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OhMrHanky's 'Nother Slider Set - All-Pro, Penalties, and Auto-Subs

This is a discussion on OhMrHanky's 'Nother Slider Set - All-Pro, Penalties, and Auto-Subs within the Madden NFL Football Sliders forums.

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Old 03-19-2014, 01:37 PM   #65
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Re: OhMrHanky's 'Nother Slider Set - All-Pro, Penalties, and Auto-Subs

OhMrHanky, I will test these out in coach mode with Omega's new updated roster. I am on the 360 and I know these are for XBOX One, so I am praying...literally...that these will transfer over well. Thank you for all of your hard work.
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Old 03-19-2014, 01:39 PM   #66
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Re: OhMrHanky's 'Nother Slider Set - All-Pro, Penalties, and Auto-Subs

I put these sliders on ps4 community share if that is alright with you.it plays great for me. Thanks mr hanky

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Old 03-19-2014, 02:34 PM   #67
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Re: OhMrHanky's 'Nother Slider Set - All-Pro, Penalties, and Auto-Subs

Quote:
Originally Posted by Teleo
OhMrHanky, I will test these out in coach mode with Omega's new updated roster. I am on the 360 and I know these are for XBOX One, so I am praying...literally...that these will transfer over well. Thank you for all of your hard work.

These 'might' transfer, but I don't think they will (completely, for sure) Hopefully, they'll be close enough, though, and u can tweak from there. The reason I say 'might' is because I feel these sliders played out a bit differently than 360, but looking at my 360 thread, the numbers are somewhat close. Not sure if u tried that set, but here's the link:

http://www.operationsports.com/forum...d.php?t=683252

I had some coach mode player input at one point and tried to have a sort of separate set for coach mode guys (numbers in ** where they differed from my normal set). So, if these don't work, and u never tried my 360 set, that's another option. Thanks for trying them out, though, and let me know how they play out. And/or u might compare this set to that set and see where u might tweak some as well. Good luck. Trying to find real football within the only football game available should NOT be this hard! Lol


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Old 03-19-2014, 06:43 PM   #68
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Re: OhMrHanky's 'Nother Slider Set - All-Pro, Penalties, and Auto-Subs

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Originally Posted by OhMrHanky
Oh yeah, still plenty of sacks. Lol. I like geno's %, it's a shame to have 6 picks, though. And, Brady at 74% is a little high, but I like his stats , otherwise. Only 1 Int. If u remember, were the 6 picks ridiculous? Or, did they feel legit? I ask this mostly from an animation perspective. Did geno make bad throws into coverage and got legitimate picks, or was it the old CB with eyes in the back of his head trick? This may be something that's tougher in coach mode again as you're not controlling the QB and using max passing which I feel is somewhat necessary with the coverage settings. If u keep playing with these, u might drop coverage to 61 and see if that helps. I think INTs at 45 should be about right, and dropping cov a few points can actually have a big difference. Although, as I say, I'm not sure whether that will help in coach mode enough or not. Or, maybe, u should just start ol 'butt fumble' Sanchez instead. Lol.


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From what i remember a few times the LB jumped the route and his picks were on bad throws . LOL Sanchez might be the starter this year LOL we didnt release him
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Old 03-19-2014, 08:16 PM   #69
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Re: OhMrHanky's 'Nother Slider Set - All-Pro, Penalties, and Auto-Subs

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From what i remember a few times the LB jumped the route and his picks were on bad throws . LOL Sanchez might be the starter this year LOL we didnt release him

Yeah, what I've noticed is coverage at 62-63 really makes a difference for zone d, in particular cover 3, I believe. I like to throw the 3 wide curl route a lot with the TE and slot WR running to the flat. At cov 63 against cover 3, the LBs that cover flat will absolutely fool me from time to time and they legitimately play right in between the flat route and the curl. Normally, it's safe to throw to the flat, but it'll only gain a yard or 2, but sometimes I want to force it to Julio, and right as I throw it, that LB shifts coverage and steps in front for a legit pick. So, I'm always ok with those and cov 63 makes that particular route a lot tougher to throw and has made me play smarter as a QB. At cov 61 or lower, the LB seems to choose to cover either the curl OR the flat, not both, and it gives a bigger passing window for a good QB. So, really, u might drop cov down to 61, and u should see a difference. I think that'll make for a different timing window for an open WR and hopefully geno sees it. I don't think this will be crazy different, and I don't think you'll see a ridiculous jump in comp %, but hopefully u would see less picks. So, u could try that if INTs are too high.


