routes break upfield sooner.
    Flat routes to sideline now head upfield.
    Slightly shorter corner and post routes.
    Drag routes are less than a step now.
    Slant and Go slants earlier.
    Comeback routes now take 3 steps
    Whip routes now head upfield
    Curls adjusted and now take 2 steps on curl.
    Curl and Go curls sooner.


    Route Variance
    All routes can now deviate up to 2 steps.

    -Route Jams
    receivers are pressed on route cuts for 1 step under 5 yards.
    receivers are pressed for 1 step at 5 yards on verticals.

    -Screens - HB - Goes out to receive faster
    and outside the blocking near the sideline more
    WR Screens
    - Less Swing and nearly stationary

    Man Coverage: Slight press on receiver in pulses
    through entire route and play.
    This allows route running be a more dominate rating for receivers.

    and not just reliance on physical stat

    Zone Coverage: Blitzing Technique and 5 Yard Yard Press improved.

    QB Scramble: Agility boost in first 2.5 steps
    Forward Lobs throw on the run improved.
    Precision Lobs can now be performed

    Bullet Passes: Quicker Release, Slightly less accuracy

    High Passes: Thrown with almost no arc and slower
    normally and as a bullet.

    Touch Pass: Touch pass is now thrown faster with high arc and low momentum
    at a downward spiral.

    Backfield Passes: 60% Throw Power Diminish
    This forces user line of scrimmage timing with qb throw angle

    -Shading - Defensive Coverage: This technique now commands the field
    and makes the offense adjust instead, with press coverage.


    1.5c Prerequisite - No ENB
    10-15-18

    1.5b Hotfixes

    -Camera sensor slightly wider and lower

    -Route Variance added, other routes adjusted

    -Grass, Turf, and Wind update from 1.4c is now actually enabled.

    All TOD and Weather: Color-grading Depth Enabled


    1.5c Prereq

    Mesh Overhaul: Low/Medium/High to Ultra
    these aren't affected by user settings in game.
    Most previously set at low and medium.


    Player Faces Improved: Enlightened Resolution set to Ultra
    Player Hair Improved: Enlightened Resolution set to Ultra

    *these two aren't complete yet.


    All Body Parts Improved: Enlightened Resolution set to Ultra

    Create A Player Improved: Enlightened Resolution set to Ultra
    Generic Faces Improved: Enlightened Resolution set to Ultra
    Generic Hair Improved: Enlightened Resolution set to Ultra
    Crowd Faces Improved: Enlightened Resolution set to Ultra
    Crowd Hair Improved: Enlightened Resolution set to Ultra
    Coach Faces Improved: Enlightened Resolution set to Ultra
    Coach Hair Improved: Enlightened Resolution set to Ultra
    Referee Faces Improved: Enlightened Resolution set to Ultra
    Referee Hair Improved: Enlightened Resolution set to Ultra

    Uniforms Improved: Enlightened Resolution set to Ultra
    Helmets Improved: Enlightened Resolution set to Ultra
    Shoes Improved: Enlightened Resolution set to Ultra
    Football Improved: Enlightened Resolution set to Ultra

    All Accessories: Enlightened Resolution set to Ultra
    All Props: Enlightened Resolution set to Ultra
    All Sidelines: Enlightened Resolution set to Ultra

    Full Stadiums and Assets: Enlightened Resolution set to Ultra
    All Vehicles in Parking Lot: Enlightened Resolution set to Ultra
    Full UI: Enlightened Resolution set to Ultra
    All Indicators: Enlightened Resolution set to Ultra

    1.6 Update
    Default Sliders/No ENB
    Very Slow - All-Madden - Simulation
    All Gameplay Helpers Off except AutoflipPlayer Threshold Speed @ 0

    Passing is now true conversion
    with every throw type and situation.
    QB's feel like their own QB Persona now.

    1.7 Update
    10-19-18

    -Blocking Overhaul:
    Blockers now horizontally shift more steps
    to reach for a block or engage a block.

    -Finesse Moves improved - Finesse moves now engage 2 steps left or right instead of 1.
    This allows less predictable pressure incoming and more offensive blocking stats to matter.

    -Power Moves improved - Max 4.5 steps of ramp instead of 1.
    This allows a bigger threshold of momentum.

    -Disengages reworked for Blocking and Running.
    Disengage from blocks reworked for impact blocking.*
    Angles wider to cause quick block engages and re-engages.*

    -Cut Blocks can be performed from 2 steps away.

    -Reach Tackles improved

    -Pocket Pass Blocking improved

    -Lead Blocking improved - FB Now instantly leadblocks, no delay.

    -Blocking while Scrambling improved

    -Engages now use all there weight instead of 25%

    -Instant Predictions, removed 1 second delay.

    -Draw Runs improved

    -Offensive Line reworked - slightly more space between O-Line.

    -Passblocking now has a bigger momentum ramp.

    -Runblocking now has a bigger momentum ramp.

    -Blockshedding improved to 1 step instead of 2.

    -StripBall ramp improved

    -Trucking ramp improved

    -Elusiveness ramp improved

    -Dives are now slightly shorter and equal to sideways.

    -Diving catches reworked for more possession

    -Aggressive Distance is much further.
    *allows play breakdowns to interact better

    -Conservative Distance is much further.
    *allows play breakdowns to interact better

    -Juke movement improved

    -Trucking improved - 3 steps of impact

    -Fakeout increased to 2 steps

    -Off the line, Pass Rush, Prompt delays removed.

    -Stiffarm distance slightly increased

    -Strafe movement squared up improved

    -CPU use of Special Abilities improved

    -Spin impact reworked

    -Hurdle impacts reworked

    -Impacts doubled in range

    -One-Cut Delays removed

    -360 Movement Improved

    -Recievers and Defenders now break on throws better

    -Interceptions slightly raised

    -Hitsticks
    more prevelant

    -360 Footplant Direction

    -Pass Rushers now factor weight

    -Quick Hike Pass delay removed

    -Various Preplay Delays removed

    -Underneath Zone Coverage Improved

    -Pass Interference angle increased

    -Rotation Speed penalty toned down

    -360 Precision angle

    -Precision speed penalties toned down

    -Rollout penalty removed

    -Turn Rate Increased to 90 Degrees

    Routes Adjusted:
    -Whip Routes Inverted
    -Cross Route
    -Hitch and Go
    -Flat Routes
    -Corner Deep
    -Corner Middle
    -Deep Post
    -Streak
    -Swing
    -RB Angle
    -Slant N Go

    1.8 Update
    10-21-18

    -CPU No Longer automatically controls Ballcarrier for Handoff
    *This allows slight manual user deviation to hit holes

    -Quicker Handoffs

    -Quicker Spot Ball

    -Quicker Hurry Up Offense

    -Quicker Spikes

    -Stripball increased - Breaking tackle from strip lowered

    -Getting Up and Falling cleaned up

    -Tackling Friction increased

    -Zonecut delays removed

    1.9 UPDATE

    -True 180 Ping Pong Movement & Cuts

    -Defensive Momentum Buffed.

    -Fatigue Overhauled

    -Tipped Balls and Swats Overhauled

    -Special Moves buffed to increase tackle break chance

    -Playball Traits cleaned up globally.

    -CPU more prevalent with Pre-Play adjustments

    -Special Ability to Collision Modifier
    Reaction to Tackles cleaned up.

    -Conversion of Very Fast Footwork and Abilities
    in a Very Slow overall of detail.

    -Defensive Line footwork speed increased

    -Swim Moves & Spins on Defense more prevelant and global.

    -High Motor trait buffed and global.

    -Recovery and Adjustment overhaul for tackle breakdowns.

    -Less sticky-feeling ball, tipped high catches etc.

    -Footwork affects fatigue, not just acceleration.

    -Direction and Redirection: Press, Block, Footwork Avoidance(1% Tick), Tackle(+10% Fatigue Penalty)

    -Short Routes - Weight 70% + // - 70% Speed Modifier.

    ***Triggering automatic special abilities
    and tackles based on momentum and speed placement.
    Single tackle run-ins and wraps almost non existent.
    More of a breakdown on the checkdown until ballcarrier is down.

    -Hit Sticks feel riskier when and if squared up.

    -QB Variance
    Smaller faster steps with a threshold penalty in the pocket for holding the ball to throw somehow can be achieved.
    CPU Scrambling cleaned up and more prevalent.

    -A 1 second delay on Throws-on-the-run to Nerf Scrambles

    -Nerf to Pass Accuracy
    -Buff to Pass Leading - More Accurate

    Spec Catch(High Catch below 90) - Swat Penalty - 50%
    Possession Catch - 3 Step Penalty in movement
    Dive Catch - Any defensive interference 50% penalty

    Offense Priority set to Aggressive
    Defense Priority set to Aggressive
    Playbook Calling set to Aggressive
    Player Traits set to Aggressive
    Bull Rush and Swim Move enabled for all.

    -Punt Bounces increased from 3 to 6.

    -Handoff Time Decreased for Runs

    -QB Sacks cleaned up

    -Double Coverage improved; less base chance to catch

    -Recatching tipped passes nerfed to add risk check to high bounced following catches

    -Tackle Battle Icons return


    1.9 REWIND MOMENTS VIDEO
    <iframe src="https://www.youtube.com/embed/pqZ7rmQZWPw" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>

    1.9b Update

    -Confidence: Sacks, Hitsticks, -Yards, +10 Yards, Pancakes

    -Fatigue Increases: Max Coverage(+5% Rate), Hit Sticks(20%), Trucks(15%)

    -Coverage more aggressive in a small radius with earlier attack(via pass cov. sliders)
    *Logic adjusted to compliment

    -Drag Coverage Improved; Hook Zones dip and blanket drag routes

    -Safety Assignments refined; improved awareness and attack

    -Deep Blue Zones buffed; placement, bail technique, pursuit, break on ball

    -Hitsticks now working properly - with Directional Impact Regression
    *Early hitsticks have bigger window and to attempt dive hitstick.
    *Late Hitsticks, modified Upper wrap tackle attempt

    -Cover 0 Logic Improved - Press and Over-the-top default techniques
    Backed Off Coverage+Underneath/Sticks technique

    -Cover 1 Logic Improved - Defenders line up more inside by default
    Backed Off Coverage + Outside Shade

    -Cover 2,3,6,9 - Zone Logics play more underneath and break inside and upfield to clear.
    *This creates harder route timing with more random, elusive factors; swats and contact to factor.

    -Backed Off Coverage, breaks on cuts and bails improved.

    -Purple Zones - More over-the-top and outside shade

    -Receivers having slight speed boosts from LOS removed

    -Touch Passes Buffed - Pass-Lead Accuracy Increased by 8%, Speed decreased by 8%

    -Bullet Throws Nerfed - Speed lowered by 10%, Accuracy Decreased by 9%

    -Lobs reworked - Speed decreased by 25%, Accuracy reduced 30%, Pass Lead Accuracy increased 15%
    *Lobs are now more of a last resort with a wild throw to let a receiver make a play on the ball at high-risk.

    -Receiver motion closest to QB after snap during passes has no delay
    *This helps with Scrambles and trying to get rid of the ball.

    -Ghost Routes - Man in Motion; faster movement, snap delays removed.

    -Power Moves: Velocity on Engage - Increase based on movement speed factor.
    *This helps with Safeties, Off Coverage, and Pursuit.

    -Release and Go Routes improved; impact block boost and releases to routes faster.

    -Strafe speed lowered and agility in strafe cleaned up.
    *This helps with playing defense inside the box.

    -Canceling Play Action cleaned up - Scrambling, Defenders Bailing and Attacking,

    -QB Spies, Contains: now attack the middle and break to sidelines more aggressively and guard better angles outside.

    -Press and Bail at scrimmage improved; more checks to engage and release quicker and more frequently.

    -Stick Routes and Curls now break inside and underneath 2 steps.
    This helps with timing and defensive contact.

    -Fades, Short and Medium Streaks, Short Posts, and Outside Corners Routes are now possible with lobs.
    *This helps with one on one mismatches.

    -Strip Ball more effective and aggressive.

    -Back Juke Improved - at low momentum; delay penalty removed

    -Play Receiver Buffed - acts as more of a conservative tackling hit stick now.
    *This helps with High Catches, Off Coverage, and Short Passing

    1.9b Update Video
    <iframe src="https://www.youtube.com/embed/Fn2FMViqsXM" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>


    SuperSim and Stats also reflect gameplay now
    *also tested in Franchise

    Seasonal Stats Approximate Leaderboards

    QB Pass Yards - 4500~
    HB - 1700~
    WR - 90 Receptions~ 1000 Yards~
    OL - 500-1000~ Snaps
    LB - 100~ Solo Tackles
    15-20 TFL~
    15-20 Sacks~
    5~ INT
    8~ Deflections
    5~ Forced Fumbles
    Def: 1200~ Downs played
    1Safety/1Block
    16-18~ Inside 20 Punts
    3-5 100 Yard Kick Returns
    3-5~ 75 Yard Punt Returns
    650-750 Kick Return Yards
    250-350 Punt Return Yards

    55% 3rd Down Conversions
    60% 4th Down Conversions
    50% 2 Pt Conversions
    80% Redzone Efficiency on Offense and Defense
    110~ Penalties
    16~ Turnovers

    40-45~ Passing Touchdowns
    30~ Rushing Touchdowns
    27-30ppg
    17ppg

    7000-7500~ Total Offense
    5500-6000~ Total Defense
    3500~ Pass Defense
    1200~ Rush Defense
    300-400~ Total Points

    2.0 Update

    -Hit Sticks now finally working as intended

    -Playart Color Enhanced
    Color Shaded Differently, Resolution Increased, and Transparency lowered.

    -New Splash Screen for 2.0





    NECTAR 2.0: ADVANCED TIPS
    12/23/18

    Advanced General Tips

    Player Lock: This feature unlocks Position specific abilities.
    Make a further impact specifically during gameplay.

    Coaching Adjustments:
    More In-Depth Coaching Adjustments,
    can be accessed via Play Call window during a match.

    Auto Flip: On

    Ball Carrier: Aggressive
    Blocking: Aggressive
    Deep Pass Catching: Aggressive
    Intermediate Pass Catching: Aggressive

    Play Ball-In-Air: Play Receiver
    Cornerback Matchup: Preference
    Option Defense: Aggressive
    Pass Rush: Aggressive
    Strip Ball: Balanced
    Tackling: Aggressive


    Advanced Offensive Tips

    Three Quarters Passing: Step up into and outside the B-Gap/C-Gap then throw. (Touch Pass/Lobs)
    This allows you to throw sideline reach catches and outside routes better.

