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JoshC1977s M15 Set

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Old 10-19-2014, 09:09 PM   #49
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Re: JoshC1977s M15 Set

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Originally Posted by JoshC1977
OK....I have to admit that I thought some of you were crazy that the run game was overpowered until I realized that I had my set setup wrong. I'm glad I did though, because when I set facemask back to 50, I saw the same thing.

So, I did some very brief testing with the OP set and JUST lowering facemask to 42 (just matched the fumble setting - no other rhyme or reason). I like what I saw with a good mix of one-on-one tackles, but some broken ones.

Used the Pats for a bit and saw Ridley rumble a bit through the meat of the defense for a few yards, saw Vereen break a weak tackle attempt by a corner, and saw Vereen get manhandled by both a LB and a safety (separate plays). Also saw similar things with the CPU backs.

Going to update the OP to suggest this tentatively.

Unfortunately, reality sets in as I have a major project at work due mid-week. I will have minimal time for gameplay, but keep the comments coming, I enjoy reading them during my lunch breaks - keeps me thinking of happier things I'll reply when I can....
I have the day off tomorrow and plan on taking these for a test drive, may try on All-Pro too. Your overall settings are very close to what I am using with the exception of the PB/RB, I have to admit I have never tried zero. I completely agree with your assessment that the IG and RTP sliders need to be at default, I find they are highly volatile and should be left alone. Can you tell me, are you seeing the facemask penalty called at all at this setting? What about Clipping at 35, is it ever called that low? Thanks!
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Old 10-19-2014, 09:17 PM   #50
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Re: JoshC1977s M15 Set

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Originally Posted by Last Gunfighter
I have the day off tomorrow and plan on taking these for a test drive, may try on All-Pro too. Can you tell me, are you seeing the facemask penalty called at all at this setting?
No, but I rarely do at 50 either. I am essentially trading off better tackling for the 1 facemask per game you might see at higher settings.
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Old 10-19-2014, 09:32 PM   #51
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Re: JoshC1977s M15 Set

I just beat the Rams 33-16 in my Cowboys CFM. I couldn't hardly run the ball at all in the first half, but I stuck with it and ended up with 139 yards on 35 carries for Murray. This was with facemask at 50.


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Old 10-19-2014, 09:37 PM   #52
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Re: JoshC1977s M15 Set

PM josh, my bad took me forever to see it and reply.

Anyone gonna test it at 42, bump up User int to 35 and drop user accuracy to 3 cause I find 6 easy.😜 Looks like were back to doing what we did on ncaa. XD. Great work bro, keep it up!!!😀
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Old 10-19-2014, 09:43 PM   #53
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Re: JoshC1977s M15 Set

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Originally Posted by JoshC1977
No, but I rarely do at 50 either. I am essentially trading off better tackling for the 1 facemask per game you might see at higher settings.
Understood, but I have found it actually seems to get very touchy just above 50. At 52 you will see a few more but at 54 they will call it so much it takes over the game, I had 12 in one game before I stopped early in the 4th qtr. So I have it set at 53, you see it called but it is not overbearing. Since you believe the gameplay sliders override the penalty sliders, in regards gameplay tuning, shouldn't it be possible to set the FM to 53 so I get the penalty called and them tune the gameplay sliders to get the same results? Or do you think the desired tackling can only be achieve by the adjusting the FM penalty? What I'm getting at is would setting FM to 53 and bumping up TAC create the same results in the run game?
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Old 10-19-2014, 09:55 PM   #54
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Re: JoshC1977s M15 Set

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Originally Posted by MvPeterson2828
PM josh, my bad took me forever to see it and reply.

Anyone gonna test it at 42, bump up User int to 35 and drop user accuracy to 3 cause I find 6 easy.😜 Looks like were back to doing what we did on ncaa. XD. Great work bro, keep it up!!!😀

I might be able to tomorrow. I think I'll put QB ACC at 4. At 3, it starts to screw up my fade routes.


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Old 10-19-2014, 09:58 PM   #55
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Re: JoshC1977s M15 Set

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Originally Posted by JG80
I might be able to tomorrow. I think I'll put QB ACC at 4. At 3, it starts to screw up my fade routes.


