These sliders are based on my Hidden Balance Theory (corny, I know) which was formed 20 years ago with the belief that Madden's sliders perform a sort of tug and pull under the hood. For example, increasing QB accuracy will secretly boost pass coverage and potentially dampen WR catching as the game attempts to maintain a "Hidden Balance".
I applied this theory to M23's sliders to help mitigate the widely known interception problem until it was officially addressed by Tiburon via a title update/patch. So far, I've been pleased with the results.
Here are the sliders:
VERSION 1.0
Spoiler
All Pro: CPU/USER
QB Accuracy = 20 Fumbles = 80
Reaction Time = 80
Interceptions = 80
Pass Coverage = 80
All others at default (50)
Situational Adjutsments (based on feedback)
-- IF Hum run game to easy:
Hum Run Blocking = 20
CPU tackling = 80
-- IF CPU run game too weak:
CPU Run Blocking = 80
HUM Tackling = 20
10-minute QTRS
Penalties: Roughing the Passer at 40, all others at 99 or "On"
Injury/Fatigue/Speed Threshold: 10/75/95
10-minute QTRS
Penalties: Roughing the Passer at 45, all others at 99 or "On"
Injury/Fatigue/Speed Threshold: 10/75/95
What I Believe You'll See
- Fewer interceptions from CPU QBs
- CPU QB's unafraid to take shots deep
- Fewer ints by the user outside of completely ill-advised throws
- Very Busy, intense pass rush, DL using a variety of moves to shed blocks
- WR's being more aggressive, competing for 50/50 balls
- Nice, realistic flow to CPU vs CPU contests, lead changes and dramatic finishes
Tips
- Make smart throws and reads. Play within the abilities of your QB
- Get the ball out
- If you have an elite WR1, trust him to make plays against single man coverage
- If using an average/below average passer, find a rhythm with high percentage throws
- Invest in the OT position in your CFM as elite edge rushers can/will be a pain
- Commit to the run game even if being stopped early, chunk gains will come.
- Pay attention to matchups. Don't test Sauce Gardner with a sub-70 OVR wideout
Final Note
I know these settings defy logic at first glance but try them out first. Feel free to make tweaks to adjust to your style of play but I believe you'll enjoy this set as a base, especially if you like to spectate or play Coach Mode. I welcome all feedback and constructive criticism.
Thanks guys!
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Here's some footage I threw together from my testing. Trying to get used to this content creation stuff so forgive the rough edges. Shown in the footage are some examples of contested catches, WR aggression, tight window completions, pass pressure and overall game speed with these sliders. I will be adding this to the OP as well:
You mentioned raising QB Acc but lowered it to 20? Was that raised from like 10 ish or something?
And as an added note, I fully believe some of the sliders just aren’t working or they aren’t working as intended. I played well over 30 games with a slider set that had pass reaction, ints, and pass covg, all at zero and it was the best pass coverage I’ve had to face. Man coverage was actually viable. I played a handful of games with INTs on 100 and it seemed like the cpu wasn’t throwing any. Maybe 1 every other game instead of like it is right now where I’m leading the league in INTs on defense through six games at zero on the INTs slider. (Those tests at 100 were Play Now though :/ ) So there’s something definitely to theory that they change the game some way to account for the other combination of sliders as well. The fact that we have to do this much work to make the game on “simulation” have better stats is the part that sucks though
You mentioned raising QB Acc but lowered it to 20? Was that raised from like 10 ish or something?
When I mentioned raising QB Acc, it was just to give an example of my theory and how I believe the sliders actually work. It had nothing to do with the actual set that followed. I apologize for the confusion.
Quote:
Originally Posted by SneakyPasta92
I played well over 30 games with a slider set that had pass reaction, ints, and pass covg, all at zero and it was the best pass coverage I’ve had to face. Man coverage was actually viable. I played a handful of games with INTs on 100 and it seemed like the cpu wasn’t throwing any.
Defense:
--Tackles
---- Wagner - 13 tkls, 6 solo
---- Rapp - 10 tkls, 4 solo
---- Edmunds 9 tkls, 4 solo
-- Tackles for Loss
---- Donald - 3 tfl
---- Miller - 2 tfl
-- Sacks
---- Donald - 2 sacks
---- Garrett - 1 sack
---- Miller - 1 sack
-- Interceptions
---- Taron Johnson - 1 int, 1td
---- Edmunds - 1 int
---- D. Long Jr - 1 int
≈===============
Scoring Summary
1st Qtr
- LAR - Kupp 19 yd pass @ 4.18
2nd Qtr
- BUF - Bass 31 yd FG @ 9:56
- BUF - Bass 48 yd FG @ 4:00
3rd Qtr
- BUF - Allen 1 yd run (failed 2pt conv) @ 2:06
4th Qtr
- BUF - G. Davis 9yd pass @ 3:51
- BUF - T. Johnson int return @ 2:34
- LAR - V. Jefferson 5 yd pass @ 0:27
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This was a really fun game to watch with a score eerily close to tonight's RL game.
- Great flow and action! Speed of the game felt really good.
- Ints occurred well within the realm of belief.
-.Momentum-killing penalties called.
- Receivers attacking the ball in traffic
- Josh Allen took a wicked shot on a goalline TD dive, was slow to get up and looked around like "Where the **** am I?"
- Von Miller look re-energized. I wish this game tracked pressures and QB hits because he had plenty!
Overall, happy with the results but wanna run more games with these updated settings.