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Sliders that control multiple things

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Old 08-29-2014, 04:29 PM   #9
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Re: Sliders that control multiple things

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Originally Posted by RumbleCard
This has been a game changer for me. I started with a team that doesn't have a very good run defense. I've been trying to simulate that with no luck but after putting CPU fumbles to 60 the CPU finally has a strong running game against me.

Also tested CPU QB accuracy being attached to playing calling. I can confirm that's 100% true.

I had the CPU pass accuracy around 20 and the CPU was running way too much. Had to bump it up to 40 to get a reasonable mix.

This thread nailed down some things with sliders I don't think anyone knows about.

It just shouldn't be this way...and I can't see any scenario where EA addresses this. CPU accuracy should have no effect on playcalling. There's no way they did this on purpose.

What is your CPU runblock and USER tackling set at? I'm trying to get a good CPU run game going. Are you on All Pro?
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Old 08-29-2014, 04:52 PM   #10
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Re: Sliders that control multiple things

I've been testing a few things in practice mode for the last hour or so. I'm disappointed with my results...

I did passing first.
CPU Reaction time- I can't tell a difference between 0-100
CPU Pass Coverage- I can't tell a difference between 0-100
CPU Interceptions- This seems to work perfect. The dbs caught everything on 100 and nothing on 0. I did not see a difference in their aggressiveness.

I tried running next.
I noticed no difference when user run blocking was on 100 and when it was on 0. This slider seems to have no effect on run blocking whatsoever IMO.

I am going to put the cpu on offense now and test out some things. As far as I know u cannot edit penalty sliders in practice mode so I cannot touch on those just yet.
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Old 08-29-2014, 04:55 PM   #11
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Re: Sliders that control multiple things

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Originally Posted by Potatoes002
What is your CPU runblock and USER tackling set at? I'm trying to get a good CPU run game going. Are you on All Pro?
I still haven't figured out what user tacking does if anything.

I did see a good bump in quality rushes when I moved the CPU run block from 50 to 59. The cpu running back was definitely more aggressive but I've also seen an increase in fumbles. Nothing game breaking but more than before.

What is important is QB accuracy as its directly tied to CPU play calling.

I have my CPU accuracy set at 42 and I'm still debating what to do with it. Seems like if I go any lower the CPU rushes the ball too frequently but any higher and the passing accuracy is through the roof.

This whole thing is really messed up.

I will add that dropping Intentional grounding has prompted the CPU QB to release the ball much quicker under pressure. Still too many sacks but at least the QB seemed to work the pass a mix of short, medium and deep.

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Old 08-29-2014, 05:08 PM   #12
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Re: Sliders that control multiple things

As far as low QB accuracy equates to low pass attempts is an easy fix, just go with genetic play books. It kinda sucks but it's definitely worth it. Also it seems that tackle also affects block shed. The higher tackle is the more block shedding there is.
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Old 08-29-2014, 05:10 PM   #13
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Re: Sliders that control multiple things

Also practice mode is totally different from play now and CFM I wouldn't suggest testing there more than just to find out what the slider may do. Practice mode in no way seems to have the same results and you definitely can't get correct values using it.
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Old 08-29-2014, 05:19 PM   #14
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Re: Sliders that control multiple things

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Also practice mode is totally different from play now and CFM I wouldn't suggest testing there more than just to find out what the slider may do. Practice mode in no way seems to have the same results and you definitely can't get correct values using it.
Interesting! I will switch over to play now because most of these sliders seem to do NOTHING in practice.
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Old 08-29-2014, 05:23 PM   #15
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Re: Sliders that control multiple things

I forgot to mention that it seems like RTK has a direct impact on run D. If you lower RTK you'll see LB and S slower to react to a run play, unlike what they do when RTK is at 50 and react at crazy fast speeds.
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Old 08-30-2014, 03:00 AM   #16
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Re: Sliders that control multiple things

Was driving home and had an interesting theory about the sliders cross my mind which lead to two experiments.

Experiment 1:

As stated with the QB ACC having a back door influence of how the CPU calls its plays I thought to myself what if pass coverage and/or reaction time are also influencing how the CPU calls it defense rather then how the CPU player actually perform on the field.

Maybe in this thread or another I think someone wrote that possibly Reaction Time was related to man coverage and Pass Coverage was related to zone coverage so I went with that.

Without getting into too much detail here is what I plugged in and the results I got

Level= All madden
Reaction Time=100
Int=50
Pass Coverage = 0

The cpu played man defense about 70-90% of the time

Level= All madden
Reaction Time= 0
Int=50
Pass Coverage = 100

The cpu played zone defense about 70-90% of the time

*I also saw more blitzes from the CPU with the higher coverage levels

I welcome someone to try it out and see what they getÖHopefully it wasnít a Placebo


Experiment 2:

**Realizing that maybe the sliders donít really influence the attributes of the players and instead seems to effect maybe their tendencies, or frequency of things occurring etc..

I went ahead and tested each level of play (rookie, pro, all pro and all madden) on the generic out the box sliders and I came to the conclusion that itís the level of play thatís really determines how the CPU players will play and not really the sliders.

I used the matchup stick on Percy Harvin vs Richard Sherman and with each level the matchup for Harvins speed difference over Sherman changed.

Rookie= Harvin was like + 14
Pro= Harvin was like +7
All pro= +2
All madden= even

The above are not exact values but just what I kind of remember seeing in from earlier when playing.

I ran a streak on man coverage in each scenario and as expected:
Rookie= Harvin was toasted Sherman 5-7yd separation
Pro= Harvin probably had him by 3 yds
All pro= maybe 1yd to stride for stride
All madden= Sherman was stride for stride

Hopefully this helps us get to better sliders, which in turns helps to create better gameplay because this has been one of the better Madden titles s in recent years IMO
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