    Squaring-Off/Rocket Catches:
    Holding Strafe while in control of receiver throughout the play
    This allows safer more reliable catching in sweet spots.

    Motion Snap:
    Move receiver and hike the right after. This helps lower press effectiveness
    Motion to other side of field for floods. Motion when nearest to a receiver
    in the Slot receiver area for Flood Switch Concepts.

    HB Dive: Double Dive: Pressing the Dive button and canceling it by performing any other move
    This allows the Halfback to burst momentum up the middle.

    Backshoulder Throw: Run a Corner Route with Slot WR or TE. Step up in the Pocket closes to LOS -
    Touch-Pass with a Pass-Lead inside. Strafe + RAC/Posession Catch
    This can also be done with any Double-Move thrown the same way on the first move.

    Traffic Lateral: Performed by pressing the Lateral button when catching in heavy traffic
    This allows a second-level chance of timing and helps prevent triple aggression turnovers.

    B&R Options: Any Block & Release route, simply scramble right behind it.
    This allows a pressure check and makeshift option after the snap of the ball

    RAC Arm: Run a Drag Route and perform a RAC Catch followed by a Stiff Arm.
    *Over 90 Precision Stiff Arm


    Redzone Lob: Slot Receiver on Fade. 3-Step Drop. Throw Lob L/R Directionally from the Left or Right Hash Mark
    Strafe + RAC/Possession Catch > Secure Ball

    Rollout Bullets: Rollout to L/R Hash Mark - Throw a bullet pass with Pass Lead Down and Outside to a Possession Catch.

    Pump Fake Pressure: If you notice a pressure starting to come through or off the edge.
    Throw a pump fake to a receiver that direction. This will give you a little extra time to make a throw right after.

    Secure Trucking: With any run play; Use Trucking + Secure Ball while near an isolated blocker.
    This helps increase the chances of broken tackles with blocking assistance. Effective @ Goal-Line also.

    Returns: Run a Wheel Route after catching the ball. Accelerate after 10 Yards downfield.



    Advanced Defensive Tips:

    Bait and Lurk:
    Usering the FS or MLB.

    Chuck and Press: User CB and roll the right joystick to shut a Star Player out in a press match.

    Anchor Gap: User DT and Time a Power Move - This should breakdown the A-Gap integrity
    and allow inside blitzes to be effective in gameplan.

    Edge Rushing: User DE and time a Finesse Move off the edge combined with a Reach Tackle.
    Can also Reach Tackle if stuck on a block, Power Move HB and Reach Tackle the QB from block if possible.

    Lay the Lumber: Back Off Coverage, Spread DL, Spread LB, and Play Sticks.
    This allows the most Hit Sticks. Turnover Rate. Ahead by 2 Scores.

    Spectacular Swat: Play Receiver + Dive > Swat Ball - redeem coverage that lost a couple of steps.

    Strip Swat: Reach Tackle >+ Strip Ball. This will attempt to swat the ball into a recovering fumble.

    Strip Chuck: Conservative Tackle >+ Strip Ball

    Soft Coverage:
    Press > Shade: Over the Top - Spread DL, Crash Inside - Spotlight TE
    This is useful for figuring out an opponents gameplan or tendencies.

    Power Shoulder: Conservative Tackle >+ Hit Stick Up - Strafe to square up beforehand if you need to.
    This is useful against players upright during contact, bigger players, or shoulder isn't fully lowered.

    Power Shoulder Strip: Conservative Tackle >+ Hit Stick Up > Conservative Tackle > Strip Ball

    Air Stick: While the receiver is in air. Play Receiver >+ Hit Stick Up at right time.

    Power Tackle: Dive > Conservative Tackle or Conservative Tackle > Hit Stick Down

    Hybrid Sinks:
    Press > Over the Top
    Pistol - Spy FS, SS - Man Up on RB.
    Run: FS - Man Up on Slot WR, SS - Man Up on RB
    Empty: FS+SS - Man Up on Slot Receivers
    Redzone: Spy FS, SS - Man Up on TE

    2.0a Update
    10-25-18
    The following - LT,RT,C,LG,RG,DT,LE,RE have been buffed to increase top value in franchise,
    This also effects simstats, and adds more strategic factor to attacking the Offensive Line -

    Pass Blocking, Finesse, and Power Ramps are now actually working.
    Blocking Path checks increased in range.
    Out of Pocket Blocking increased in range.
    Cleaning the Pocket time decreased.

    2.0 - Advanced Passing

    <iframe src="https://www.youtube.com/embed/aMCxkWrmj3c" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>

    2.0a - Advanced Defense

    <iframe src="https://www.youtube.com/embed/qYzWJAozdME" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>

    2.4 Update

    Default FOV Increased: 100 from 55

    400mm from 35mm
    Aperture: 2.8
    Shutter Speed: 2000 from 50
    EV: 1.0 from 0.0
    ISO: 3200 from 100
    Sensor Width: 400 from 35
    Sensor Height: 400 from 20

    Modified Cameras

    Zoom = Spider Cam
    Standard = Sky Cam
    Wide = Sky Cam 2
    All-22 = Dome Cam
    Broadcast = 45 Angle
    Player Lock - A Variation of all above cameras.

    Replays - Further above and back, Abstract additional cutscenes.
    Transitions - Delays removed. Abstracts.
    Color-Grading & Depth Re-Enabled - To accomodate camera adjustments.
    DOF Blur Improved: 31 Pixels Gaussian from 9

    2.5a Core Update
    (Week 17, Seasonal Adjustments, General Gameplay)


    All Player Faces: Enlightened Resolution Increased to Ultra from Medium
    Player Bodies: Enlightened Resolution Increased to Ultra from Medium
    Player Hair: Enlightened Resolution Increased to Ultra from Medium
    Player Shadows: Enlightened Resolution Increased to Ultra from Medium
    Crowds: Enlightened Resolution Increased to Ultra from Medium
    Crowd Items: Enlightened Resolution Increased to Ultra from Medium
    Helmet Logos: Enlightened Resolution Increased to Ultra from Medium
    Team Logos: Enlightened Resolution Increased to Ultra from Medium
    Transitions/Augmented UI: Enlightened Resolution Increased to Ultra from Medium
    Football/Kicking Tee: Enlightened Resolution Increased to Ultra from Medium
    Player/Ball Indicators: Enlightened Resolution Increased to Ultra from Medium
    Play Art/Menus: Enlightened Resolution Increased to Ultra from Medium
    Scoreboards, Stat Transitions, Jumbotron: Enlightened Resolution Increased to Ultra from Medium
    Map + All States: Enlightened Resolution Increased to Ultra from Medium
    Coach Items: Enlightened Resolution Increased to Ultra from Medium
    Create-A-Coach Faces: Enlightened Resolution Increased to Ultra from Medium
    Sideline Coordinators/Items: Enlightened Resolution Increased to Ultra from Medium
    Sideline Shadows: Enlightened Resolution Increased to Ultra from Medium
    Fog, Birds, Banners, Flags: Enlightened Resolution Increased to Ultra from Medium
    Goal Post, Kick Arc: Enlightened Resolution Increased to Ultra from Medium
    Pylons, Fences, Barriers: Enlightened Resolution Increased to Ultra from Medium
    Chairs, Tables, Tents, Rocks: Enlightened Resolution Increased to Ultra from Medium
    Practice: Enlightened Resolution Increased to Ultra from Medium
    CFM Coach Office/Draft Stage/Locker Room/Draft Champions/Stub Hub: Enlightened Resolution Increased to Ultra from Medium
    Stadium Upgrades/Prototypes: Enlightened Resolution Increased to Ultra from Medium
    Stadium Interior: Enlightened Resolution Increased to Ultra from Medium


    QB - Force Passes: Aggressive > Conservative > Ideal - Rating and Logic Checks Reworked

    Cornerback - Tackling overhauled -
    more attempts to contain, disrupt to a direction, and/or square off for another tackler to clean up
    Logic - Square Up > Contain > Disrupt

    LOLB/ROLB - Zone Logic, Man Coverage Logic: Play Sticks + Inside

    Playaction Buffed
    - Fake Out steps increased to 3 from 1. Horizontal fake 6 Steps from 0.5
    Man Coverage on RB - Logic Improved - More Horizontal Fake Out

    Safeties Buffed - Play Recignition logic changed to attempt more aggressive from over-the top position situations.

    Higher Speed Tackling - Logic Improved: Movement Speed, Pursuit: > Impact Block/Footwork =/= Finesse Moves/Block Shed
    Can be be countered with Power Moves > Impact Block > Str - = Momentum Value

    Flat Zones now play more backed off Press to Underneath.



    Drop Open Passes- Rating Raised to 85 to Flag False

    Fight For Yards - Rating Raised to 85 to Flag True

    Blocking Moves - 80 to Flag True for Abilities

    High Motor - 80 Rating to Flag True

    Sense Pressure - 65 Below - Flags Oblivious, 75 Below - Flags Average, 85 Above - Ideal

    Cover Ball - Big Hits 90 - Medium Hits - 80 - All Hits - 75 - Always - 70

    Big Hitter - 85 Flag True

    Clutch - 85 - 90

    Minimum Hit Stick Power Lowered - 10% Movement Speed from 70%.

    Pocket Time - 1.54 - 2.44 Seconds

    No Huddle - 5 - 8 Seconds

    Spotball - 5 - 8 Seconds



    -Handoff Speed Lowered, Further range of timings.

    -CPU Sense Pressure Radius Increased by 100%

    -CPU Tuck and Run Chance Increased by 75%
    Tuck and Run Adjusts: 8 Steps, 4 Steps, 1 Step

    -Wobble 6% Factor in Variance

    -Ballhawk Timing Window Lowered to 0.25 from 0.5

    -Get Up/Fall Deviation Increased to 3 Steps from 2.

    -Innacurate Pass Deviation Increased to 3 Steps from 0.5

    -Max Ball Reach Increased to 1.85 from 1.2

    -3 Steps to Knockout Ball from 1.

    -Knockout Ball increased by 100%


    -Pass Rotation increased and now factored in Rating with equal X/Y incraments.

    -Accuracy Adjustment are now affected downfield and vertically


    -Move Dominant Angle Increased to 90 from 45

    -Move Speed Factors Improved - UserTurnRate increased to 180 from 165

    -Pathing Overhaul: Path Width, Radial, and Space - Lowered.
    Cut Move Timers Decreased by 50%

    -Awareness Paths downfield and upfield improved.

    -Acceleration/Speed Curve raised to 3 Steps, Agility 1 step.

    -QB Scramble Curve Improved: 0 to 1 Step Factor


    -Blowout Score Playcalling Lowered: 20-17-14-10 from 29-22-17-10

    -Oomph Chance Increased to 1.85 from 1.45

    -QB Slide Logic
    Improved, More Conservative

    -Double Move Distance Increased to 2 Steps from 1

    -Double Jukes/Hesi Jukes Improved


    -Strip Ball Trait Increased to 0.35 from 0.15

    -Auto Broken Tackles Improved: 1.25, 1, 0.95, 0.9

    -Over Pursuit Angle Increased to 180 from 45

    -Heat Seeks Improved: Hit Stick, Wrap - 0.5

    -Hit Stick Distances decreased to 1.25 from 1.5

    -Outer Breakdown Radius Decreased to 3 steps from 15

    -Inner Breakdowns Decreased to 1 step from 3.

    -Min. Distance of Impact Decreased to 0.45 Step from 3

    -Repeat Play Diminish increased to 0.65 from 0.5


    -Pursuit Diminishes increased by 100%

    -Aggressive Pre Distance Further Increased to 30 from 15 - to let safeties playmaker situations.

    -Hit the Hole decreased to incraments of 25 Degree Angles.

    -Seal Block Turning Buffer - Increased to 45 from 5 Degree Angle

    -Reach Tackles lowered to 1.05 from 1.25

    -Ball Friction Increased 1.4 from 1.2 - to acommodate tipped passes

    -Ball Wind Factors Improved


    -User Turn Rate Increased to 80 from 45 Degree Angle

    -CPU Turn Rate Increased to 80 from 45 Degree Angle

    -Snow and Rain Diminishes Increased by 25%

    -Strip Ball to trigger a Break Tackle Decreased by 50%


    -Fatigue Injury Boosts - Check1 @ 50% - Check2 @ 25%

    Injury Frequencies:

    Ankle - 15%
    Arm - 4%
    Back - 4%
    Elbow - 4%
    Foot - 6%
    Hand - 6%
    Head - 7.4%
    Hip - 4%
    Knee - 20%
    Leg - 12%
    Rib - 4%
    Shoulder - 9%

    Total Injury Rate - 4%

    Career Ending - 1%
    Season Ending - 1%
    Couple of Games - 28%
    Game Ending - 32%
    Couple of Quarters - 16%
    Couple of Plays - 24%


    Defensive Playcalls Adjusted




    2.5b Update
    12-31-18

    Lighting Overhaul


    DXR (DirectX Ray Tracing)
    -RG11 Output instead of FP16
    -Dynamic Lighting
    -Indirect Lighting and Illumination
    -Real Time Global Illumination
    -Local Lightings Enabled
    -Directional Irradiance
    -Grid Based System Generation
    -Terrain Enabled
    -Flux Global Solution, Ambient Occlusion, Dilate, and Mipmap
    -POW to Resolution
    -Planar Reflection
    -Tonemap: Linear - Approximate Gamma
    -Light Map Sizes Increased by 500%
    -Volumetric Sky and Panoramic
    -Sunsamples Ultra from Low
    -Baked Shadows, PCSS Shadowing
    -Cloud Shadowing
    -FFT and 31 Pixel Gaussian

    Enlightening Output: Increased to RG11 from FP16
    Buildings, Highways, Terrain, Trees: Enlightened Resolution set to Ultra from Medium

    WR/DB Interaction - More cut attempts during single-move routes, Minimum 2 up to 8.

    -Off Coverage - Cut Reactions Improved
    -Trail Coverage - Cut Reactions Improved

    Middle of Field Coverage Logics
    No Assignment - commit to outside

    Hook Zones - Break and Check on Deeper Receivers Improved
    Deep Blues - Coverage backs off quicker, Man Coverage - Cut Reactions
    Purples - Priority - Check to receivers in slot area > Underneath > Go Route
    Flats - Priority - Check to receivers in slot area > Underneath > Go Route

    All Zones Buffed in Radius Factors.