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Crap, I meant 4. Haha. Or I might just up pass coverage a bit.. It's sorta easy. Week 4 and I have most passing yards 1200 6 tds 4 picks with Bortles. He isn't terrible QB, but I don't think consecutive games over 300 yards is gonna happen.
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Old 10-19-2014, 11:34 PM   #56
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Re: JoshC1977s M15 Set

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Originally Posted by JoshC1977
I have started a new thread here as I am leaving my past slider set to rest. It was initially built under the premise (hope?) that NCAA14 sliders would work with only minor modifications for M15.

We all know about the sack issue, but the bigger issue for me is that when not being sacked, QBs are god-like far too often. Seeing mediocre guys completing 70% of passes with virtually no offline throws is just unacceptable (even good players have days at under 50%). THAT is, and has been, my biggest issue thus far (lack of QB pocket awareness is second). Most other sets that I have seen have used setting leading to an unrealistic number of deflections, dropped passes, and those "I nearly sacked him but he just got the throw off" incompletions to get completion percentage down. I know, because I am doing the same on NCAA 14, where low QBA settings is not an option.



The question, can we get reasonable completion percentages without horribly crippling the CPU and making things too easy?


Well....I believe we can. The real irony is that the initial set I posted when this game came out, is the major base for this set. It was unfortunate that I did not realize at the time that QBA does not affect play calling or passing tendencies - because I have spent the last 2 months dithering around from one slider set to another.


This set is built around the following premises and parameters:
  • Penalties affect game play, period…end of story. Now…..is the effect as pronounced as in past editions? No, the gameplay engine itself outweighs the penalty slider effect better than in the past; so the effects aren’t as obvious, but they’re there.
  • Normal speed is a must for me. I think it best replicates the speed of the real game and although not proven conclusively, I think impacts how quickly the AI processes data to make on-field moves. I see the virtues from an AI perspective for ‘fast’ or ‘very fast’, but I just can’t do it…and I really tried.
  • 50 threshold. EA really nailed this setting this year; it is just about perfect from a realism standpoint. You can, and will, still get big plays here, but usually due to a defensive mistake and not random player 1 outrunning random player 2 (this isn’t college football).
  • All Madden is a very strong recommendation to avoid major sack issues
  • RTP and IG are critical to CPU QB AI. These really need to be left alone to balance things out.
  • PCV and QBA do not impact how often a QB throws downfield. Until recently, I would’ve argued the opposite.
  • A low QBA setting does not affect CPU play-calling or how a QB behaves. NCAA 14, yes it does; M15, definitely not. This is actually a very good thing as we can now go ultra-low with QBA with no deleterious effect.

Speed: Normal
Gameplay: All-Madden
qtr length: 13min
accel clock: 20 sec
injuries: Personal choice - I am using 55
fatigue: 60
speed threshold: 50
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference


HUM/CPU
qb acc: 6/2
pass blocking: 0/0
wr catching: 42/42
run blocking: 0/0
Fumbles: 43/43
Reaction time: 60/33
interceptions: 30/30
Pass coverage: 40/60
tackling: 15/15


Special Teams – Same for both
FG Power – 50/
FG Acc - 38
Punt Power - 42
Punt Acc - 50
KO Power - 50

Penalties SUPER IMPORTANT!!!
Penalties
Offside: 99
False Start:80
Holding: 99
Facemask: 42 (tentative - testing for tackling effectiveness)
DPI: 50
OPI: 75
PCI: 99
Clipping: 35
int grounding: 50
roughing the passer:50
roughing the kicker: 10

AUTOSUBS - Courtesy of aholbert32 http://www.operationsports.com/forums/madden-nfl-football-sliders/759146-aarons-auto-sub-sliders.html

QB out/in - 0/3
RB - 78/82
WR- 30/35
TE- 30/35
OL - 0/3
DE, DT and LB - 50/55
CB/S - 30/35



A couple of quick notes here:

  • WR Catch and Fumbles are very sensitive here for some reason. When WRC is lower, the CPU QBs accuracy seems to be even worse (spread balls all over the place and WRs are oblivious - seeing balls hit them in their head's and so on). When it is higher, QBs start throwing right on the money. The fumble slider (AKA the RBA slider from NCAA 14) yields horrible running games when lower and the running games are too good at higher levels.
  • Still looking to further calibrate the OPI/DPI settings to the optimal effect for this set. I still want WRs to "dot the I" on some sideline catches, but still be more dynamic in route running. For DBs, I want to try to balance coverage vs pass reactions.
Hope everyone enjoys these!!

