The Impact Impact of User vs User Sliders In CFM 5.0* - Operation Sports Forums
Home

The Impact Impact of User vs User Sliders In CFM 5.0*

This is a discussion on The Impact Impact of User vs User Sliders In CFM 5.0* within the Madden NFL Football Sliders forums.

Go Back   Operation Sports Forums > Football > Madden NFL Football > Madden NFL Football Sliders
Reply
 
Thread Tools
Old 07-07-2015, 12:21 PM   #1
Pro
 
Dj_MyTime's Arena
 
OVR: 5
Join Date: May 2012
Thumbs up The Impact Impact of User vs User Sliders In CFM 5.0*

As many of you know I had begun development for user vs user sliders at the end of Madden 12 to carry over to Madden 13's CFM. Well we had really good results and that allowed us to start with a very sturdy base that’s carried over the last several years of Madden.

Our goal in the MCL is ‘’To Make Ratings Matter’’ and that is exactly what we believe these slider adjustments do for user vs user match-ups in CFM.

Game Settings/Sliders-

All-Madden is the base we started with...

Game Speed-Normal

Fatigue-60 (will allow auto-subs to kick in, and increase injury risk due to over-use)

Injuries-58 (minor injuries occur more frequently, works hand in hand with fatigue)

Speed Threshold-7 (creates disparity between slower/faster players)

FG Power-50

FG Accuracy-35 (Will throw in some misses – use 50 if you don’t like semi-random misses)

Passing Offense-(70 out of 300)

QB Acc-25:Quarterbacks, like Geno Smith, Johhny Manziel will limit your passing offense efficiency with over and under throws. Pass lead is much more sensitive with these lower tier QB’s as well. Meanwhile QB’s like Rodgers, and Brady can be pin point accurate with the once in a while inaccurate throw. **You can try QB Acc at 10 (my preference for realism, but we raised it because users with lesser QB's were really struggling)**


Pass Blocking-0:You better pay attention to who you have on your line, and their pass blocking skill sets. If you do not, your QB will find himself on his back if you hold onto the ball to long too often. I'd suggest keeping in 6 or 7 with a weaker line if you're pushing the ball vertically vs a good DL group. (Shorter 'Patty Cake' animations for OL/DL )

WR Catching-45:At this setting WR's with 70's or lower catch and catch in traffic ratings are far more likely to drop a catch while getting hit, or in crowded spaces. Putting an emphasis on targeting receivers who can run routes and catch vs targeting speed only. Slower receivers like a Reggie Wayne are able to have more of a role, while speed receivers maintain their roles but can’t do it all unless they are developed well.

Run Offense-(50 out of 200)

Run Blocking-0:We lowered this as the run blocking on Madden was already effective, and this helps lower the effectiveness of perceived ‘money’ runs like ’01 trap’ ‘Pistol Power’ and ‘Counter’ runs.

Fumbles-50:We've witnessed more fumbles while performing moves (jukes/spins/etc.) where the ball isn't protected combined with additional fatigue.

Pass Defense-(260 out of 300)

Reaction Time-60:This has been great with the Read and React System they've implemented the last few years. We're not seeing an increase in route mirroring in man, or psychic defenders in zone who may have been cleared out by a route. What we are seeing is positive reactions to passes when in zone and man. However if you are ‘late’ aka passing after you ‘see’ the receiver open there’s a good chance higher rated defensive backs will break on the ball and make a play. This puts an emphasis on timing your throws as a passer.

Interceptions-100:This will cause those 'Gunslinger Mentality' users to think twice before carelessly testing double/triple coverage. Combined with the 'Ball Hawk' defensive ability you just can't throw at defenders. There are still plenty of drops, however you're far more likely to succeed with players in position to make a play.

Pass Coverage-100:Defenders with the ratings necessary to maintain assignments do so more consistently. Lower rated defensive backs still get beat by top end receivers regularly. This puts even more emphasis on making sure you have receivers who can run routes, receivers under <80 route running really struggle vs defensive backs with >85 man coverage on routes like slants, deep in/out cuts, curls, etc. Receivers with higher release however are still effective getting off the press allowing them to have their roles as well to keep defenses honest.