    -Ball-In-Air: Break On Ball Improved
    -TE LOS - Take Off Speed Reduced

    RAC/Possession Catch - Catch Distance Reduce to 0.55.
    Spectacular Catch - Speed Diminish 70%
    Ballhawking/Interceptions - 0.25 > 0.55 > 1.05

    Pressure Debuff Increased: 24.3% Diminish
    and increased to 3 steps away

    -Momentum Clamp Increased - 3.5%
    -Low Speed to Weight Factor Increased

    Swat Ball/Deflections- Increased to 1.1

    Lean Increase - 20% - 40% Fluctuation
    Lean Penalty slightly increased.

    <iframe src="https://www.youtube.com/embed/9ioi6k6OrB8" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>

    Nectar 2.5c (Triggerless/Zero Canned Animations)
    <iframe src="https://www.youtube.com/embed/Lb81G3O6wdc" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>

    QB Accuracy: 18 (formerly 21)
    helps to tone end of season stats under 5000; 60-70%

    Tackling: 20 (formerly 11)
    allows multiple reactions for special abilities, instead of just tackle or miss.
    less big plays, LB 100~ season

    WR Catching: 22 (formerly 40)
    Triggerless catches, no animations, RAC catches are real-time movement as adjusted, etc

    Speed Threshold: 50 (formerly 0)
    allows linebackers to have a little chance lined up on receivers
    less big plays, less stress on verticals, etc

    Penalties all Default except
    Defensive Holding: 53
    Roughing the Passer: 45
    Defensive Pass Interference: 70

    Sim Stats: Offline are no longer inflated

    @1:40
    No canned outcomes on special abilities,
    keep your eyes peeled to react to real-time adjustments.

    @0:45
    Real Time RAC's - adjust to the throw without 'lock-in'

    Catches don't ever have a 'locked-in' moment, timing and positioning is everything.

    Tackles are more abstract and don't feel canned or locked-in at any moment.

    @0:20
    Wrap tackles(reached) can be shifted in momentum if not brought down.

    @1:25
    Slightly bad throws make a difference.

    Pass-Leading is moderately viable for 80+, Viable 85+, Surethrow 90+

    QB Ratings more prevelant - almost expect 0-0 with 60ovr QB's in terms of passing

    Safeties more involved in Run stopping and interaction up the middle also.

    Supersim is now typically - 300 yards Passing, 100 Yards Rushing ~

    50/50 med/deep balls feel a lot riskier/mysterious in near or even match ups

    Pass Interference can now be drawn realistically in more and certain situations
    ie: Slot Streaks thrown at certain times or aggressive responses

    @1:34
    Tipped catches are now more dynamic and don't always float.
    Based on catch timing and ball position; Throw and Catch combination.

    Fumbles are real-time and aren't a 'pop-out' type of moment -
    more RB fall back on top of ball situations.

    @1:27
    OL/DL Interaction improved - Micro detail interaction in weight/momentum -
    Expect sometimes 2-3 engages/disengages before a RB even crosses the LOS.
    Blitzes make a big dynamic difference

    2.6 Update
    01-29-19

    QB Scrambling improved - Real-time: Micro Scrambling
    CPU Scrambling logic improved.
    QB Pocket Movement: Micro Movement.
    Throw on the Run logic - Precision opposite of Run Direction's Momentum
    ie: Scrambling left > Precision Right; Scrambling Right > Precision Left, etc

    Acceleration revamped; Buffed

    Cameras: Focals Increased to achieve the most detail during gameplay.
    This helps improve AA, Lighting, Overall Detail and Distance Preservation.

    QB Accuracy: 19 (Formerly 18)
    this helps slightly differentiate intermediate and top QB's
    4500~ AVG - occasionally/rarely breaking 5000; 60-70%

    WR Catching: 24 (Formerly 22)
    this helps slightly differentiate intermediate and top receivers
    65-85% catch ratio for top receivers

    Tackling: 22 (formerly 20)
    this helps fluctuate tackles from the secondary
    top 5 - solo tackles hover slightly above 100
    Top sacks - 15~ occassionally 20 top 1

    Interceptions: 29 (formerly 23)
    This is raised to accomodate Chicago and Miami this season (27/21Ints)
    23 avg'd a top of 16Ints

    Fumbles: 3 (formerly 7)
    7 avg'd 4-8 fumbles - 10-14 avg'd a season

    //this together averages 25-35 Takeaways on avg a season.

    Fatigue: 50 (Formerly 25)
    this helps fluctuate momentum of No-Huddle

    FG Power: 51
    FG Accuracy: 45
    Punt Power: 51
    Punt Accuracy: 45
    Kickoff Power: 51
    *this allows offset kicking
    ie: aiming kick one direction and compensating the other way on the kick meter

    Offside: 54
    False Start: 55
    Offensive Holding: 54
    Defensive Holding: 56
    Facemask: 52
    Illegal Block: 54
    Roughing the Passer: 50
    Defensive Pass Interference: 80
    Offensive Pass Interference: On
    Kick Catch Interference: On
    Intentional Grounding: On
    Roughing the Kicker: On
    Running Into the Kicker: On
    *this average 100-125 penalities top 16
    occasionally breaking near 150 rarely (Chiefs)
    with the correct ratio of each penalty

    Accelerated Clock: 12 (formerly 13)
    this helps fluctuate 10-20 plays; sub 17 point games -
    CPU Delay of Game motions

    XP Settings
    QB: 165
    RB: 175
    TE: 165
    FB: 235
    WR: 215
    T: 285
    G: 275
    C: 300
    DE: 155
    DT: 250
    OLB:
    200
    MLB: 185
    CB: 220
    FS: 225
    SS: 215
    K: 225
    P: 200
    *This allows each position to improve at a nearly even rate per field action.
    Superstar/Star(High Confidence) OVR+ 3-6 points a season
    Quick(High Confidence) OVR+ 2-4 points a season
    Normal(High Confidence) OVR+ 1-3 points a season
    // Normal Confidence about half the OVR+ rate.

    After many sims to playoffs this has been dialed in for Franchise play.
    For exact realistic Franchise gameplay
    This all-together will give this seasons actual stats or extremely/relatively close
    with the actual ratios to correlate to the stats.


    Playcalling: Quick - for Community and Strategy playcalling choices in recommended.
    added in main desc.


    Franchise Training
    (Intermediate Meta)Get Gold and Simulate

    Off: Verticals/Power, Redzone
    Def: Man Blitz, Redzone, Cover 6


    2.6a Update

    1-30-19

    QB Scrambling: MicroScramble and Pocket Micro 100% cleaned up.

    Lighting Improved - 50% Performance Improvement

    All Cameras: Increased further to Focal Length 1600mm for maximum detail preservation

    Replays are now 60FPS

    Acceleration slightly nerfed and 100% cleaned up

    CPU no longer limited to 1 Pass Lead. 50 Max per game.

    CPU Sense Pressure Improved - More Mobility and Awareness of Sensing Pressure

    CPU Pocket Presence Improved - More awareness of where to step, more steps; around with or without pressure

    CPU Tuck and Run Adjustments Improved - Further Distance

    CPU Step-Up in Pocket Improvements, based on awareness -
    Step up into pocket or at angles to make other throws or an easier throw

    CPU Scramble Logics Improved - Priority: Tuck and Run based on lanes > 3.25 Seconds Pocket Scrambling >
    Up to 10 seconds Scrambling Out of Pocket Behind LOS // 8 Yards~ or closer from LOS

    QB Runblocking logic improved and blocks for longer

    User Throw Under Pressure Increased - More checks to pressure.

    Non Tight Spirals slightly more wobble - This also gives Kicking/Punting a realistic feel of wobble

    No Blocker for Running Back - Match Speed distance increased from 3 yards to 10 yards

    Pass Blocking: Pocket Times slightly decreased

    Nectar 2.7 Update
    End of Season Fine-Tune

    Playcall/CPU Playcall: Blitz Chance modified
    Aggressive(5+Blitzers) 32.1%(Oak) - 54.5%(Sea) 44% Average~
    Conservative(4 Blitzers) 53.7%(NYJ) 83.7%(Jax) 68% Average~

    Passing: 47.56%(Sea) - 67.54%(GB) 57% Average~
    Rushing: 32.46%(GB) - 52.44%(Sea) 42% Average~

    Special Time Decreased by 15%
    Special Time Distance Decreased by 15%

    Routes Changed:
    Drag Routes Modified - 2.55 Yards Upfield from 0.95
    Slant Routes Modified - 3.55 Yards from 1-2
    Streaks Modified - 2 Yards in or out from 0.5
    Whip Ins and Outs Modified - 5 Yards In/Out from 1
    Screen Passes - 0.5 Yards upfield from 3
    WR Screens slightly modified

    Route Variance now effects routes past 5 yards, up to 35 Yards

    Zone Coverage Drop Speeds Increased to 95% from 75%

    Pass Deflect Boosts 10%
    Pass on Target + Open Receiver Boosts 5%
    Double Coverage Diminish Increased to 35% from 10%
    Pass Blocking: 11
    Catching: 29
    Run Blocking: 11
    Reaction Time: 96
    Pass Coverage: 46
    Tackling: 28

    <iframe src="https://www.youtube.com/embed/jLN56mqYTPk" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>
    Intermediate/Beginner Route/Playcalling.
    additional featured mod: Fox Presentation by Skyhook

    <iframe src="https://www.youtube.com/embed/GZQMJzxLSss" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>
    Tournament;Community Playcalling / No Huddle / 4th Down vs CPU
    <i>additional featured mod: CBS Classic by Skyhook

    <iframe src="https://www.youtube.com/embed/rLguHEVACak" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>
    </i>Franchise Rebuild

    2.8 Update

    2/11/19

    Animation Tracking Overhaul

    1) RANSAC - Predictive Tracking
    Tolerance: 0
    13 Frames, 0.3s Update
    Threshold: 0.83, 0.58, 0.83
    accuracy 99.82%, precision 99.54%, recall 99.94,
    F1 score of 99.74%.

    2) Eye Tracking - Gaze-Based HCI - 2-Point Method
    Threshold: 0.88, 0.6 99% Correct Detection

    3) Fast Plane Extraction in OrganizedPointClouds
    Using Agglomerative Hierarchical Clustering
    SegComp ABW: 1.7, 0.1 - 84% Correct Detection Improvement
    SegComp Perceptron: 2.4, 1.2 61% Correct Detection Improvement
    Processed at 0.02

    Triple Algorithm
    0.83
    0.58
    0.83
    0
    0.88
    0.06
    0
    1.7
    0.1
    0
    2.4
    1.2
    0
    0.02


    Physics Improvements


    Physics Yield Increased 100%
    Effects - Max Speed Range lowered to 0.01 from 10000 -
    (10000% Animation Vary Increased, 10000% Trigger Accuracy)
    *Normal Speed is now in-actual updated/Time Frames
    MetaMorphing - 0.01 (formerly 1-2)


    Dynamic Friction 0.395 (Dry Grass/Turf Average)
    Static Friction 0.9 (Gloves; Nike Vapor Jet 5.0 / adidas adizero 5-star 7.0)
    DynamicFrictionModifier 1.23 (Turf/Grass Cleats 2019)
    StaticFrictionModifier 0.61 (Rubber Outsole Material Cleats)
    Ball Friction 1.3646 (Vulcanized Rubber, formerly 1.4)

    Inherited Velocity Added
    Directional Mirror Impact Added
    Max Impact Spread Angle: 90 Degrees(formerly 0)
    Impulse Absorption adjusted to 0.68(Removes Magnetism)
    Restitution 0.82
    Resistance 1.14

    Density 985(Human Body Average)
    Elasticity 76(Human Body Average)
    Yield Stress 0.001
    BreakingStrength 0.001


    Graphics Update

    BC7 Compression - Textures
    BC6 Compression - Lighting
    ECT2 Compression - Transparencies

    Tesselation Displacement Mapping
    Occlusion Meshing Overhaul
    Rigid Mesh Rendering
    Normal Smoothing
    Vertice
    DisplacementObject Scaling
    TextureSpace Rendering
    MipMap Filtering - LinearNearest(formerly Box)

    Field Grass/Turf Various Improvements
    Weather Texture Resolution Increased by 100%
    Hair Collision Increased 1000%
    Lens Flares set to Ultra(formerly Low)
    Menu - Helmets: Dynamic Lighting
    Dirt/Grass Stain Factor Rate Increased


    Cameras Human Eye / IMAX

    22mm Lenses (Human Eye AOV)
    f14 Aperture (Human Eye: Dynamic Range)
    EV+2 (Human Eye/Weighted Lumination)
    800 ISO (Human Eye)
    100 Shutter Speed (Human Eye)
    Focus Distance: 50000(No Blur, Full Stadium/City)
    70.41 Sensor Width (IMAX Film)
    52.63 Sensor Height (IMAX Film)


    Presentation Update

    Pre-Game Intro Delays Removed
    Fireworks Delay Removed
    Crossfade Delays Removed
    EA Medallion Transition - 1 Second/5x Speed

    Tunnel Runouts - 4x Zoomed Out
    Player Celebrations - 4x Zoomed Out
    Player Celebration Size Increased 100%, 3-D


    Gameplay Updates


    Player Movement Incraments - min. 0.7333333 - max. 2.58333(Average Walking and Sprint distance)
    More movement does not modify direction duration, early exit blends of directional steps removed.
    180 Turn Rate, 90 Diminished inside 4 steps of acceleration.

    Brace for Hits - Logic reworked to allow possible 'Blind Side' types of impact interactions

    Med. Hitter - 78 Hit Power
    Big Hitter - 87 Hit Power

    CPU QB Scramble Logic - Rarely: 0.039% Chance Sometimes: 9.375% Often: 46.3%

    Elite CB Ratings: 90 Ovr - MCV,ZCV,Pursuit, or PRC- OverRide WR/DB - 95.4% Coverage

    Press Coverage Animations

    Max Press Distance: 5 Yards(formerly 2.8)
    Max Release Time: 3 from 1.5
    Press Angle Max Move Direction: 195 from 90
    Min. Release Speed: 54.9% from 35%
    Min. Good Route Running: 81 (formerly 75)
    Min. Good Release: 81 (formerly 75)
    Min. Elite Route Running: 91 (formerly 90)
    Min. Elite Route Running: 91 (formerly 90)
    Chances of ChangeUp: 10 Curves(formerly 4 Curves at 1 yard)
    5, 4, 3.5, 3, 2.5, 2, 1.5, 1, 0.5, 0.05



    Included Performance/Compatibility Improvements
    (Recommended/Optional - Programs)


    Compressonator SDK
    Special K - XDR/HDR G-Sync+
    LunarG Vulkan SDK - Driver
    TressFX - Real-Time Hair Physics System
    OCAT 1.3 - Gameplay Recorder Overlay

    2.9 Update
    2-15-19


    Photoreal Real-Time Lighting, Shadowing, Colorgrading, FFT Bloom, and SSAO.

