Albums |
Screenshots |
Videos |
Communicate |
Friends |
Chalkboard |
the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS
This is a discussion on the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS within the Madden NFL Football Sliders forums.
|
||||||
MLB The Show 24 Review: Another Solid Hit for the Series | |
New Star GP Review: Old-School Arcade Fun | |
Where Are Our College Basketball Video Game Rumors? |
Search Forums |
Advanced Forums Search |
Search Blogs |
Advanced Search |
Go to Page... |
|
Thread Tools |
11-25-2014, 02:35 PM | #217 | ||||||||||||||||||||||||
Banned
|
Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS
|
||||||||||||||||||||||||
|
11-25-2014, 08:38 PM | #218 | ||||||||||||||||||||||||
Rookie
|
Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS
theSliderWhisperer and TheWood56 like this.
|
||||||||||||||||||||||||
|
11-26-2014, 12:52 AM | #219 | ||||||||||||||||||||||||
Rookie
|
Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS
Example, I just played two games then. First was Redskins (me) vs Bears (cpu). I carved them up on the ground with Morris and had success passing with RGIII. On the other side, Cutler seemed content to take sacks as opposed to sling the ball and take risks while behind. Was an easy win. Next game, Jaguars (me) vs Patriots (cpu). Decided to play @ Gillette Stadium in the snow. Figured zero chance I should win this game. Well, that was correct. I lost 33-16 on 10 minute quarters. Brady to Gronkowski was happening all game, and I couldn't even stop Vereen on the ground who took a 90+ yarder to the house when I had them backed up on their own goal line. Add to the fact Gerhart got nothing going for me and Bortles couldn't hit the broad side of a barn passing the ball, I was just never in the game. Only downfall was Brady took too many sacks. I recall at least 4 of them. I got thumped but, so was ultimately inconsequential to the outcome of the game. Last edited by TheWood56; 11-26-2014 at 01:05 AM. |
||||||||||||||||||||||||
|
11-26-2014, 01:02 AM | #220 | ||||||||||||||||||||||||
Banned
|
Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS
Sheeeeeesh.... I could only imagine what the comments would be if my career kept me busier than it already does now, it would make the frustration in Ferguson seem like a Macy's Day parade... Mama alway's said, haters gonna hate..... . |
||||||||||||||||||||||||
|
11-26-2014, 03:38 AM | #221 |
Banned
|
Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS
Let's Roll....
PART II - Grub for Peeps; Meat & Potatoes 101 Ok, so we are finally here... Before the Wiz mods are dropped, I wanted to "clear all decks" so to speak, before we take this BuuuhEaSt - Virginia Class - war machine through it's paces and see what we got.... "Pilot, ahead standard, right full rudder." "Ai, ai, Captain!" Things that will not be addressed here: 1) How different peep's skill sets, impact slider mod effectiveness 2) How KNOWN cheese play can render ANY slider mod work useless... 3) The importance of playing COMPLETE games to get a sense of how the mods play out against different levels of talent 4) Those peeps that refuse to understand how M15 ticks, and believe that tweak here, a tuck there, and the game will play like what we see on TV 5) The game has inherent PROGRAMMING and PLAYER TRAIT (curse you Donnie!!!!) flaws that NO SLIDER MOD, let me repeat that, NO SLIDER MODS can address or FIX! 6) Why M15, in general will not deliver on-point, realistic, statistical outcomes game to game. 7) Go into excruciating detail of how each slider mod impacts game play, house recipes stay house recipes, 'enuff said. Definitions: 1) CPU QB SACK GLITCH: For those that have followed the thread from it's inception, y'all know that one of my peeps works for the games publisher. Every now and then we communicate like it used to be done years ago, we actually talk over the phone. Mostly about how I own him in fantasy football and baseball, but those tales are for another day.... Anyhow's, he DOES NOT work in the product development with the programmers, so talking about game play issues and slider mods is liking discussing rebuilding a carburetor with a runway model in Paris, immediately there will be silence in the room, sans the lone cricket sound in every person's head in the room wonderin', WTF? Soooo, this year when we were recently talkin' about why I had not sent him my slider mods like I typically do every year, I told him