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Old 03-20-2014, 03:31 PM   #70
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Re: OhMrHanky's 'Nother Slider Set - All-Pro, Penalties, and Auto-Subs

Yo Mr. H, What are you're findings about Auto-Subs?
Interestingly I think that they're affecting the entire game(could be something else, but this is what I found)
I was having the sideline cut-scenes happening at mid-field, very bizzare. Also had RB's chopping their feet before the snap, esp. in shotgun. Players/Coaches with their helmets/hats buzzing between the color and their skin color.
I had the auto-subs all over the place trying to get rotations.

I set them back to default and everything went back to normal. Even the gameplay itself felt looser. Still had decent stats too.

I tinkered with them more and also noticed that the higher the setting, the faster the players get tired. Honestly, nothing I did caused any real subbing. Still had to do everything myself. But my RB/DL/DE's were getting tired before everyone else. I set a larger separation for In/Out (i.e, 25/75) and felt he players were unstoppable. With a smaller difference (50/51) They weren't as effective.

After more tweaking I THINK I've come to the conclusion that the auto-subs might affect game-play as much as Penalties/Skill Sliders. I have to believe that when players are "Tired" they're ratings suffer. Maybe this could help with the sack issue? Maybe going back and really fine-tuning it, like a click at a time, would help. I gotta say I just don't see the auto-subs working anyway. No one leaves the field for me until they are Red. I started doing it myself whenever RB/DL/DE went Yellow. This probably helps sacks too. You're #1's aren't out there as much anymore.
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Old 03-20-2014, 05:30 PM   #71
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Re: OhMrHanky's 'Nother Slider Set - All-Pro, Penalties, and Auto-Subs

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Originally Posted by ich2233
Yo Mr. H, What are you're findings about Auto-Subs?
Interestingly I think that they're affecting the entire game(could be something else, but this is what I found)
I was having the sideline cut-scenes happening at mid-field, very bizzare. Also had RB's chopping their feet before the snap, esp. in shotgun. Players/Coaches with their helmets/hats buzzing between the color and their skin color.
I had the auto-subs all over the place trying to get rotations.

I set them back to default and everything went back to normal. Even the gameplay itself felt looser. Still had decent stats too.

I tinkered with them more and also noticed that the higher the setting, the faster the players get tired. Honestly, nothing I did caused any real subbing. Still had to do everything myself. But my RB/DL/DE's were getting tired before everyone else. I set a larger separation for In/Out (i.e, 25/75) and felt he players were unstoppable. With a smaller difference (50/51) They weren't as effective.

After more tweaking I THINK I've come to the conclusion that the auto-subs might affect game-play as much as Penalties/Skill Sliders. I have to believe that when players are "Tired" they're ratings suffer. Maybe this could help with the sack issue? Maybe going back and really fine-tuning it, like a click at a time, would help. I gotta say I just don't see the auto-subs working anyway. No one leaves the field for me until they are Red. I started doing it myself whenever RB/DL/DE went Yellow. This probably helps sacks too. You're #1's aren't out there as much anymore.
lol, I thought I saw you post something about autosubs causing crazy animations and/or cut scenes. lol, I haven't noticed that. I have noticed different animations (or thought I did) when changing other sliders and I have heard others say that, but I can't say I've seen that for sure when playing with autosubs.