    Lighting/Shader Improvements:

    -Emissive Particles and Lighting, also Global.
    Dynamic Lighting: 10,000,000/10,000,000(Outdoor) from 64/128
    Enlightened Objects: 10,000,000/10,000,000(Outdoor) from 64/128
    -LightMap System Size: 10,000,000/10,000,000(Outdoor) from 64/128
    Cluster Size: 4.25 / Samples 2,000,000; 0.0001 angles and thresholds
    Slices: 16,000
    -Lighting Resolution Scale - 225
    -Lighting - World Space Scaling - 225
    -God Rays, Ray Marching, and Sphere Tracing
    -Signed Distance Fields
    -Reflections; Albedo Extinction
    -Colorgrading; Radiosity added
    -Texture Sliced(Non-Bool): Eyes, Hair
    -Height Fog - Visibility Range Increased by 300%
    -Cascaded Shadowmapping, Distance Field, Auto-Extrusions, and Terrain Bias
    -Visual Motion - Zero Padded FFT Blooming, Motion Blur, Radial Blur; 0.0001
    -Chromostereopsis Depth for Lighting
    -Chromostereopsis Depth for Colorgrading
    -Filmic Nuetrals Removed, Real-Time Tonemapping
    -Increased SSAO and Shadowing Distance
    -PCSS Real-Time Shadowing
    -White Balance: 30,000 from 4400


    Sky Improvements

    Height Increased
    Texture Mapped Vectors
    Filtering
    Time of Day improvements


    Physics Improvements:

    -Dynamic Metamorphing and 300% interpolation reduction for
    Body Parts, Shock-Resisting Pads
    -Level of Detail(LOD) timings optimized - 0.0001, 0.0001, 0.0001, 0.0001, 0.0001
    formerly 0.04, 0.06, 0.08, 0.1, 0.12
    Improved: Inputting Latency, Rendering Accuracy
    -Level of Detail(LOD) distance optimized
    Improved:


    Gameplay Improvements:

    30FPS = 60FPS
    60FPS = 240FPS (3-Dimensional Kinematics; Accuracy) G Sync
    Unlocked = 1000FPS~/NoFPSCap (Human Eye/Ground Reaction Force)
    Use Scanline Sync. Afterburner/Rivatuner - even if you can't reach 1000fp syncing from it can help gameplay.



    360(1080) Radial Step-Blended Turn Rate
    Player Ability Modifier: 250 Velocity
    (250x Scaling Abilities - Special Moves, Swats, Catches, Tackling, Hitsticks, etc)
    Player Ability Blend: -120 Velocity
    Left and Right Angle Turning: -120 Velocity
    Velocity Minimum: 0.22
    Downfield Deviation: -6 Degree Angle
    Timer Length: 400
    Acceleration Curve: 22.05 - 11.1 1.09 1.02 0.57
    Acceleration Burst Delay Removed
    Lowered Global Interpolation: 0.4 from 1.1 - this allows almost triple
    the acceleration/agility/movements range and speed while staying in time frame.

    Hitsticks, Trucking, Momentum, and Friction
    are now in 15 incraments of 0.6 - 9 yards
    Hitsticks, Cuts, Tackling now have 50 Velocity and 55 Magnitude
    Max Strength is now in the 0.4~ yard range
    Tackling cleaned up
    Auto-Broken Tackles and QB Tackles cleaned up.
    Hurdles Reworked
    Dives Reworked
    Jukes Reworked
    65% Lean added to Tackling
    Leans and Twists cleaned up, 0.0001 to 0.2-0.4 Thresholds
    Trucking Blend Spaces cleaned up - 0.0001, 0.2, 0.4 efficiency blend
    Tackle Box Decreased to 5 yards from 7.1
    Tacklebox Distance Adjustments increased to 4.5 from 3 key.
    Alignment Offsets can be lined up over tackles
    Conservative tackles can whiff and have tackle cones.

    Edge Contains Improved
    Inner Breakdowns Improved
    Pass Rushing Initial Moves Improved
    Penalties now activate on WR Cuts and Special moves.

    Ballhawk timing cleaned up - time the tap - dont hold. 1.25 Window for Spec Catch

    Catch Tackling 130 Degree Angles
    Catch, Deflect, and Intercept - 0.4 Reach / 130 Angle from 0.8/180
    LOS Press Coverage Improved - 60% Speed - 85 Thresholds
    Press Coverage Inside - 60% Speed / 85 Rating Thresholds
    Trail Coverage/Reactions Improved - 0.0001 - 0.2/0.4 Threshold: WR Wins 0.5 or Further
    Zone Rating Factors - 60% Speed / 85 Rating Thresholds
    DB Offsets at LOS reduced to 0.0001
    Defensive Shading - 0.4; Actual Technique breakdowns
    Sideline catching - Standing still 0.4 - 0.8 Moving
    Press/Release Icons will now only light up 0.45/130Degree or Further from DB

    Trucking Blend Spaces cleaned up - 0.0001, 0.2, 0.4 efficiency blend

    Tackle Box Decreased to 5 yards from 7.1
    Tacklebox Distance Adjustments increased to 4.5 from 3 key.
    Alignment Offsets can be lined up over tackles


    Move L/R - Cross-Step Cut
    Juke L/R - Side-Step Cut
    Precision + 45 L/R > Move 90 Opposite L/R - Cutback
    Precision + 45 L/R - Repeat Fast - Sharp Cut Step Stutter
    Precision Juke + L/R - Jump-Step Cut
    Juke 8o'clock/4o'clock - Repeat Fast: Stutter Jab Step
    10o'clock/2o'clock - Repeat Fast: Stutter Jump-Step Cut
    Precision Back + Juke - Back Juke

    Double Move - Acceleration to Non-Acceleration;
    Movement and Abilities can be very quickly combochained infinitely
    until stamina is fully depleted.


    Truck - Secure Ball Truck
    Precision Truck + 85 Directional - Shoulder Truck
    Stiff Arm - Defensive Stiff Arm
    Precision Stiff Arm - Stiff Arm Shove
    Move Down - Backstep Stiff Arm / 180 to 270 Stiff Arm
    Spin - 360
    Precision Spin - 315 Spin


    Passing Optimized from 2018-19 Season


    Max Pass Distance: 80 Yards

    Lob Pass Speeds:

    Max Deep Lob: 47.185756
    Min Deep Lob: 30
    Max Short Lob: 43.31550
    Min Short Lob: 25

    Touch Pass Speeds:

    Max Medium Long: 53.69318
    Min Medium Long: 25
    Max Medium Short: 45.48128
    Min Medium Short: 20

    Bullet Pass Speeds:

    Max Long: 60.13636
    Min Long: 30
    Max Short: 61.36363
    Min Short: 30


    Pass RPM's - 12x More

    721RPM - 12.03 Rotations/s
    600RPM - 10 Rotations/s
    500RPM - 8.333 Rotations/s
    400RPM - 6.667 Rotations/s
    300RPM - 5 Rotations/s
    200RPM - 3.333 Rotations/s
    100RPM - 1.667 Rotations/s
    50RPM - 0.8 Rotations/s


    SimStat Screen - 3x Playback Rate
    Simstat Screen
    Simulate Replay - 5 Seconds


    Performance Improvements:

    Deferred Rendering
    AA/MSAA/TSAA is now TAA
    Optimization for PC; Platform: Count;formerly Any - improved compatibility
    Dynamic Lighting: Compatibility for PS4/360 Disabled, improved compatibility

    <iframe src="https://www.youtube.com/embed/HZPPJiPFXdM" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>

    <iframe src="https://www.youtube.com/embed/vF5OqOXg-hw" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>

    <iframe src="https://www.youtube.com/embed/2wdV5uARLR0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>

    2.9a Update
    2/21/19

    Computed FXAA / MSAAx8 Anti-Aliasing
    Windowed Mode, Autosize and 4k Default.
    Natural Colorgrading Improved
    HDRI Colorgrading Improved
    White Balance: Increased to 32,500 to compensate post processing.
    Lighting Depth and Shadow Depth Improved
    Time of Day: HDRI Lighting and Shadow Improved
    Planar Reflections
    HDR Dynamic Ranges Increased
    Iteration Counts Increased to 250 from 6

    Photoreal Faces, Hair - NFL Pro Bowl, NFL Top 100
    Photoreal Real-Time Reflections - Helmets, Visors
    Photoreal Coaches - Faces, Hair, Clothing
    Photoreal Referees - Faces, Hair, Clothing
    Photoreal Sidelines - Props, Coordinators
    Dirt/Grass - Helmets, Visors, Jerseys, Pants, Shoes, Gloves

    Practice Jerseys - Enlightened Resolution increased to Ultra from Medium
    Celestial Sky - Quad Count increased by 1000%


    Physics Improved

    Metamorph Vertexes Increased by 800%

    Hands
    Full Hands
    No Hands
    Arms
    Full Arms
    Legs
    Shoes
    Gloves
    Jersey
    Sleeves
    Flak Jacket
    Backplate
    Shoulder Pads
    Towels, Handwarmers

    <iframe src="https://www.youtube.com/embed/ACtueCWIS38" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>

    <iframe src="https://www.youtube.com/embed/r2tA3wGldPE" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>


    Nectar 3.0 Update

    Physics Improvements

    Real-Time Collision / Level of Detail
    0.01, 0.2, 0.4 Thresholds

    -Micro Accurate General Physics
    -Micro Accurate Tackling, Animations
    -Micro Accurate Foot Placements
    -Micro Accurate Ball Movements/Placements
    -Collapsable Footwork; leg contact leg, etc
    -Physics with Downed Players
    -Interaction/Re-interaction

    Abilties - -0.45 - 0.61 Velocity Factors

    Performance Improvements

    0.16 Fixed TAA Anti-Alias
    Depth of Field Removed

    <iframe src="https://www.youtube.com/embed/p8KM7L8LHgc" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>

    Nectar 3.0a Hotfix Update


    Gameplay

    General Player Movement Improved
    Blocking Engagements/Movements Overhaul
    Raw Gamepad/Mouse Input

    Graphics

    Real-Time Ray Marching
    Nuetral Real-Life Location Colorings

    Bug Fixes

    Random Freezing during gameplay fixed
    Night Games no longer have shadowing issues
    Field of View of intro cities fixed
    Various Stability/Performance Improvements

    <iframe src="https://www.youtube.com/embed/ymE1FLWdZZs" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" frameborder="0" height="315"></iframe>

    Additional TOD Easter Eggs

    Most Detailed Sky
    - Clear/Night/Any (Oct/Cardinals,Relocate: Las Vegas/Salt Lake City)
    Harvest Moon - Clear,Sunset/Any (Sept. 24-25/Eagles, Browns, Colts)
    Meteor Showers - Clear/Night (Oct.21,Nov.18,Dec.14 2018/ Steelers, Chargers, Bears)
    Pumpkin Sunrise - Wind,Overcast/Sunrise (Dec.3-5/Bears, Broncos, Falcons)
    North Pole - Clear,Snow (Mid Dec./Cardinals, Rams, Raiders)
    Longest Night - (Dec.17-21/Seahawks)
    Blue Moon - Clear,Sunset (Jan.8/Colts, Giants, )
    Blood Moon - (Jan.20,21/Cowboys,Giants, Relocation: Toronto)
    Red Cloud Horizons - P.Cloudy/Sunset (Jan/Feb. Chiefs,Titans,Panthers)
    Earthshine - Sunrise,Sunset (Feb.2/ Falcons, Panthers, Redskins)
    Strawberry Moon - Clear,Sunset (Feb.6,7,8/ 49'ers, )
    February Full Moon - Clear,Snow/Sunrise,Noon (Feb.18-20)
    Planet Parade - Sunrise (Feb.28,Mar 1,2 2019)
    Pre-Dawn - Clear,Snow/Sunrise (Mar.1-4 )
    Energetic Rust - Clear,Snow,Overcast/Sunset (Mar.14-17/Texans, )
    Total Lunar Eclipse - Clear,Sunset (Mar.26,27 / Ravens,)
    NorepinephrineGlutimateAnxiogenicCannibinoidSlothL ocust - Wind/Night (Mar.30,31-Apr.1,2,3)
    Post-Vampire - Clear,Overcast/Sunset (Mar.30-Apr.3/ Steelers, Browns, Patriots)
    A Cortisol Bloom - Clear/Day (Early Apr./Panthers,Redskins,49'ers)
    Gold Coast Anvil - Overcast,Day (Mid Apr./Jaguars, Dolphins, Bucs)
    NFL Blitz - Overcast,Day (Mid.Apr/Giants, Eagles, Pats)
    Frozen Orchid - Snow,Day (End of Apr./Giants, Eagles, Ravens)
    Pink Lemonade Wind/Sunset (End of Apr./Giants, Eagles, Ravens)
    1927 Apricot Depression (May/ Steelers, Lions, Bears)
    Peach Dusk - Clear/Sunset (Early Jun./Falcons, Saints, Jaguars)
    Twilight - Clear,Any (Jun.22/Seattle)
    Dahlia - (Mid July/ Ravens, Eagles, Colts)
    Daylight Moon - (Early Aug./Texans, Cowboys, Chiefs)
    Autumn Queen - (Sept.1/ Packers, Redskins, Bengals)
    Happy Southern Favorite - Clear,P.Cloudy/Sunset (End of Sept./Panthers, Titans)
    Northern Lights - Clear,Overcast/Sunset,8:30-9:00pm~ (Sept-Oct)
    Psychic Autumn - P.Cloudy,Overcast/Sunrise,Sunset (End of Oct)
    Fire in the Sky - P.Cloudy,Overcast/Sunset (Oct-Dec)
    Cold-Dark (Nov.1-10) - Colts, Ravens, Eagles)

    Nectar 3.1a

    Locomotion 35%/100%/135%
    Deferred Rendering Enabled
    Background Anti-Alias Off
    30 FPS Setting - 29.97(NTSC)
    60 FPS Setting - 240.5(Kinetic Physics)