of the frustrations I was having with the CPU QB sack glitch and Robo QB issues (I figured hitting him with all of my frustrations would make me sound like a real homer, since I am not in the publisher's target market), he responded by telling me how ironic that I was having those gripes, since the publisher is pushing as one of this year's improvements, the fact that the CPU/HUM QB will now throw errant passes when pressured.... Zzzzzzzzzzzzzzzzzzzzzzzzzzzzing and just like that it hit me! I knew what the solution was and what was likely causing the sack glitch AND the ROBO QB issue. I realized that they were ONE-IN-THE-SAME, tied at the hip, kissing-cousins (male-female I presume, but it depend's in what state you live in now-a-days), the rhyme and reason. Sooo, I diligently began to test my theory, quietly, without any fanfare, alone in my man cave, my trusty dog by my side chewing on the bone from my Cowboy Rib-Eye steak, along with my trusted "Uncle", Sam Adams.... And lo' and behold, it happened! I started seeing CPU QB completion percentages plummet, like Justin Bieber's fame... I was having halves where the QB would go 6 for 15 and so on... Coool, I thought, but the sack glitch was still there as I had surmised. There he was, the Sitting-Duck CPU QB, doing his best imitation of Lady Liberty, and taking 10+ sacks a game. Not fresh. Not realistic. NOT PLAYABLE! Soooo, pressure is good, but CPU QB holding the ball too long is bad... Hmmm, what to do? This is where my skill with the PEN SLIDERS paid off in SPADES.... Through numerous hours of tweaking, often EIGHT sliders at a time, I started finding combinations of mods that would TAME the CPU QB sack glitch, more importantly, I was able to get the CPU QB to AT LEAST C-A-R-E, to try to avoid the sack, by moving around the pocket. Plugging in Armor and Swords QB modded roster was an eye opener because the CPU QB acted a lot more aware/paranoid to avoid the sack, without so much modding on my end needed to make the CPU QB smarter. The problem is that by the 7th year of your CFM 'chise, there are plenty of drafted QB's that you cannot mod, that Armor&Swords QB mods begin to become insignificant, which is also the problem eventually with SECElit3's re-rated roster work as well... Soooo, pressure was working magic on the Robo CPU QB issue, but sack glitch was still hangin' around like a shorty who doesn't see the neon sign in the corner that is on and blinking: BEAT IT - with an outline of a thumb turning off and on as it motions towards the front door. So I started to track to see IF THERE was a pattern in the CPU QB sacks... Guess what, there was.... Apparently, at least in the Wiz'es lab work, the sacks came in bunches... So I went to the internet to see WHAT OTHER features the publisher was pimping for M15 and lo' and behold, there it was, staring us in the face the WHOLE TIME... M15 also has a "confidence/get cold-get hot" feature.... So guess what I figured was connected? Yup, CPU QB sacks coming in waves and the "confidence/get cold-get hot" feature...Meaning that the CPU QB sack glitch is an INHERENT part of M15's DNA! It can be tamed, but sacks, especially sacks strung together are here to stay. Sooo, once I realized this, I went back to try to identify what combo of slider mods could I dial in that tames the sack glitch, makes the CPU QB smarter without modding the rosters, while at the same time dialing up the pass rush pressure, avoid suction pass blocking, tame/eliminate the "dink and dunk" CPU QB game play, dial in better awareness from the O-Line and RB to pick up extra blitzers, dial in more medium and deep pass plays, making cheddar to pay for my toys, and still having time to service the ol' lady.... I've been busy boys, I've been busy... So here is WHAT IS NOT a CPU QB sack glitch: 1) If you rush more than 4 players, and sack the QB. Look up the percentages on Google. When defenses rush 5 or more players, sack numbers DO GO UP! So if it happens in the real game, why would you expect that it would NOT happen in M15? Solution? Rushing more than 4 players is a CHEESE play in this years Madden. Avoid doing it as a habit, don't abuse it, don't cheese it. However, do be aware that after you get by one of those "sack waves", the Wiz's mods actually make the O-Line, and blocking back, pick up the blitz pretty good and force the CPU QB into a quicker and very inaccurate throws. Bottom line is we have to live with the "sack waves". It