Run Defense-(100 out of 100)


Tackling-100:This allows defenders with higher ratings to make those stuffs one on one stops in the whole. No DT's getting trucked etc. unless they’re off balance. There are missed tackles but it's usually when you aren't hitting the ball-carrier head on, arm tackles, etc.

As you can see by looking at the sections totals the majority of favor is on the defensive side of the ball. Madden historically has always favored the offense and it's very apparent in user vs user matches. Our hope is to get guys back to more X's and O's vs just running what works on Madden.

__________________
The Impact of User vs User Sliders In CFM 5.0*

http://www.operationsports.com/forum...post2047473988

Last edited by Dj_MyTime; 07-07-2015 at 02:05 PM.
Dj_MyTime is offline  
Reply With Quote
Advertisements - Register to remove
Old 07-07-2015, 12:37 PM   #2
Pro
 
Dj_MyTime's Arena
 
OVR: 5
Join Date: May 2012
Re: The Impact of User vs User Sliders In CFM 5.0*

I posted this thread because a lot of users out there are complaining that ratings don’t matter, I’m speaking strictly from a user vs user stand point ‘mainly’ however we do also have a lot of experience with CPU sliders also as we have to account for them in the league.

I just encourage many of you to keep in mind Madden is not developed strictly for those of us that know the difference between the route tree numbers, nickel, and dime backs, or why Cover 6 is called Cover 6. This game is made so my 7 year old son, or your 40 year old NFL fan can pick up the game and play it without having to understand the ratings fully, or how to set up contracts to manage your CFM cap space.

BUT, what this game does provide is a decently competent set of sliders to make the game play more in line with what we see on Sundays, even if it’s not perfect or as detailed as I’d like it to be. However with that said it is capable enough to make the ‘ratings matter’ which I think is huge, especially in peer to peer gaming for Online CFM.

I’m not saying our sliders are the best by any means, but 1) wanted to provide a set users who may not have experience adjusting sliders can refer to, 2) to open up your minds on not being stuck on the fact that the default setting should be catered strictly to SIM gamers, and 3) just an open discussion on how sliders can and at this point have impacted user vs user Online CFM games, and how the sliders really can create disparity even though the 1-100 scale is not used or at least isn’t perceived to be as I cannot read game code.
__________________
The Impact of User vs User Sliders In CFM 5.0*

http://www.operationsports.com/forum...post2047473988
Dj_MyTime is offline  
Reply With Quote
Old 07-07-2015, 03:36 PM   #3
Banned
 
OVR: 0
Join Date: Aug 2013
Re: The Impact Impact of User vs User Sliders In CFM 5.0*

I spent 4 months trying to find good CPU sliders, and nothing can fix the robo QB on All-Madden.
neume1mb is offline  
Reply With Quote
Old 07-07-2015, 04:13 PM   #4
Pro
 
Dj_MyTime's Arena
 
OVR: 5
Join Date: May 2012
Re: The Impact Impact of User vs User Sliders In CFM 5.0*

Quote:
Originally Posted by neume1mb
I spent 4 months trying to find good CPU sliders, and nothing can fix the robo QB on All-Madden.
CPU QB accuracy at 1 or 0 helps, BUT the trade off is the QB takes more sacks because they won't throw sometimes. But our sliders are for user vs user, the CPU sliders are another monster as IMO I think they are still boosted beyond what we see when playing on All-Madden (EA's way of making the CPU competitive).
__________________
The Impact of User vs User Sliders In CFM 5.0*

http://www.operationsports.com/forum...post2047473988
Dj_MyTime is offline  
Reply With Quote
Old 07-07-2015, 05:00 PM   #5
Pro
 
yankees028's Arena
 
OVR: 0
Join Date: May 2011
Re: The Impact Impact of User vs User Sliders In CFM 5.0*

Do you have a set for the CPU side of the ball? I look forward to play testing with these for user vs user games
__________________
PSN: L_SiQ_L
XBL: xSiQx