I'll tell you with my updated settings, I'm seeing pretty close to what I want to see and I feel I'm seeing about the best I can see with autosubs this year. I surely do NOT know or understand how they programmed this part of the code/game. It seems such a simple thing, but I just don't get it, but after fumbling around with it for awhile, i can tell u what I see with my current autosubs AND 60 fatigue. The QB never subs = good. lol I've got the RB sub very High (95/94) right now, but I'm telling u, I run this back 20-30 times a game and he doesn't disappear and he's there for me at the end of the game which is a surprise. Anything over 90 for any other position = disappearing players. Now, I'm not saying you or someone else won't see disappearing RBs for one reason or another. Once again, I personally sub in a scat back for all 3 and 4 wide formations during the game, so he is NEVER in on those formations, so he gets subbed that way during the game, but even with that, I would still expect him to disappear at such a high setting. For some reason, he doesn't. And, as to him being subbed, I usually see him subbed automatically a play or 2 after I would like to see it done, but it does happen. Usually, u won't see it in the 1st quarter as everybody is fresh in general. But, during the 2nd qtr, if I run say a 10+ play drive, and run 3 times in a row somewhere in there, and he breaks off a 20+ yd run or if he just takes a few extra hits on a long run, he comes out, and gets subbed for 1-4 plays, totally legit, the autosubs actually sub him out and keep him out for a few plays before he comes back. I've slowly lowered all of these to the point they're at now, and for a minute, at WR autosub 90+, you would definitely see a disappearing Julio Jones which totally kills me as he has a 95 Stamina rating!!!! Ultimately, as I say, I tweaked this down to where it's at now, (without looking at OP, I think its 87/86 or 86/85). Once again, with this I rarely see WRs subbing, however, if Julio runs a fly pattern on one play, then catches a 10 yarder and takes a big hit, then maybe one more play, he may sit for 1-4 plays, but he Will come back (thankfully). It seems that when I go 3 or 4 wide for a possession, that my slot WR will actually sub out and in before my starters who would have been more tired simply from playing more snaps, but once again, I AM seeing a WR play 5 snaps in a row and if 3-4 of them are catches for them or they run a fly route or 2, they do sit out for 1-4 plays. I rarely have shootout games, so I can imagine possibly seeing disappearing players during a 45-50 game where all you're doing is passing, but during 90-95% of my games lately, I AM seeing subbing at all positions with my current settings. And, those current settings were recently tweaked for TE, LB, and DT where ALL of those positions I had a player disappear, so I tweaked one more notch. For some reason, the TE thing works at 84/82 better than 84/83. I mean, really, I cannot understand the programming logic behind these things, but mine are working right now, and I see subbing at all positions except QB and CB, and I haven't watched closely, but I don't think my OL is subbing (all of these things, I want, of course). So, I think they're doing well.
At any higher fatigue, however, u will see disappearing players, and u will see tired *** d, so fatigue 60 is the limit for me.
As to the red/yellow situation, once again, I can't figure their programming out, but I see it this way now: Let's say you have your auto sub at 90/89. if your player is yellow, he has 95 energy, and red, he has 90 or lower energy, u know? I think it's relative to what you set your autosubs at as opposed to a general tiredness. Now, that being said, I really don't get the RB working at 95/94 other than maybe the programming figured these guys handle the ball a lot and so should be higher rating. my RB has stamina of 85, btw, not 95 or 100, so for him to run the way he does and not disappear at such a high autosub surprises me, but once again, it's working for me, so I stick with what works.
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Old 03-23-2014, 06:50 PM   #72
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Re: OhMrHanky's 'Nother Slider Set - All-Pro, Penalties, and Auto-Subs

Yea I hear ya, I've been doing this for so long and I'm coming up with all these theories and trying to learn from everyone else, but I think if I'm totally honest with myself, I don't know What the F*** is going on.

I just want to kill sacks and kill pancake numbers. I figured maybe screwing with fatigue/auto-subs would make both sides a little more ineffective. I think that's they bottom line issue. Programmers wanted to boost the run game this year, Did a great job but super powered the OL. Then everyone complained there was no Pass Rush. So they patched it and now the DL/DE are super powered. No one took any consideration of how the A.I. fixes would change the game. I think it's safe to say they don't really know much about the actual game of Football. I doubt anyone is in there saying, "Alright guys, let's all remember how delicate player A.I. is going to be. If we alter DL/DE/OL too far one way or the other it's going to disrupt every aspect of the game."

I guess the guys that really know about stuff like that are being employed by the NFL and not E.A. Sports lol.
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