blows, I know, live with it. Go back and read my explanation above if you are still having a meltdown about this. 2) If your coverage is on point like gravy on mashed potatoes, and your D-Line begins to collapse the pocket, and one of your line men breaks through, this is what is called a coverage sack, live with it. Yes I know, it happens more often in M15 than it does on Monday's, Thursday's and Sunday's. Go back and read my explanation above if you are still having a meltdown about this. 3) I have tuned the mods so that occasionally on zone coverage pass defense, the MLB (especially if he is high awareness and high play recognition) will leave his zone and smash the CPU QB. Live with it. Yes I know, it happens more often in M15 than it does on Monday's, Thursday's and Sunday's. Go back and read my explanation above if you are still having a meltdown about this. The slider mods have been dialed in to MAXIMIZE the CPU QB awareness so if the CPU QB still acts like Obama on foreign affairs (clueless...), live with it, there ISN'T more than you can do other than tweak all of the QB traits such as Armor & Swords/SECElit3 did. Be aware that once you sack the CPU QB once, his "confidence" takes a hit and he becomes HYPER susceptible to lack of awareness and additional sacks. This is why the next topic is important, how to create pressure with ONLY 3 to 4 lineman rushing. The importance of bringing your pass rush as a D-Lineman: Properly rushing the CPU QB and breaking down the pocket is the key to success to rid yourself on ROBO CPU QB. For those of you that play COACH MODE, not sure if you can control one of the DE's (I don't play Coach Mode), but if you can, you must do it to address ROBO CPU QB. I didn't get around to test whether this would work with a LB or DB, but certainly DOES WORK great with controlling a DE. How YOU can slay ROBO QB for M15: 1) Pick the DE that is MOST BEAST. 2) Time the snap properly. 3) Start pushing the O-lineman into/towards the CPU QB, in other words, collapse the pocket (with the way I dialed in the mods, you WILL BE able to push the O-Lineman around if your DE is a stud). Depending on the route chosen by the AI, the CPU QB senses the impending sack and will "rush" his throw. This "rushed" throw can/does produce errant passes, though not ALL THE TIME. Caution: This technique WILL NOT work on any mod setting. I know this because some mod settings DO NOT trigger this "nervousness" into the CPU QB. In fact, a lot of the slider mods pimped by OS'er's, make it quite difficult, if not impossible, to shove/toss around/jostle with the offensive lineman. This is a MUST if the CPU QB is going to get "nervous". Again remember, YOU ARE going to get some "cheap" CPU QB glitch sacks, and YES they will probably come in bunches. Live with it, it is part of M15. I have given a lot of lip toward BALANCE, and slider inter-dependency. The Wiz's slider mods have been built from the ground up, a complete custom approach, that is not at all a copy and paste job from other theories and simply taped together. Each slider mod setting is there for a PURPOSE. I can PROMISE YOU, that if you take the mods and try to "tweak" them to your taste, you will lose some, if not all, of the game play magic that I am seeing more often than not on my flatty. Some sliders are extremely sensitive, such as the ratio of the DPI/OPI pen sliders in relation to QB ACC, WR CTCH, PBLK, PCOV, PREAC, RTK, PCI, RTP, HLD and the IG sliders. Addressing the "dink and dunk" was a bEaSt of a problem, that involved no less than 5 slider combos being futzed with in unison, so puuuuuuuuuhleaze appreciate SLIDER INTER-DEPENDENCY and how it affects game play. Honestly, this is the most unstable Madden I have yet to create slider mods for, and if this is what the future has in store for us, I am tapping out right here, right now, from hosting a slider mod thread moving forward. I had to sacrifice some areas to get the game play where it is at. IMHO, the sacrifices are worth the game play. Sacrifices include: 1) Fumbles for the CPU? What are those? 2) Limited fumbles for the HUM? If you control Lamar Miller, he'll be loving ya! 3) Low number of penalties called relative to the real game. Oh well, pen sliders too important to the game play. 4) Field goals are NO GIMMIE for HUM kickers, creates for real drama and demands a sense of timing and skill from YOU, just like it requires from the long snapper, place holder and kicker in the real game! 5) More sacks for the HUM franchise D, read my "gobbledygook" above. 