    Nectar 3.1b Update



    Default Sliders 50/50 (All-Madden)
    Very Fast
    Speed Threshold: 0

    New Splash Screen
    Movement from 2.5b/2.7
    Physical Balance from 2.5b/2.7
    Speed/Acceleration Curves Buffed

    More New Moves

    Soft Stepping - Acceleration + Precision L/R
    Soft-Stutter - Acceleration + Precision Rapid L/R
    Hit-the-Hole: Power Stepping - Acceleration + Rapidly Press Hurdle
    Hit-the-Hole: Side-Stutter - Precision 5/7 o' clock Juke
    Hit-the-Hole: 10/2 Sideways Stutter-Truck - Precision 5/7 o' clock Juke to Truck
    Elusive Backfield Dancing(EBD) - Acceleration + Rapidly Press Stiff-Arm + Anything

    More Defensive Strategies

    All Shades - Increased to 5 Yards from 3 Yards
    Deep Zones - 6 Yards higher from 2 Yards
    Bottom Zones - 6 Yards lower from 2 Yards
    Shade: Cushion - 6 Yards higher from 2 Yards
    Shade: Press - 6 Yards lower from 2 Yards
    Shade: Press - DB's now line up on Slot receivers @ LOS when pressing.
    Defensive Lineman Techniques - Cleaned Up
    Run Commit - Only DL,LOLB,ROLB Commit
    Sideline Catching Improved
    CPU Fakesnap - 90% Chance from 30%
    CPU Hot Route - 90% Chance from 30%
    CPU RB Audible - 90% Chance from 30%

    Further Improved

    Field Grass & Turf: Accurate Height Maps
    Field Grass & Turf: Processing Shaders
    Photoreal Vegetation - Trees, Foliage, and Plants
    Photoreal Goalpost and Net
    Practice Field - Photoreal Lighting
    Photoreal CFM Office - All

    Nectar 3.1c Gameplay Overhaul Update

    Ratings Update

    The following now have 40+ Tiers based on Rating,
    formerly 8 - (0, 0.001, 45, 55, 65/75, 85, 93, 99 ~)

    0, 0.001, 25, 45, 50, 55/60
    65-99 being a different tier per 1 rating
    100 being a hidden tier also

    CPU+HUM
    1000+ entries added

    Awareness
    QB Accuracy
    Catching
    Run Ability
    Pass Block
    Run Block
    Tackling
    Interception
    Break Block
    Line Knock
    FG Power
    FG Accuracy

    User Updates

    Special Time Buffed to 0.35 from 0.45

    QB Pocket Movement Buffed
    5% Max Speed Buff and Buffed to only 2 curves: 12%/25% formerly 8

    QB Scramble Movement Buffed to only 2 curves: half speed/fullspeed formerly 8

    Juke Move now only has X coordinate Left/Right Tiers, Allowing more precise control of juking.
    Speed diminish lowered to 88% from 100% on Heavy Precision Jukes, allowing slight forward progress.

    Normal Movement buffed to 2 curves 25%/50%
    Acceleration buffed to 2 Curves 75%/100%
    Footplant Direction increased to 225 Degrees from 180
    Lean Factors Increased by 60%~

    QB Scramble further buffed to 1 curve 100%
    QB Pocket Movement further buffed to 1 curve 25%
    CPU - QB's now leave pocket until sacked twice out of pocket

    Football Wobble Increased for both, making catch rating more of a varianced factor.

    Footsteps set to 0.85 yards
    Footstep Width set to 0.5 yards
    this allows better backfield movement and squaring up
    Footstep Upfield Deviation increased to 30 degrees.
    this allows better cuts with less diminish

    Back-Juke Speed Diminish 90% from 100%, allowing faster control after the juke.
    Double Moves Improved

    Truck Speed increased to 75% speed from 65%
    CPU Trucking Improved

    Background SMAA x1

    Special Abilities Buffed - Some Speed Diminish Factors Reduced
    Backjuke Further Buffed - Some Speed Diminish Factors Reduced
    Impact Times for Special Abilities 0.33
    Spin/Hurdle - 0.75

    Pump Fake buffed to 0.25
    Pump Fake modifier nerfed by 50%

    Real-Time Playmaker Nearest Receiver

    Tackles Buffed - 0.0001 - 0.0002 from 0.5 Momentum Detection
    Wrap Tackles Buffed - 0.0001 - 0.0002 from 0.5 Momentum Detection
    Hit Sticks Buffed - 0.0001 - 0.0002 from 0.5 - 1 Momentum Detection
    Trucking Buffed - 0.0001 - 0.0002 from 0.5 - 1 Momentum Detection
    In-Tackle Buffed - 0.0001 from 1 Momentum Detection
    Catch Tackles Buffed - 0.0001 - 0.0002 from 0.5 Momentum Detection
    Hit Sticks - 0.0001 - 0.0002 from 0.5 Momentum Detection
    Tackle Battles - Lowered to 0.0001/0.5 from 0.15/1-7
    Much less occurence of momentum directed for a gain or loss of yards.

    45 Yards Conservative Logic
    All Players from 2 Yards Away from Ball Carrier - transition to Aggressive
    Coverage will follow similar logic

    Accurate Passes Min/Max - 0.0001/0.01/0.001 from 0.25/0.25
    Slight Innacurate Passes Min/Max - 1/2.5/2.5 from 1.5/2/2
    Very Innacurate Passes Min/Max/Dist - 3/7/7 from 2.5/3/3

    Base Movement Cuts - 45 Degree Turn Rates
    Footplants - 45 Degree Angles
    Upfield Movement Deviation - 45 Degree Angles
    All Abilities - 45/90 Degree Angles
    Back-Jukes - Forward 45 Degree Angles
    All Wedge LOS Moves Improved
    Ballcarrier Breakdowns now happen at 30% Speed and Above, formerly 40%.
    CPU Ballcarrier Logic Improved Further

    Wrap Tackle Distance Accurate Buffed - 0.85 (Inacc: 0.86+)
    Defensive Lunges Improved
    Defensive Linemen Delays Reduced 50% Further
    Deflection Distance Buffed to 0.85

    CPU - No Huddle: if needed will start halfway in 3rd Quarter
    Passing Icon Sizes Decreased Slightly Further

    Playart:
    Color Scheme is based on difficulty of coverage. (Lime Green - Candy Red)
    This helps with deciding plays based on personnel more easily and quick.

    Orange/Pink/Hotpink being Zone that turns into Man, Green Being Underneath, and
    Arctic Blues being Outside, etc

    [Offense]

    Block - White
    Receiver Blocks - Black
    Run - Green
    Primary Route - Green
    Routes - White
    Automotion - Orange
    Option - Teal
    Block & Release - Purple

    [Defense]

    Blitz - Teal
    Contain - Arctic Blue
    Spy - Purple
    Hard Flat - Lime Green
    3 Rec Hook - Lime Green
    Curl Flat - Green
    Cloud Flat - Arctic Blue
    Hook Curl - Yellow
    Hook Vertical - Orange
    Man - Fire Orange
    Soft Squat Flat - Arctic Blue
    Seam Flat - Light Pink
    Quarters Flat - Hot Pink
    Hook Middle Read - Dark Red
    Deep - Candy Red




    Nectar 3.1c XDR Edition
    (Xtended Dynamic Range - 12 Bit)


    -XDR-Calibrated Volumetric Light and Shadows
    -XDR-Calibrated Shading
    -XDR-Calibrated Color-Grading
    -XDR-Calibrated Depth
    -Photoreal Optimized
    -Background 1200FPS (Human Eye/Kinetics)
    -Background Computed AA (Less GPU Stress)

    Fixes:

    -CFM Optimized
    -Shadowing Fixed for Night Games
    -Uniform Select Screen Color/Brightness Fixed

    Nectar Playbooks

    6 Main Playbooks - 3 Tiers

    OFFENSE

    Flood7180 - Physical(Fast~)/Low Intel/Low Passing/Comfort
    Weak Pro/Slot, Strong HPro/HWing, Trips, Bunch
    Priorities: 55% Pass, 45% Run -
    Quick Base/Power O/Blast/Screens/Sticks/Quick Slants/Trails
    (Don't force physical matchups, shred underneath as much possible
    and motions help figure out quick reads)


    Offset8190 - Balanced Intel/Lead Passing/Comfort ***
    All Offset Formations - Lead Passing
    Priorities: 65% Pass, 35% Run -
    Zone Run/Stretch/FL Slants/FL Spots/Int+Opt Routes/PA
    (Let the O-Line and Awareness shine with Zone and Zone Stretch
    runs for Easier QB Progression)


    Flex9199 - All players: Physical/Intel/Playmaking
    All Flex Formations - Playmaking
    Priorities: 75%~ Pass, 25% Run
    (Attack the Sky - Let the QB and WR Core Routes Playmake for Draws)

    DEFENSE

    Mirror7180- Physical(Fast~)/Low Intel/Low Tackling/Comfort
    Base = 2-4-5 Double A-Gap
    Nickel = 5-2
    Dime = 3-4
    55% Conservative, 45% Aggressive
    (Let the heavy blitzing take advantage of poor med/deep accuracy
    and route running further with pressure diminish)


    HoleWide8190- Balanced/Intel/Tackling/Comfort **
    40% Conservative, 60% Aggressive
    (Wide Formations - Take advantage of being aggressive with Cover 1 as the overloads)

    Lurk9199 - All players: Physical/Intel/Playmaking
    Dime = 1-3-7 Quarters
    Nickel = Big Nickel
    Base = 46 Normal(Speed Package)/Bear Under/4-4 (Hitpower)
    Priorities: 75%~ Conservative, 25% Aggressive -
    (Let players playmake their positions with user disguise and bluff)

    Nectar Roster Overhaul
    based on LOBBS' Rating System

    All 32-Teams Reworked
    All the details based from the Lobbs Rating Overhaul.

    QB Running Ratings scaled to detail.
    All QB Archetypes Updated
    Accurate detail of Physical Ratings scales.
    Season Performance and Stats scaled to Rating.
    All Blocking scaled to Season Performance.

    An increase of 4-8OVR~ based from the Lobbs Rating Overhaul
    An increase of 8-15OVR~ on average compared to latest EA Roster.


    All Physical Ratings reworked to end-tier/world records - 70-71-76-80-81-86-90-91-96-99(100)
    QB Physical Ratings reworked to end-tier/world records 70-71-76-80-81-86-90-91-96-99(100)
    QB BCV, Elusiveness, etc reworked to end-tier - 70-71-76-80-81-86-90-91-96-99(100)
    Intellect Ratings scaled to tiers (based on 2018-19 stat performance)
    Tackling Ratings scaled to tiers (based on 2018-19 stat performance)
    All Blocking scaled

    Global. QB Strength - +10
    Global. Strength - WR/TE/CB/FS/SS +5
    Global. Catch - OL/DL +20 LB/CB/FS/SS +5 HB+10
    Global. Carrying - QB/Secondary +10
    Global. Run/Pass Block - RB/FB/TE +15
    Global. WR Blocking - +20
    Global. Kick Return - RB/WR/Secondary +5 LB's +40
    Global. LB Run Block(Returns) - +15
    Global. Trucking - HB +5
    Global. Elusiveness - HB/WR +5
    Global. BCV - HB +5
    Global. Jumping - +10
    Global. Hitpower - OL/DL/LB +5
    Global. Throw Pressure - +5

    End-Tier to NFL Chart/College-to-NFL / (HS/College/Draft Compatible)

    45-60 - HS Draft
    61+ - College Draft
    70 - Draft/Rookie Acceptable / Ego: 50 Conf: 40 (Conservative)
    71-73 - 0.5 Star (College Starter) / Ego: 30 Conf: 40 (Conservative)
    74-75 - 1 Star / Ego: 40 Conf: 40 (Conservative)
    76-79 - 1.5 Star (Top College) / Ego: 60 Conf: 60 (Balanced)
    80-82 - 2 Star (NFL Starter/Rare NFL Draft Prospect) / Ego: 30 Conf: 65 (Conservative)
    83-85 - 2.5 Star (Star Rookie/Franchise Player)/Ego: 90 Conf: 70 (Aggressive-Big Hitter)
    86-87 - 3 Star (Playmaker) / Ego: 30 Conf: 75 (Balanced)
    88-89 - 3.5 Star (NFL Pro Bowl Qualify) / Ego: 80 Conf: 80 (High Motor/Conservative)
    90-93 - 4 Star (Star) / Ego: 20 Conf: 85 (Balanced)
    94-96- 4.5 Star (Elite) / Ego: 100 Conf: 90 (Aggressive)
    97-99 - 5 Star (Legend) / Ego: 10 Conf: 95 (Conservative)

    Dynamic Rating Fluctuation (Not Yet Finished)
    based on Confidence in new Tier Development, Ego on Developed Expectation
    This helps prevent-gate under/over-Progression and helps to -
    increase the variance of progression game-to-game/seasons in career.