MLB: Yankees - Missing Pettitte
NFL: None
NCAAF: Miami & Maine
NCAAB: Duke - JJ for life :)
yankees028 is offline  
Reply With Quote
Old 07-08-2015, 08:54 AM   #6
Pro
 
Dj_MyTime's Arena
 
OVR: 5
Join Date: May 2012
Re: The Impact Impact of User vs User Sliders In CFM 5.0*

Quote:
Originally Posted by yankees028
Do you have a set for the CPU side of the ball? I look forward to play testing with these for user vs user games
Our CPU Sliders are as Follows-

QB Acc- 10 (Lowered to 0-1 eliminated the Robo QB, but some easy throws were missed, and the ball is held)
Pass Block-0
WR Catching-42

Run Block-0
Fumbles-50

Reaction Time-60
Interceptions-75
Coverage-100

Tackling-100

Penalty Sliders Universally Set-

Offside-65

False Start-75

Holding/Clipping-57

Facemask-55

Off/Def Pass Interference-100 (still EXTREMELY rare – maybe seen it called
2x)

Roughing Passer-50 (raised just one point after viewing replays the contact wouldn’t justify a real life flag)

Roughing the Kicker-53

Fair Catch Interference-53

----------------------------------------------------------

Many may feel our coverage sliders are too tight, heaven knows we’ve heard the complaints, but Madden is a very forgiving game in regards to human error miss-timed/late throws, forcing passes into tight coverage.

Many users run vertical TE/slot seams vs Cov2/3 and just expect it to work while the S’s are not occupied and in the MCL wonder why they get intercepted. And the explanation is vs zones if you are looking to hit a certain area of the field you ‘need’ to ‘occupy’ defenders. So if you want to hit the seam from the TE because you see a Cov 2 shell, run the receiver on the same side on a deep fade/streak to split the defender. Read the the safety and if he over commits one way or the other you have the seam or the sideline.

That’s just an example to help illustrate the thought processes we try to provoke by making the defense have true teeth, and consequence for consistently bad reads and decision making. We want ratings to matter and we want users to think.

We were once described by a member who quit as ’too technical’ that was the biggest compliment we could receive, football is a ’technical’ sport execution is at a premium, this is the highest level.

We want our league to reflect that, maybe you can throw for 4K plus with a 70’s ovr 80+ speed QB everywhere else but here BEFORE that happens you will have to develop him, it won’t be in season one unless you devote all XP progression to get him there.

Some of you may see the increase in the numbers for the defense but I can assure you it does not help the scrub players out the way you might think, if your secondary doesn’t have the attributes they will get beat, and they will also make plays. In other words a 50 awr 90 speed 70 zone safety won’t become Earl Thomas, he will make some plays, but he will be inconsistent.

Season one while developing the back end of the defense I had wow moments from some lower rated players, and also moments where simple Cov 2 assignments were blown because the safety turned to late to play the receiver even without being occupied by a route.

Hope that helps provide some additional insight.
__________________
The Impact of User vs User Sliders In CFM 5.0*

http://www.operationsports.com/forum...post2047473988

Last edited by Dj_MyTime; 07-08-2015 at 09:09 AM.
Dj_MyTime is offline  
Reply With Quote
Old 07-19-2015, 03:16 PM   #7
Rookie
 
OVR: 0
Join Date: Jan 2015
Blog Entries: 1
Re: The Impact Impact of User vs User Sliders In CFM 5.0*

these are the most realistic sliders i have ever tested on Madden 15 I had two of my most realistic games where the rams beat the vikings 27-10 Sam bradford had like 250 yards passing and 70% comp and the steelers beat tbe browns 21-6 and Big Ben got hurt gradkowski played terrible so I put in Landry Jones and He had a good game and Johnny manziel threw 3 int which cost the Browns twice in the redzone cause them to almost to get shutout until they scored a touchdown with a minute left in the game but missed a 2pt conversion so thanks for these sliders most fun I have had with this game in a long time
Droned idahoan xb gt is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Football > Madden NFL Football > Madden NFL Football Sliders »


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 11:41 AM.

Top -