My full support behind your premise!


In fact, the Wiz's sliders were built from the penalty sliders up. It has taken a while to document exactly what the effect/impact of the PEN SLIDERS are on the game, but once the Wiz unlocked the PEN SLIDERS secrets, building the sliders become a lot more obvious.


However unlocking the pen sliders, HAS NOT been the panacea that I thought they could be for M15 and sacrifices had to be made to get solid gameplay.


Sacrifices include:
1) Limited penalties called in the game
2) The "QB awareness" sack is a programming logic reality. The upside is that the wicked brew that I have concocted, consistently has the "QB awareness" sack issue down to 2-3 sacks a game. In fact, when the Wiz uses Armor's QB Edit's roster, the sack issue, in some games, practically disappears...However, to achieve this, OL/DL animations are goofy to the point of absurd, and CPU QB movement in the pocket looks and feels scripted (ie. CPU QB "hyper-aware" of the impending sack and throws ball to early before pass routes have a chance to develop)
3) CPU QB completion percentages can be tamed (consistently hitting 64% -75%, depending on the CPU QB), buuuuuuuut..... Some of the incomplete pass animations look ******** and not realistic ..... Furthermore, to get these percentages, I often have to take a base defense and go "button ninja" on the controller to set a custom coverage....


And while on the topic of custom coverage's, I am not sure if other OS'ers have noticed that there are very few pass coverage defenses that cover the flats in a base defense! In fact, when I go "button ninja" on my controller, properly assigning flat coverage is one of my biggest priorities.... I have found that when you take away the flats, the CPU QB% falls in line, or below, NFL norms, and to boot, you see a good mix of passes down field (bombs, 20 yard outs, seam routes to exploit Cover 2's, etc.)...


And not to beat the sack issue to death, but I have found that the CPU QB sack issue is not a one-trick pony. The Wiz's data supports that the CPU QB sack issue is more complex and is also a function of LACK OF AWARENESS by the OL and very poor play selection by the AI...


Often I will have the CPU in a 3rd and 5, and the CPU AI will dial up a pass play with mostly fly routes! Well of course, I am blitzing a LB or DB, so the play has a very small chance of success since it takes so long for a fly route to develop.


Or, I will send an extra blitzer, and more often than not, their will be an OL who will be picking his trunk for treasures (or a HB/FB who will double block a rusher that the OL has more than under control, and completely neglect the extra blitzer in plain sight!), as my extra blitzer bee-lines it to the CPU QB...


In fact, I started seeing so much of these two issues, that I started tracking the CAUSE of the CPU QB sack, while using my wicked slider brew, and came up with the following percentages after having played well over 600 snaps in a passing situation against the CPU QB:


1) % of times that CPU QB sack was due to CPU Awareness: 28%
2) % of times that CPU QB sack was due to OL knuckleheads: 21%
3) % of times that CPU QB sack was due to play calling madness: 16%
4) % of times that CPU QB sack was due to more rushers than blockers, and coverage was too tight in the flats for a dump off pass: 18%
5) % of times that CPU QB sack was due to a coverage sack, and play did not have a safety valve, dump-off pass, available to CPU QB: 17%


Not scientific, but certainly supports the theory that CPU Awareness (programming logic issue with M15 right out of the box), OL Knuckleheadedness (programming logic issue with M15 right out of the box), Play calling madness (programming logic issue with M15 right out of the box), represent close to TWO-THIRDS of the CPU QB sacks in my experimentation.


What does this all mean? Obvious programming logic issues, because these type of CPU QB sacks SHOULD NOT happen with this frequency. Again, the Wiz's wicked slider brew has tamed the CPU QB sack issue and CPU QB completion percentage issue, but sacrifices had to be made. And personally, these sacrifices DO NOT sit well with me, since the game can at times feel "squirrelly" and not play like real NFL football. And unless EA drops a patch to SPECIFICALLY fix this programming logic issue, the Wiz will probably pack his bags, and move on....
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