    100 Club - 40 Players

    John Ross - 100 Speed
    Deforest Buckner - 100 Strength
    Ryan Fitzpatrick - 100 Awareness
    Ezekiel Elliott - 100 Agility
    Damiere Byrd - 100 Acceleration
    Julio Jones - 100 Catching
    Bryon Jones - 100 Jumping (105 = 60in~ Vertical)
    Marshawn Lynch - 100 Break Tackle
    Darius Leonard - 100 Tackle
    Josh Allen - 100 Throw Power
    Tom Brady - 100 Throw Accuracy
    Baker Mayfield - 100 Short Accuracy
    Drew Brees - 100 Med Accuracy
    Russell Wilson - 100 Deep Accuracy
    Aaron Rodgers - 100 Throw on Run
    Patrick Mahomes - 100 Throw Under Pressure
    Kirk Cousins - 100 Play Action
    Todd Gurley - 100 Trucking
    Christian McCaffrey - 100 Elusive
    Adrian Peterson - 100 Ball Carrier Vision
    Le'Veon Bell - 100 Stiff Arm
    Dion Lewis - 100 Spin Move
    Saquon Barkley - 100 Juke Move
    Michael Thomas - 100 Release
    Aaron Donald - 100 Power Moves
    Joey Bosa - 100 Finesse Moves
    Amari Cooper - 100 Short Route-Running
    Stefon Diggs - 100 Med Route-Running
    Tyreek Hill - 100 Deep Route Running
    DeAndre Hopkins - 100 Catch in Traffic
    Odell Beckham Jr - 100 Spectacular Catch
    Kyle Fuller - 100 Play Recognition
    Khalil Mack - 100 Pursuit
    J.J Watt - 100 Block Shed
    Patrick Peterson - 100 Zone Coverage
    Stephon Gilmore - 100 Man Coverage
    Richard Sherman - 100 Press Coverage
    Kam Chancellor - 100 Hit Power
    Thomas Morstead - 100 Kick Power
    Tress Way - 100 Kick Accuracy


    Free Agent Signings/Trades (Updated to Apr.5)

    49'ers - Tevin Coleman, Kwonn Alexander, Jason Verrett
    Bears - Ha Ha Clinton-Dix, Cordarrelle Patterson
    Bills - John Brown, Cole Beasley
    Bucs - Shaquil Barret
    Broncos - Bryce Callahan, Ja'Wuan James, Kareem Jackson
    Browns - Sheldon Richardson
    Cardinals - Jordan Hicks, Terrell Suggs
    Chargers - Tyrod Taylor, Thomas Davis
    Chiefs - Tyrann Mathieu, Carlos Hyde
    Colts - Justin Houston, Devin Funchess
    Cowboys - Randall Cobb
    Eagles - Malik Jackson
    Giants - Golden Tate
    Jaguars - Nick Foles
    Jets - Le'Veon Bell, C.J. Mosley, Jamison Crowder
    Lions - Trey Flowers, Justin Coleman, C.J Anderson
    Packers - Adrian Amos, Preston Smith
    Panthers - Matt Paradis
    Rams - Eric Weddle, Clay Matthews
    Raiders - Lamarcus Joyner, Za'Darius Smith, Trent Brown, Tyrell Williams
    Ravens - Earl Thomas, Mark Ingram
    Redskins - Landon Collins
    Seahawks - KJ Wright
    Steelers - Mark Barron
    Titans - Rodger Saffold, Adam Humphries, Cameron Wake


    All Team Overall and Core Overall Info updated.

    Quick Roster Fix Update - 4-6-19

    All WR/RB Acc/Spd offsets are now correct Global +1Spd/-2Acc
    5'9 offsets further accentuated below. +3ACC/-3SPD~
    5'10 - 6,1 offsets balanced +1ACC/-1SPD - +2ACC/-2SPD
    6'2 further accentuated after +3SPD/-3ACC~

    Odell Beckham Jr now has 100 Spectacular Catch

    The rest of the trades complete as of 4-5-19

    Jets - CJ Mosley
    Bills - Frank Gore, Kevin Johnson
    Broncos - Joe Flacco
    Browns - Odell Beckjam Jr, Emmanuel Ogbah, Sheldon Richardson, Olivier Vernon
    Cardinals - Marcus Gilbert
    Chiefs - Eric Murray, Tyrann Mathieu
    Colts - Justin Houston
    Dolphins - Dwayne Allen
    49ers - Jason Verrett, Tevin Coleman, Dee Ford
    Giants - Jabrill Peppers, Kevin Zietler
    Jaguars - Nick Foles
    Jets - Kelechi Osemele
    Lions - Trey Flowers, Danny Amendola
    Packers - Billy Turner, Za’Darius Smith
    Patriots - Michael Bennett
    Raiders - Tyrell Williams, Lamarcus Joyner
    Redskins - Landon Collins, Case Keenum
    Saints - Latavius Murray
    Texans - Tashaun Gipson


    Advanced Tip

    Hold Strafe (no direction) through entire play
    when doing anything and everything especially special abilities - sacrifices Speed and Locomotion momentum for better movement.
    or time it perfectly (no direction) for more outcomes.
    and other situations like - tap strafe - then Turbo truckstick, etc




    Nectar 3.1c Post Roster Update

    Meta Passing Accentuations

    Touch Pass and Lobs now accentuate and arc dynamically correct.

    70mph max bullet speed.
    to give a chance at slight record breaks for new season

    Bullet Deep - 50-70mph~
    Bullet Short - 50-70mph

    Lob Deep - 50-70mph~
    Lob Short - 20-35mph~

    Touch Pass Med. Short - 25-45mph~
    Touch Pass Med. Long - 40-55mph~

    This allows the most selective amount of throwing windows.


    Meta Zone Touchup

    Zone Offsets - 8.8333 Yards
    Tight Close Offsets - 5.3 Yards
    Flat Zone Tops - 7.55 Yards
    Hook Zones - 1.55 - 9.55 Fluctuation
    Middle Hook - 11.66 Fluctuation from 2.216 Bottom - 13.333 Tops
    Vert Hooks - 6.6667 - 13.333
    Pink Zone Tops - 13.3
    Pink End Zone - 3.333
    Flat/Pink Width - 8.8333
    Bottom of Deep Zone - 8 Yards
    Deep Zones - 13.3 Fluctuation, 8.883 - 8.884 Assignment Transition
    Outside Zone Offset - 3.331
    All Zone Leverages - 2.65 Yards


    What does this all mean?

    Based on 40 Yard Coverage Schematic -

    Only 1.383% AVG Error of transitioning Coverage Alignments / Adjust to Non-Routed Receiver, etc

    Cover 2 Sink - 83.4% Total Field Coverage - Adjusting in and out to 100%. (Max 8.3% Coverage Loss)
    Able to handle former counter Double Seams - AVG 1.5 yards only of possible windowed seperations.

    Cover 3 - Able to handle its former counters, Lockdown Slants and Four Verticals.
    (7.1% - 14.2% AVG Coverage Loss against counters.)

    Cover 4 - Triple Double Coverage leverage against 4 Verts, 3x Crossing Routes, Double Move PA's, etc

    Cover 6, 9 - Able to handle its former counters - Floods, Stick-Floods, Curl-Corner-Flat, etc
    80% Total Field Coverage - Adjusting in and out to 100%. (Max 10% Coverage Loss)

    16.66667/8.333 Flexible yards of achievable Bait/Lurk Pattern Forming.

    CPU vs CPU Kickoff Fixed


    3.1c Prereq Base Update



    -Abilities, Catching, Tackling, etc - Further Tuned Up / Avoidance Threshold - 0.4 from 0.55

    ex: based on 99 Rating

    Juke Move - 5% Chance - 2 Missed Tackles (Playmaker Footage)
    Juke Move - 0.05% Chance - 3 Misses Tackles (Star Footage)
    Juke Move - 0.005% Chance - 4 Missed Tackles (Elite Footage)
    Juke Move - 0.0005% Chance - 5 Missed Tackles (Legendary Footage)
    Juke Move - 0.00005% Chance - 6+ Missed Tackles (Legendary Footage)

    Same goes for styles of catches, tackles, etc
    (note: broken tackles in group tackles not counted - Valued @ 1.5-2.5)

    -Dynamic Rating Fluctuations: Big Hitter 85-86, Clutch 89-90, Cover Ball 90Never,87Big,78Med,97All
    75Normal76DevTraits, DL Moves 75/76, DropPass 86/87, FightForYards 86/85,
    ForcePass Con0-79,Agg80-87,Ideal88+, HighMotor 83-84, PlayBall Con0-75, Bal76-87, Agg88+
    Sense Pressure Obl0-75, 76-87Avg, 88+Ideal, Poise Paranoid 0-80, TriggerHappy81-89, Ideal90+
    TuckandRun Often0-81, Sometimes82-90, Rarely91+

    -Catching Overhauled - 0.0001/0.0001 - 1.75/1.75 Curve - formerly 0.1/0.1 - 1/1

    -Ball Hawk/Swat Overhauled - 0.0001/0.0001 - 1.75/1.75 0.0001 - -0.5/-0.5 Offsets

    -Ball Hawk: All timers/penalties removed and can be held before snap through entire plays
    this in-conjunction with Spectacular Catch being nerfed/balanced prior to re-balance -
    Just hold the button throughout the play

    -Some Awareness-Distance Improvements - CPU Logics for all players
    will now unfold 53 yard schematics into an 11yard generic-Radius -
    through 0.0002 Updated/Reaction @ -0.0001 Predicted at 0.0003 Offsets //
    rather than 3 yard/5 yard 0.75 blind radius~ reactions - all offense,defense,ballcarrier, and blocking

    -DL/LB Shifts Increased - Allow Offsets like 4-Man Rush: Double-C, BBCC Gaps, etc, etc
    More emphasis on 4 man passive pressure, etc

    -Shade Risk/Reward: Get Open: Short: 3.7625% Deep: 9.25% Formerly 40%/40% -
    Based on 75% reduction from 37% league average Deep, 9-21% Short //
    Wrong = 15.925% - 36.75% Short, 64.75% Deep

    -Pocket Times Updated - 2.04~ - 3.08~

    -QB Sense Pressure Overhaul:

    -Force Passes - 3.5 Yards - Formerly 8Yds / Force Passes Max Score Diff - 11pts / Formerly 7pts

    -Strafe Movement Improvement

    -Lunging/Inner Breakdown Improvements

    -Passing Yards, Rushing Yards, and YAC are now measured/updated by 0.0001 - formerly 0.4/0.8/0.4

    -HB Handoff - 0.24 - 0.86

    -DL Tackling - Cleaned Up, -Velocity/Mass Factors - Delays removed* 0.0001 from 0.25

    -HB Screen Improved - Blockers will now go under the LOS 1.5yds to block. HB 2.15yds under LOS.

    -WR Screen Improved - 1 Yd Behind LOS - 0.55yds towards QB.

    -QB Scrambling Improved - 225/45/90 Degree Angles
    Scramble Distance: 2 Yards / 7 Yards / 10 Yards //
    from LOS: 2 Yards, 7 Yards, 10 Yards //
    Pocket Radius Dynamic - 0.0001 Reacts: 2.2075yds/4.415yds/8.83yds/13.25yds/26.5yds/53yds
    Blocked: 0.0001 Reacts: 2.2075yds/4.415yds/-2.2075yds/-4.415yds/-2.2075yds/8.83yds
    Almost Blocked - 2.2075yds/-4.415yds/8.83yds/
    Unblocked - 0.0001 React/-3Yds/0.0001 React +1Yd/0.0001 React +3Yds/0.0001 React +4Yds -
    0.0001 React -5Yds/0.0001 React -6Yds/0.0001 React

    ratio implemented in 2.0 will follow chance to scramble
    0.039% - Pocket
    9.375% - Balanced
    46.3% - Scrambler


    -QB Spy - Spy will now go past the LOS - if the QB is 2.55 Yards near/behind LOS

    -Wind Factor - Volumetric Effect 0.0001 - formerly 1 yard

    <iframe width="560" height="315" src="https://www.youtube.com/embed/NfT1h-OFmbQ" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    Nectar 3.1c Prereq 41119

    Pass, Run, and D-Line Move Timers - Decreased to 0.0001-0.9 from 0.5 - 1.2~
    No Block Speed - Increased to 25-100% from 6-47%
    D-Line Tackles - More Emphasis between Strength and Trucking
    D-Line Reach Tackles - Distance Buffed
    Run Blocking - Angles to Lose Engage at lower ratings Increased
    Blocking Paths - Increased to 11 Yards from 6
    Blocking Paths - Time Check Distance 11 Yards from 0.3
    Block Shed Factor - Now measured per 0.0001, formerly 1
    Outside Pass Rush Blocking - 5 Yards back, Formerly 4
    Out-of-Pocket Blocking - 13.25 Yards, formerly 5
    RB Cut-Blocks - 10% More Effective
    Run Block - Rating, Strength, and Weight now factored 100% - formerly, 60%,45%,75%
    Elite Blockers - 10% Buff, Elite vs Elite No Boosts
    Lead Blocker - Cut Blocks 10% Buff
    Backfield/Screen/Backside Blocks - Cutblock Chance increased to 85%, formerly 50%
    Defensive Move Timers - Decreased to 0.29 from 0.85
    Reach Tackles - Increased range to 1.75 - nerfed random roll to 0.35 from 0.0001
    Man and Zone Coverage - Reaction Improvements, less diminish for lower ratings
    Man and Zone Coverage - Overall Reactions Buffed, Get-Open Delays lowered from 1sec to 0.0001
    Press - Strength Difference now 40 - formerly 25
    Zone - Matching Zones Increased/Improved
    Shading Buffed Further - Over - 0.75, formerly 0.4; Under 0.35, formerly 0.4, L/R 0.75, formerly 0.4


    Cover Ball - Timer reduced to 0.29 from 0.85
    Fair Catch - Minimum frames reduced to 0.0001 from 0.5
    Punt Power - Vertical Increased by 25%, Distance decreased by 5%
    Break Time/Vision Loss - Reduced to 0.0001 from 0.2
    Awareness Distance - Increased to 130 Yards, formerly 30.
    Trucking - Speed Increased to 110% from 70% - improves dynamics of impacts.
    Stiff Arm - Distance Increased to 0.97 from 0.8
    Conservative Tackle Fakeout - Timing Buffed to 0.29 from 0.15


    198-Band Weighted/Momentum Dynamic Catching

    144-Band Weighted/Momentum Dynamic Strafing

    108-Band Weighted/Momentum Dynamic Finesse Moves

    108-Band Weighted/Momentum Dynamic Power-Moves

    108-Band Weighted/Momentum Dynamic Pass-Blocking

    108-Band Weighted/Momentum Dynamic Run-Blocking

    276-Band Lean Dynamics and Offsets - Weighted-Semi-Ragdoll Physics/Collision

    -1.05/-1/-0.9999/-0.8/-0.75/-0.66/-0.5/-0.33/-0.25/-0.1/-0.0001/
    0/0.0001/0.1/0.25/0.33/0.5/0.66/0.75/0.8/0.9/0.9999/1/1.05 + Offsets - formerly 0.5/1
    +Reverse+Inverted Collision/Impact Dynamics and Offsets

    Lean Distance - Increased to 1.05, formerly 0.65

    This helps create more accurate and dynamic Tackling,Blocking,Moves,etc - Collision


    -All QB Pocket/Scramble Stalls/Delays Removed

    Player Pad Sizes - Decreased by 20%: Shoulder Pads, Thigh Pads, Knee Pads, Flak Jacket, Backplate, Neck Roll, and Towel
    Helmet, Helmet Accessories - Sizes Increased by 15%

    Prereq 41219

    102-Band Weighted/Momentum Dynamic Hitpower
    126-Band Weighted/Momentum Dynamic Strength
    108-Band Weighted/Momentum Dynamic Trucking
    132-Band Weighted/Momentum Dynamic Preserved Momentum

    Chiefs Crash Fixed

    Updated Roster 04/14/19

    O/D/OVR

    Bears: 87/97/89
    Bengals: 85/93/86
    Bills: 81/87/82
    Broncos: 81/91/84
    Browns: 87/91/86
    Bucs: 83/85/82
    Cards: 79/89/81
    Chargers: 87/93/87
    Chiefs: 89/85/86
    Colts: 89/89/86
    Cowboys: 93/91/90
    Dolphins: 79/83/79
    Eagles: 99/93/94
    Falcons: 89/91/88
    49'ers: 89/91/88
    Giants: 81/83/80
    Jags: 81/95/86
    Jets: 85/91/86
    Lions: 85/91/86
    Packers: 87/91/87
    Panthers: 89/91/89
    Patriots: 93/91/89
    Raiders: 85/85/83
    Rams: 91/97/92
    Ravens: 85/93/88
    Redskins: 83/89/84
    Saints: 91/93/91
    Seahawks: 87/93/89
    Steelers: 89/93/90
    Texans: 83/95/87
    Titans: 89/95/89
    Vikings: 89/99/91

    Prereq 41419 Update

    Complete Movement and Ability Overhaul

    Hit-the-Hole Running Improvements

    Added walk speed of 3mph~ (x-25%~ joystick tilt)
    Added jog speed of 6mph~ (25-50%~ joystick tilt)

    40+ Pass Interference Distance Markers
    placed in over 120 yards - formerly 6/6.

