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Old 03-30-2015, 08:54 AM   #1625
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Re: JoshC1977s M15 Set

Quote:
Originally Posted by Von Dozier
Basically saw this same exact stuff in the two games I played vs Carson Palmer and Brian Hoyer.

In those two games, I feel offense is way overpowered now. HUM and CPU RBs in both games averaged 6.5+ ypc. CPU QB% is sky high, circus throws no matter where the ball was thrown (although the CPU preferred checkdowns). HUM QB passing felt very strange, my 80+ accuracy passer would start throwing insanely off the mark out of nowhere, even on a checkdown. At halftime, rushing for both starting RBs would be near 100 yards, CPU QB would be about 12/14, and I'd be around 3/12, which I felt no fault of my own. Seems I could complete one pass fine, then the next 2 or 3 would have the ball sailing 10 yards over their head, even on a simple slant play.

It's a 2 game sample size, but these feel really weird for me.
I agree that something is a tad screwy right now....and I am fairly certain I know where we need to reverse course.
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Old 03-30-2015, 11:41 AM   #1626
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Re: JoshC1977s M15 Set

I took intentional grounding up to79 and seeing great results through four games so far. About 2-4 sacks per team, some nice deep passes at times and qbs throwing at about low 60's% to about mid 70's%.
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Old 03-30-2015, 02:09 PM   #1627
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Re: JoshC1977s M15 Set

Just to add on to what I saw last night in the Chiefs game. Smith finished the game going 20-26. He did have a completion percent in the 71.3 range for the year. One of the incompletions came off of an in route where Revis (CPU Controlled) hit the WR as the ball arrived. One play that stood out was a rookie WR rated 69 ovr beating my 83 ovr DB on a corners pass play. Looking at a replay showed the DB "spin in place" for a split second between the cut to the sideline, thus freeing the WR. It was amazing seein the CPU RB Jamal Charles gash me for 4.6 YPC while his back up Kyle Davis only achieved 2.4 in 7 attempts. So a difference in ratings seemed to matter in that respect. The game was low scoring for sure. I lost 0-17. That's a bit of the key points from what I remember.
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Old 03-30-2015, 06:37 PM   #1628
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Re: JoshC1977s M15 Set

For any of you planning on creating slider sets….yesterday’s changes were the prime example of how things can spin out of control very quickly as one change can quickly spawn a multitude of others. A laundry list of issues:

  • CPU completion % is too high
  • CPU QB play is, for lack of a better word, strange
  • CPU run game may be a bit strong
  • Human run game is too hard (for pro style)
  • Human run game is too easy (for pistol/spread)

What spurred this whole sequence of events was my concern (based on minimal evidence) that the defenders may not react quite fast enough to get pass deflections, so I raised PCI. Well, the raised PCI upset the lineplay balance (causing CPU QB issues and likely, pursuit angle issues making the pistol/spread too strong), so I had to raise the Hum RBK and lower offsides (which exacerbated the other issues). The one change to PCI started getting everything off balance and coupled with the raised WRC sliders, things were just out-of-whack (albeit, it sounds like people were still having some good games).

So basically, every aspect of the game has some issue. The issues didn’t crop up due to the OPI/DPI change; they cropped up due to other changes I made based on what I thought might be needed. That was my mistake as I violated slider rule number 1: make changes based on evidence, not theory. So, instead of making more changes that will likely make things worse….we’re going to do a ‘hard reset’ back to where we were before the changes – with the exception of the OPI/DPI change to 90/85.

So, the changes will be made as follows:

Offsides: 40
PCI: 35
WRC: 45/45
Human RBK: 5

I want to evaluate nothing but the OPI/DPI effect on the pass game….we’ll see how this goes. If we start seeing issues with too much separation; we can consider bumping up threshold a bit (which honestly, I might do anyways as I think the run game is a bit out-of-sync at 19). Maybe these changes were the right way to go....but without more data, letting this spiral backward when we had a terrific base isn't the logical move.


I appreciate everyone’s play testing and feedback. With The Show coming out tomorrow, I will be devoting less time to this game....but I am not going to give this up just yet...we're too daggone close
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Old 03-30-2015, 07:08 PM   #1629
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Re: JoshC1977s M15 Set

I will be enjoying The Show as well! Do you create slider sets for The Show as well?
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Old 03-30-2015, 07:12 PM   #1630
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Re: JoshC1977s M15 Set

Quote:
Originally Posted by Dillion245
I will be enjoying The Show as well! Do you create slider sets for The Show as well?
I do not....I just do not have the time to get in enough games to make meaningful updates. I usually go with one of the sets from the major gurus for that game
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Old 03-30-2015, 07:41 PM   #1631
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Re: JoshC1977s M15 Set