6) Dialing down the "mirror effect" of the CPU/HUM DB's which lead to some inflated HUM QB completion percentages. 7) May not get "spot on" total number of plays per game, much less NFL realistic averages, don't shoot the messenger, I don't influence or control the programming of Madden. There may be a few other sacrifices, but these are the one's that come to mind at this moment. Status of the Mods: New patch did cause some re-tweaks, slowing me down all day today. Upside is that I have game play almost where I want it again. Soooooo the BETA game play mods (passing and running) are ALMOST done. The kicking game mods are done. Have not even ventured into futzing with the injury/fatigue/auto-subs. Will try to mess with them tonight, and possibly tomorrow. Was hoping for pre-Gobble:Gobble slider mods but that MAY NOT happen. Certainly by Saturday, and possibly even Friday late evening. I'm tryin', I'm tryin'.... And for all of you that laid the money-line bet that the Wiz was yanking your chain, and was never going to show his cards.... pAy dA hOuSe playa, cuz dem bad boyz are about to debut! Stay tuned for part III, simply titled: pLayA....Puuuuuuuhlease dOn'T MeSs wId da jHerI CuRl... Lates. . Last edited by theSliderWhisperer; 11-26-2014 at 03:51 AM. |
|
Advertisements - Register to remove | ||
|
11-26-2014, 12:07 PM | #222 |
Rookie
|
Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS
Your sliders on the front page are great as is. But I'm licking my chops if these are better. The all pro ones I see great animations, blown coverages, poor passes if under pressure and the random just bad throw.
Only "issue" is that I get ate up by bad qbs (dink and dunk) with 75% all the time. But the top qbs I can keep around 60-65%. I believe that is because the patch a while back that made the lower end qbs play "worst", and by worst I mean no down field shots so higher percentage passes. cant wait for these new ones. Thanks for the work.
theSliderWhisperer likes this.
|
|
11-26-2014, 12:29 PM | #223 | ||||||||||||||||||||||||
Banned
|
Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS
'ppreciate the love pimp... Yeah, the All-Pro's were OK, and I may go back to tighten them up, now that I know a few more things, or two, about what makes M15 tick. On the All-JohnM slider mods, animations stay, possibly improve, the dink and dunk is tamed and there is an improvement by most CPU QB's to look down field and you CAN get burned by bombs raining down over your safeties domes. Unfortunately, the new patch, really futzed with the "aggressiveness/awareness" of the DB's, especially the CPU DB's, because HUM passing became SOOOOOO much easier and there seems to be LESS blitzing by the CPU, and without that sense of "nervousness" caused by the pocket breaking down due to a CPU blitz on the HUM QB, throwing to your receivers becomes "robotic/automatic", creating high HUM QB completion percentages. I can make the DB's play tighter, but it DESTROYS the CPU/HUM running game in the process. Madden sometimes raises my frustration to the point where I feel like just "burning down the house" (figure of speech, don't interpret this in the LITERAL sense, I like my spread A LOT!) and waiting patiently for Spring, to pick up the Show and swearing that I will never buy another title from EA sports again, that is, until Madden comes out the following fall.... D'oooooooh! . Last edited by theSliderWhisperer; 11-26-2014 at 12:31 PM. |
||||||||||||||||||||||||
|
11-26-2014, 12:34 PM | #224 | ||||||||||||||||||||||||
Banned
|
the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS
My primary issue with the patch... Why the hell did they dumb down the aggressiveness of the DBs so much? I swear...Tiburon is garbage. We've got guys in there that don't know their head from a hole in the ground, in regards to football, and have no business being on the development team. It's the same thing every year... That, coupled with work ethic issues, exclusivity, and a company that is run by a marketing department is killing the football genre. Sent from my iPhone using Tapatalk
theSliderWhisperer likes this.
Last edited by SECElit3; 11-26-2014 at 12:42 PM. |
||||||||||||||||||||||||
|
«
Previous Thread
|
Next Thread
»
«
Operation Sports Forums
> Football
> Madden NFL Football
> Madden NFL Football Sliders
»
|
|
All times are GMT -4. The time now is 06:11 PM.
Top -
|