    <iframe width="560" height="315" src="https://www.youtube.com/embed/Q0B7W2a3438" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    Nectar 3.1c Prereq 41619 Update

    Zone Coverage Overhaul

    Cover 3, 4, and 6
    based on Richard Sherman based offset style logics

    Cover 2, Sink, and 9
    based on Patrick Peterson based offset style logics

    -1 on 1 Coverage Man/Zone improved by 20%
    -Press Coverage Man/Zone improved by 20%
    -1 on 1 Catching Man/Zone improved by 20%
    -Coverage Cut Reactions improved by 20%
    -WR SuperWin Chances Removed

    Man Coverage Overhaul

    Shadings/Reactions calibrated to give default shade / shades the best chance at guarding everything -
    without blown coverage to something else.

    More emphasis on finding a receiver open by very small margins more than the next -
    rather than whos wide open. Less emphasis on relying on ball knockout, swat to mask coverage.

    The following plays

    Slants/Drags - Press Improved

    Levels Y Corners
    Double China
    Cross Drag
    Bunch Trail
    Verticals w/ Cross
    PA Crossers
    Crossers
    Bunch Verts
    Fk Screen Wheel
    Shake Routes
    Stick
    Slants
    Drags
    etc


    Drags lowered to 0.0001 from LOS (as low as the routes can go)
    Stressed against Trey, Bunch, 5 Wide, Tight, Spread, etc
    while using off-coverage in Big Nickel, Nickel, Base, 46(non-speed pckg), etc

    note: you will need at least 70ovr to start having a chance at intermediate routes. non-intermediate routes not stressed as much below 70 though.

    example: 70ovr Man Coverage Linebacker in Nickel guarding WR starts having a chance to guard on intermediate routes though.


    Nectar 3.2 Tournament Edition

    Safety Logic Overhaul - All zone coverages now leverage and match

    General Movement - Improved; ex: Now able to zig zag between O-Line

    Increased Top Acceleration Speed by 23% - to match 28mph Speed @ 100 rating
    Scaled the rest of movements accordingly

    Snap-Off Tackle Chance Increased to 0.13 - 1.95 - from 0.3 - 0.7
    This allows powerbacks to factor in more things, specifically wrap tackle animations

    All Footstep Balances Decreased by 50% - 1-2 formerly 2-4
    This helps with chain reaction of collision factors

    Trucking Base Break Tackle Chance - Increased by 20%

    Stiff Arm distance increased to 1.4

    Lowered all impact times for special abilities to 0.13
    This helps to add more window possibility of sequence windows and dynamics

    CPU Ballcarrier Logics Improved
    CPU Hitstick Logics Improved

    Momentum/Impacts increased and further improved

    Pile Impacts - lowered to 0.13 from 0.85

    Knockout Ball Max Time Held - Lowered to 0.13 from 0.3 - Knockout Ball increased to 1.95
    This helps with triggering a lot more Conservative Quick High Catches - Rather than Spec Catches
    Removes auto knockout catches and adds more sequences and chains to interactions


    Coverball Time - lowered to 0.13 from 0.29

    Playaction Rating - now factored 70-99, formerly 90-99

    Conservative Tackles - Whiff Times lowered to 0.13 from 0.2 / Heatsink 0.13 from 0.5

    Increase Grab Durations to 1.95 from 0.2
    Decreased Grab Attempt Duration to 0.13 from 0.2 -
    This helps with adding more tackle dynamics - including Body Slam tackles

    All Elite Ratings - begin and factor at 88 Rating

    Kickoff Length Lowered by 15% - To increase Returns, CPU Return frequency
    -Doubled sway/wobble to the UI
    -Kick Speed Meter 15% Faster
    -Overkick Notch reduced to 0.1 from 0.25

    added crowd intensity to 70,000, previously 350.


    adjust volume to these settings for a more realistic balance

    2 New Starter Playbooks

    Scorpion94818
    (RunHeavy/Clock/1RedzoneWR/2RouteRunners)

    In this playbook we will attack defenses just as the playbook is named - like a scorpion.
    Complimenting HB Stings and 94's to help Redzone Threats drive Y Routes over the top 1 on 1.
    Also 818 ZoneRun Dives to attack the A-Gap at 45 angles; with 2 receivers stacked stacked to the sidelines -
    to force more zone thus allowing more exposure to dives. Again always keeping both man and zone unbalanced;
    with splashes of Counter and Misdirection.


    ClockworkPoints (Modern Hybrid Defense)
    Sub LB Spots with Safeties as needed

    4-3 Under - 2 Man Under, Cover 6, Cover 4
    Priority: Conservative

    Opponent is down by 1-9 points.
    We want to try and force the opponent to run the ball -
    to further work the clock against themselves or a chance at a stop/turnover
    and we need to figure out what the opponent is prepared to do in the air -
    We can play 2 man under and complicate a west coast attack -
    or confuse progressions with cover 6 by being ready for vertical/intermediate attacks -
    involving man-switch routes, double move routes, etc

    3-4 Even - Zone Blitz, Cover 1(Robber Press)
    Priority: Balanced

    Tied Game.
    We need to figure out what the opponent is more comfortable/able at doing at this point.
    Conservative Run(Cover1), Aggressive Pass(Zone Blitz)
    We want to try and force as many attempts with minimal/maximum risk.
    We can first and foremost go to Cover 9 showing 2 allowing us to shell off runs -
    conservatively like a tampa 2 approach.

    3-4 Over Ed - Man Blitz, Cover 2, Cover 3
    Priority: Aggressive

    If the opponent gets ahead by 2-9 points we have to get a turnover or 3-and-out
    by stuffing the run with man blitzes, taking away reads with exotic cover 2 looks presnap, -
    and keeping coverage on checkdowns.
    We can help make the opponent reconsider their gameplan through entirety -
    by not letting up conservatively and keeping them off balance with progression reads.

    Dime 2-3-6 - Cover 9 Show 2, Cover 1(Robber Show 2), Cover 2 Sink, Prowl 3 Seam
    Priority: Balanced

    If the opponent goes up by 10 points, we need to bait the run and contain it -
    while making sure they pay the price at maximum chance if they do pass.
    Cover 9 and Cover 1 both showing 2 - helps us shape the defense to defend the run better outside.
    Congest the inside with manual placements/looks presnap.
    Prowl Slant 3 Seam(Shade Outside) further helps make harder reads vertically if their rungame falls short on a drive.
    While Cover 2 Sink(Shade Inside) with manual movements during sink can cause difficult to make passes to the outside.

    [CENTER]Tiers, Gameplans, Difficulty

    * (Difficulty: **)
    Off Team Building: PistolOffLeft6075 - Mesh, Crossers, etc - All options/runs go to the Left*
    Def Team Building: PentaRush6075 - 46Bear34Bear/34Predator/Quarters137
    Off Team Building: Scorpion12RedBlue |
    Def Team Building: HybridClockwork |
    -------------------------------------------------
    ** (Difficulty: ***** / *)
    Vertical West Coast: FlashSplitWild: 5WR(Speed), 2RB Fast, Strong O-Line
    Smashmouth: Impact Blockers; Fast O-Line + 3 TE's
    -------------------------------------------------
    *** (Difficulty: ****)
    Run Balanced: PowerTwentyY3 - Strong O-Line, 2 Strong TE's, Balanced |
    Pass Balanced: R7DevilXZ26 - Accurate QB, Fast WR's, Power Back, Strong O-Line |

    Def Balanced: Square64 - 3-3-5, Dollar |
    Def Balanced: DimeCrushPress - Dime, 3-4 Solid |
    -------------------------------------------------
    ***/****/***** (Difficulty: ***)
    -------------------------------------------------
    Spread: 7180TrapFlood - Strong QB, Fast O-Line, One-Cut/Balanced HB |
    Def Aggressive - 7180Mirror

    Balanced: 8190OffsetXYZ - Priority: Accurate QB, PassBlock O-Line, Strong WR's, Receiving HB |
    Def Balanced: 8190HoleWide

    Run and Gun: 9199FlexBalance - Stacked/Balanced Team |
    Def Conservative: 9199Lurk
    -------------------------------------------------
    * / *****
    Modern West Coast: Conservative (West Coast/Tosses Outside)
    Fast HB, Fast O-Line, Mobile QB, Strong WR's

    ****
    Hover 8 Flat: - Aggressive - Nickel 3-3-5 Wide, 4-3 Over Plus, 4-3 Wide
    3 DT Roles - Fast Secondary



    Recommended 2019-20 Games

    Patriots(Offset8190/HybridClockwork) vs Chiefs(Flood7180/DimeCrushPress)

    Ravens(Flood7180/Lurk9199) vs Saints(Offset8190/HoleWide8190)

    Rams(Power20Y3/HybridClockwork) vs Seahawks(Flood7180/DimeCrushPress)

    Vikings(R7DevilXZ26/HoleWide8190) vs 49'ers(Power20Y3/DimeCrushPress)

    Cowboys(Flex9199/DimeCrushPress) vs Jaguars(Scorpion/Lurk9199)

    Bengals(R7DevilXZ26/HoleWide8190) vs Lions(FlashSplitWild/Hole8190)

    Titans(WestCoastBounce/Mirror7180) vs Texans(WestCoastBounce/Hover8Flat)

    Bills(FloodTrap7180/DimeCrushPress) vs Steelers(FloodTrap7180/Hover8Flat)

    Bears(Power20Y3/MatchSink9) vs Eagles(Power20Y3/MatchSink9)

    Redskins(Power20Y3/Mirror7180) vs Colts(Power20Y3/Square64)

    Packers(ModernWestCoast/HoleWide8190) vs Raiders(Scorpion/DimeCrushPress)

    Falcons(Offset8190/Hover8Flat) vs Chargers(FlashSplitWild/Square64)

    Giants(Power20Y3/HoleWide8190) vs Panthers(Power20Y3/HybridClockwork)

    Jets(Scorpion/Square64) vs Cardinals(7180TrapFlood/Square64)

    Broncos(Offset8190/DimeCrushPress) vs Dolphins(Offset8190/DimeCrushPress)

    Browns(ModernWestCoast/Square64) vs Bucs(ModernWestCoast/MatchSink9)

    <iframe width="560" height="315" src="https://www.youtube.com/embed/AKez_b2Myrs" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    Madden 20 Wishlist/Focus Points

    Besides the things accomplished by the modding this year so far

    -Modding Community
    Simply put - the game needs its own opensource of Gameface, Stadium Editing, Team Editing,
    Playbook Editing, Player Editing, and Gear Editing
    especially with dedication to the PC community -
    this helps self-sustain the community itself.

    -Cross-Compatible Playable

    -League/Franchise/11 vs 11 Squads/MUT/News/Replays/Combines/Training Camps/Awards/Longshot

    Basically, but not basically and in that order - very detailed endless depth to things.

    I for one and all start to believe in company names even before releases that have undergone this route
    Similar to MUT - they're able to put back in a lot more resources with this route and its all financially optional
    to further support the amount of depth to things.

    An integration of all these things combined into real-time MMO/RPG - Frequently able to see and interact with one another
    whether it be mic'd up - or chat bubbles in Modes or Preplay Snap

    League needs to be more ready to jump into more quickly and straight to the point what type of league -
    whether Owner, Coach, Off Coord, Def Coord, or Player and have enough long-time dynamic immersion
    to stay dedicated to each.

    -Owner/Coach/Off Coord/Def Coord/Player
    The difference and depth to all five of these

    Franchise, NCAA Story Mode, Longshot Story Mode
    all with Single Player Depth but always encouraging real-time online integrations
    to let personal productions out of these; jump straight into the online mix from one to the next
    ex: 0-59OVR Longshot Mode, 60-75 NCAA Story Mode, 71-75 NFL Franchise.

    and able to branch off from this - PVP: Franchise / RPG: International(Relocation) 8-160 Team League /
    RPGPVP: 11vs11 Squads / RPGPVP: MUT


    -Improved Replays - All highlights involved in News Logics including simmed games, etc
    -Half-Times During Games all viewable for all weekly games.
    -Awards feel more special - whether its a PVP, RPG, or PVE Title.
    -Training Camps - Endless integration of things similar to MUT Abilties / Chemistries but for all modes.
    -Combine Results: a leaderboard type of thing, aside from normal draft and prospecting.
    -Classic RPG Classes for 11 vs 11 Squads but not limited to - Also for Owners,Coach,O-Coord,D-Coord, - not just players.
    this gives more dynamic and specific discussion/cross-interaction to further find more players.

    Gameplay/User Gameplay/PVP - While all of that covers PVEPVPRPG wrapped up together
    The most important factor is certainly PVP Competitive User Gameplay and Difficulty -
    the bar needs to be raised much higher - the term 'House Rules' and things similar
    should never even be considered a gimp - players should be thriving schematically
    with customization depth to allow not only a true intense Pvp Ladder
    but up to standards realistically and user-skill wise to be considered a 'Simulator'
    to be up to par with and respectively always setting the bar.

    New Playbook - 46BigHitUnder
    99v99 Arcade / MUT - link in main desc.