Playing a quick game with the reverted settings. I made a change to IG 79 and through 1 quarter I have noticed a few differences in play calling. Could be a fluke, but on a third down play the Chiefs (forgot to save lol) called a screen, but instead of throwing to the RB, Smith thew the ball to the right side....would have been a big gain if I wasn't running zone with Ryan up top for the INT. A few drives later and Smith threw a bomb deep after stepping up in the pocket. Unfortunately, another INT due to an underthrown pass. Smith seemed to be making quicker decisions, but this was an observation based on 2 quarters.
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Old 03-30-2015, 11:59 PM   #1632
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Re: JoshC1977s M15 Set

Quote:
Originally Posted by JoshC1977
For any of you planning on creating slider sets….yesterday’s changes were the prime example of how things can spin out of control very quickly as one change can quickly spawn a multitude of others. A laundry list of issues:

  • CPU completion % is too high
  • CPU QB play is, for lack of a better word, strange
  • CPU run game may be a bit strong
  • Human run game is too hard (for pro style)
  • Human run game is too easy (for pistol/spread)

What spurred this whole sequence of events was my concern (based on minimal evidence) that the defenders may not react quite fast enough to get pass deflections, so I raised PCI. Well, the raised PCI upset the lineplay balance (causing CPU QB issues and likely, pursuit angle issues making the pistol/spread too strong), so I had to raise the Hum RBK and lower offsides (which exacerbated the other issues). The one change to PCI started getting everything off balance and coupled with the raised WRC sliders, things were just out-of-whack (albeit, it sounds like people were still having some good games).

So basically, every aspect of the game has some issue. The issues didn’t crop up due to the OPI/DPI change; they cropped up due to other changes I made based on what I thought might be needed. That was my mistake as I violated slider rule number 1: make changes based on evidence, not theory. So, instead of making more changes that will likely make things worse….we’re going to do a ‘hard reset’ back to where we were before the changes – with the exception of the OPI/DPI change to 90/85.

So, the changes will be made as follows:

Offsides: 40
PCI: 35
WRC: 45/45
Human RBK: 5

I want to evaluate nothing but the OPI/DPI effect on the pass game….we’ll see how this goes. If we start seeing issues with too much separation; we can consider bumping up threshold a bit (which honestly, I might do anyways as I think the run game is a bit out-of-sync at 19). Maybe these changes were the right way to go....but without more data, letting this spiral backward when we had a terrific base isn't the logical move.


I appreciate everyone’s play testing and feedback. With The Show coming out tomorrow, I will be devoting less time to this game....but I am not going to give this up just yet...we're too daggone close
Josh, I know you'd mentioned the advice Matt10 had given you, "if things look right, then you're on the right track." One of my biggest complaints with madden, the zone defenders did not react to the run properly, so that is where I started. I started with the cover 4 safeties, and found the highest pass reaction time where they would still react to the run properly. EA actually has the safety flat foot "bounce" run/pass read programmed into the game(which blows my mind, because it is EA), but playing with default sliders they still backpedal 4 to 5 yards, which is totally wrong on run plays. So using the highest pass reaction time(which is 40, btw) and your "Pure All-Madden" Sliders, I finally have the game playing very life like. With the pass reaction time set at 40, there was an unexpected benefit- My defensive line sacks declined significantly. Here is the odd part of this, the cpu still generates a good deal of pressure(they will often have as many sacks as I do in a game, and I have a great pass rushing front four). With that worked out, I referred to your list of what each individual slider did, in hopes of fixing the run game(both user and cpu). What finally fixed it was a mixture of boosting rouging the kicker(slow the pursuit) and lowering the punt catch interference. PCI set between 30-33(too high and the cpu run game is nonexistent), coupled with boosting the RTK to 40, that has fixed the run game. I did one more adjustment to insure the run game wasn't overpowering, due to the pci and rtk changes I made- I raised the user and cpu tackling to 27. Now to get the coverage to play properly(since I lowered the pass reaction time), I put the defensive pass interference at 99, and finally settled on a pass coverage of 25. Anything below that and pass deflections are few and far between, and the CPU quarterbacks take too many sacks, along with not taking any vertical shots down field. I raised the user interceptions to 25, because I was not getting any, unless it was a user pick. To put this in perspective, all 4 of my starting defensive backs have 70+ catch, the play ball aggressive trait, high play recognition, and high awareness, as well. Even with db's like that, I was in the bottom 5 in the league for interceptions. Here is the complete list of changes I made, which weren't many.

***IMPORTANT NOTE(which I forgot to mention): NORMAL Game Speed***

Penalties:
DPI-99
PCI-30 to 33
RTK-40

User/Cpu Skill Sliders:
Reaction Time-40/40
Interceptions-25/cpu still at 33
Pass Coverage-25/25
Tackling-27/27

Josh, I know it's baseball season, but I would love for you to give these a 3 or 4 game test run in a cfm. If by a snowballs chance in hell you actually test these for that amount of time, if at all, I think you would be very pleased. Remember, these are adjustments made to your pure all-madden set, and I have tinkered with these for more hours than you can even imagine.

Last edited by dsk1317; 03-31-2015 at 02:54 PM.
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