    46 Bear Under - Cover 1, Dogs 2 Fire, LB Dogs 3, Cover 3

    Normal - Dogs 2 Fire
    Nickel - LB Dogs 3 - Nickel
    Dime - Cover 1
    Max Cov. - Cover 3 - Rush 2. Spy and Contain - Always on 2nd,3rd,4th & Long

    You can find the formation 4-6 Bear Under in

    46
    Tampa Bay Buccaneers
    Miami Dolphins
    Atlanta Falcons
    New Orleans Saints
    Seattle Seahawks


    everything else about formations, check out - playbooks.gg

    2 Last Playbooks

    ZRWCPenta
    3 Redzone Threats, Vertical/ImpBlock TE - PowerBack@FB, SpeedBack@HB

    Gun Split Close - 2 Point Conversions:
    Always step-up in the pocket - Slants/Zigs + Motion Snap

    Pinch DL - Outside Run
    Spread DL - HB Dive
    Overload - Counter
    Bluff/LBBlitz - HB Screen
    Safetly Blitz - Deep Posts
    Only use when trailing by 1,4,5,12,15, or 19 Points

    Rest of the playbook is Zone Run West Coast w/ Gameplan

    43OvrFatalFrame

    4-3 Over - 3 DT/PwmMvs/RE,DT2,DT1
    4-4 Split: 4 Finesse/Acc Rushers (Variants of Max D w/ a little heat)

    4-3 Over
    Normal(Run-Def): Corner Blitz 3
    Nickel: Will Blitz 3 Press,
    Nicke/Dime: Cover 3 Match Press
    Dime: Cover 1 SS Blitz Press,
    4-4: Max D Variance

    Blow up the run w/ CB3,
    blow up nickel looks WB3,
    Blow up dime looks
    Max D - 1st Down Dime, 2nd,3rd,and 4th and Long.


    Roster Update - Sub Zero Ratings added

    0 Speed - Giants: Paul Perkins HB
    0 Awareness - Bucs: Emmanuel Smith MLB
    0 Strength - Chargers: Cole Toner C
    0 Acc - Bears: Patrick Scales TE
    0 Agility - Broncos: Jamal Carter SS
    0 Catching - Steelers: Trey Griffey WR
    0 Carrying - Dolphins: Kenneth Farrow HB
    0 Jumping - Chiefs: Marcus Kemp WR
    0 Break Tackle - Bills: Keith Ford HB
    0 Tackle - Titans: Nigel Harris MLB
    0 Throw Power - Browns: Garret Gilbert QB
    0 Kick Power - Raiders: Eddy Pineiro K
    0 Kick Return - 49ers: Max Mccaffrey WR
    0 Stamina - Cowboys: Treston DeCoud FS
    0 Toughness - Ravens: Cyrus Jones SS
    0 Short Acc - Cardinals: Chad Kanoff QB
    0 Med Acc - Bengals: Brad Kaaya QB
    0 Deep Acc - Cowboys: Cooper Rush QB
    0 All Acc - Saints: JT Barrett IV QB
    0 Trucking - Jets: Trenton Cannon HB
    0 Elusive - Packers: Kapri Bibbs HB
    0 BCV - Lions: Zach Zenner HB
    0 Spin - Rams: John Kelley HB
    0 Juke - Pats: Brandon Bolden HB
    0 Release - Jags: Jaydon Mickens WR
    0 Hitpower - Seahawks: Justin Currie MLB

    SeamDreamFlood
    7 SB Schemes, 4 Gun Schemes, Pistol Scheme

    Base 46:

    Hard Run Check - Singleback Wing Pair(Heavy Sub): Outside Zone

    Pistol Ace U Off - HB Zone Wk, PA Boot Y Drag(Pinched LB's), PA Deep Cross(Spread LB's), Slants(Off-Coverage)

    Check them with a Gun Spread Scheme. Refer All SB and Shotgun schematics similar.

    Nickel 3-3-5:

    Singleback AcePair - HB Inside Power(PA Middle), HB Split Belly(PA Y-Drag Wheel), 26Duo on 2nd and Medium*, TE Attack
    Force them into base or pick them apart the whole game.

    Pistol Weak-I - Triple Option(Pinched), HB Zone Weak(Spread), PA Boot-Y Wheel
    (Once they're user feels shaken up - bomb over the top the top early; so they don't underneath as much)

    Even/But Better Ratings: Gun Split Flex - PA First Down, MTN Inside Zone - Scheme from there

    Dime/Quarters - 2 Man Under; Cover 1

    Gun Doubles Wk
    Bronco Mesh - Test Cov. / Cover 4 / Sink / Blitz
    2 Man - Slot Shake(Off Tackle/Off Cov.),
    Cover 1 - Broncos Fk Rub
    Cover 2/9 - PA Double Post - Cover 2
    Cover 3/6 - Sail Dig(esp. Slot Route)
    3rd/4th Medium - TE Wheel
    2nd/3rd/4th Long - PA Shot Curl N Go's
    3rd/4th Medium/MaxD - TE Wheel
    Just make your zone reads once they go to zone.

    Pistol Open Slot - PA Double Post(Blitz Counter), Read Option(Force Nickel/Base)

    False Nickel-Dime - Shotgun Wing Pair(TE1-CIT/TE2-Speed/TE3-Heavy Blocker): Outside Zone(Pinched), Read Option(Spread), HB Counter(Overload)
    WR 1 - Speed

    <iframe width="560" height="315" src="https://www.youtube.com/embed/AbHIUsaW2Fw" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    Meta Draft Priority 2019-20

    3 WR's (CIT, SRR, MRR, Speed)
    1 TE (CIT, RBFtwrk, SRR, MRR)
    1 MLB (Speed+Coverage, Power Moves)
    2 DT's (Str,Power Moves)
    2 DE's (Str,Power Moves)
    4 CB's (Press, Man Coverage)
    LT(PBlckFtwrk), RT(PBlckFtwrk), C(PBlckStr), RG(RBlckStr), LG(RBlckStr)
    1SS, 1FS (Zone Coverage, Hit Power)
    QB (Med.Acc, Short. Acc, Speed, Deep Acc.)
    1 RB(Break Tackle)
    ROLB(Speed+Coverage, Finesse Moves), LOLB(Hit Power, Finesse Moves)
    1 TE (CIT, RBFtwrk)
    K - Power,Acc
    P - Power,Acc

    Late Round Optionals

    1 Speed RB/WR(Returns)
    1 (Speed/Height Receiving Back for 3rd Down)
    LG+RG(Speed/OutsideRunPckg)
    LT+RT(ImpBlock,Str)
    1 CB/FS/SS(Speed,DB/Cat-Blitz,Returns)

    ***USER FS or MLB***
    upon choice, disregard the following stat priorities: AWR, PRC, ZCV, MCV, PUR,

    Meta Playcalling Offense

    Zone/Hybrid - Play Action

    1st and 11+yds - Med-Deep Pass/Out-of-Pocket* - Play Maker RB
    1st Down - 65/35 A-Gap Dive/Med-Deep Pass - Less of your Pass Schemes Figured Out
    1st&5~* - 65/35 B-Gap Run / Stretch
    2nd-3rd-4th & 1yd - A-Gap Dive

    2nd&11+ - 5 Wide Short-Med.Pass

    2nd&2-3yds - 70/30 01 Trap; Short-Med Pass
    2nd&4-6yds: 70/30 5-6 Trap/HB Sting; Short-Med Pass
    2nd&7+yds: 60/40 Stretch / Med-Deep Pass

    3rd&2-3yds: 70/30 Short-Med Pass; Stretch
    3rd&4-6+yds: Med/Deep Pass
    3rd&7+yds - PA + Blockers - 3Rec.Routes

    Heavy Blitzing - 5-6 Trap, Power O, Toss
    4th&2 - Short Pass/Toss/01 Trap
    4th&3+ - Punt

    Red Zone - 60/40 PassRun - PA; 3 High-Point Passing TD Attempts, 1Rec+RB Checkdowns

    Inside the Five - Hot Route 1on1 + Boot Concepts - Best Matchup
    example: TE - Curl/Slant, WR1 - Fade, WR2+3 - Qk Out Routes -
    Between WR1,2,3 Always Fade the biggest mismatch
    - Non Play-Action
    Furthest away from Safety/LB Help

    User MLB/LOLB - Motion Receiver Left (TE Wheel/Corner, Y-Underneath, Weakside checkdown)
    User FS/ROLB - Motion Receiver Right (Weak-Side FloodSeam + Y Underneath, HB Wheel)
    Last edited by Willchillz; 04-26-2019, 02:30 PM. Reason: Nectar 3.2 Tournament Edition + 20 Playbooks
  • khaliib
    MVP
    • Jan 2005
    • 2884

    #2
    Re: NECTAR - Madden 19 Mod + 5 ENB Presets

    There’s a lot of “Stick Skill” notations so I’m assuming this is geared more towards H2H play and not Hum vs AI?

    2nd, how does these edits mesh with the Ratings mechanism (0-99 scale) so that both higher and lower levels are balanced into the gameplay experience equally?
    - ie will draft classes etc have to reworked to the ratings levels tested on for the above to work properly?
    Last edited by khaliib; 10-09-2018, 09:51 AM.

    Comment

    • Americasteam95
      Rookie
      • Sep 2018
      • 38

      #3
      Re: NECTAR - Madden 19 Mod + 5 ENB Presets

      Any further instructions on how to install
      ? the notes that come with this file are not helpful...

      Comment

      • Willchillz
        Banned
        • Feb 2012
        • 527

        #4
        Re: NECTAR - Madden 19 Mod + 5 ENB Presets

        Originally posted by khaliib
        There’s a lot of “Stick Skill” notations so I’m assuming this is geared more towards H2H play and not Hum vs AI?

        2nd, how does these edits mesh with the Ratings mechanism (0-99 scale) so that both higher and lower levels are balanced into the gameplay experience equally?
        - ie will draft classes etc have to reworked to the ratings levels tested on for the above to work properly?
        Both.
        Theres a lot of adjustments on the AI itself.

        Nah they wouldn't have to be reworked.
        There is data values for rating differential effectiveness also.

        Let me know how it goes.

        Comment

        • Willchillz
          Banned
          • Feb 2012
          • 527

          #5
          Re: NECTAR - Madden 19 Mod + 5 ENB Presets

          Originally posted by Americasteam95
          Any further instructions on how to install
          ? the notes that come with this file are not helpful...

          "1) Open ENB Folder. Paste contents inside to Main Directory of M19
          2) Open and Launch NECTAR with Frosty Mod Manager
          3) Shift+F2 to change ENB style"


          What did you need help with?

          Comment

          • Americasteam95
            Rookie
            • Sep 2018
            • 38

            #6
            Re: NECTAR - Madden 19 Mod + 5 ENB Presets

            Forgive my i'm clueless, where can I find the main directory for M19?

            Comment

            • Willchillz
              Banned
              • Feb 2012
              • 527

              #7
              Re: NECTAR - Madden 19 Mod + 5 ENB Presets

              Originally posted by Americasteam95
              Forgive my i'm clueless, where can I find the main directory for M19?
              C:\Program Files (x86)\Origin Games\Madden NFL 19

              Comment

              • Americasteam95
                Rookie
                • Sep 2018
                • 38

                #8
                Re: NECTAR - Madden 19 Mod + 5 ENB Presets

                Thank you sir, the game won't launch from the manager (opens for a sec then closes) any chance I could launch this from frosty editor?

                Comment

                • Arrowhead29
                  Pro
                  • Jun 2011
                  • 820

                  #9
                  Re: NECTAR - Madden 19 Mod + 5 ENB Presets

                  Is there anyway the ENBs can be split into their own mod so they can be used without the gameplay portion of the mod?

                  Comment

                  • icicle22
                    MVP
                    • Jul 2002
                    • 2395

                    #10
                    Re: NECTAR - Madden 19 Mod + 5 ENB Presets

                    Originally posted by Arrowhead29
                    Is there anyway the ENBs can be split into their own mod so they can be used without the gameplay portion of the mod?
                    Just don't import and launch the gameplay mod in frosty. The other part is simply a reshade set of custom presets so they should work without the mod. So just follow step one of the instructions and don't do anything more and it should work. I think.

                    Comment

                    • icicle22
                      MVP
                      • Jul 2002
                      • 2395

                      #11
                      Re: NECTAR - Madden 19 Mod + 5 ENB Presets

                      I'm at work and cannot try this until later tonight so I am dying to see if these make a difference and if they help human vs. CPU games or if this just makes H2H games better.

                      Is anyone testing this out yet?

                      Comment

                      • Americasteam95
                        Rookie
                        • Sep 2018
                        • 38

                        #12
                        Re: NECTAR - Madden 19 Mod + 5 ENB Presets

                        Dying to test as well, cant get the game to run with it

                        Comment

                        • Arrowhead29
                          Pro
                          • Jun 2011
                          • 820

                          #13
                          Re: NECTAR - Madden 19 Mod + 5 ENB Presets

                          Originally posted by icicle22
                          Just don't import and launch the gameplay mod in frosty. The other part is simply a reshade set of custom presets so they should work without the mod. So just follow step one of the instructions and don't do anything more and it should work. I think.
                          Makes sense. Unfortunately, I can't seem to get ReShade to work at all for me.

                          Comment

                          • Willchillz
                            Banned
                            • Feb 2012
                            • 527

                            #14
                            Re: NECTAR - Madden 19 Mod + 5 ENB Presets

                            Originally posted by Americasteam95
                            Dying to test as well, cant get the game to run with it
                            Sounds like an issue with the splash screen for some reason.
                            Yeh, you could open it in Frosty Editor -



                            Content > UI > splash screen
                            Right click and choose Revert.
                            Then File > import to mod
                            Load Mod and Launch.
                            Last edited by Willchillz; 10-09-2018, 07:48 PM.

                            Comment

                            • Willchillz
                              Banned
                              • Feb 2012
                              • 527

                              #15
                              Re: NECTAR - Madden 19 Mod + 5 ENB Presets

                              Originally posted by Arrowhead29
                              Makes sense. Unfortunately, I can't seem to get ReShade to work at all for me.
                              Download the new Mediafire link
                              I forgot to add 2 dxgi files and updated it to 1.01.
                              Let me know if it works for you now.

                              If that doesn't work try
                              1) Delete Reshade.ini in main madden folder
                              2) Run ReshadeSetup.exe D3D10+ and Overwrite
                              3) Edit > Choose Preset Folder, Select Active - Choose preset, Done.

                              Comment

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