Hey Guys! I'm loving Madden 16 so far!
A few things I want to mention up front.
1/24/16
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- These were tested from Equal based sliders, so they keep everything balanced and work well for coach mode as well.
- No Tuner is used for this CFM 32 team control
- Coaching Scheme tips to improve CPU ai, animations, and gameplay!
My setup is unique b/c I also incorporate Coaching Schemes! Each team is going to be matched to the strengths of its starters. In the past this has proven to improve the AI gameplay.
- Coaching Schemes/Player position priority is used to match that of the starters for improved gameplay
Also setting the Offensive scheme to match that of the personnel for improved cpu and coaching suggestions/playcalling.
Link to latest coaching scheme info:
http://www.operationsports.com/forum...r-ratings.html
- I'm playing each game on the schedule, using coaching suggestions and strategy playcalling. I've also created coaches (Bill Belichick and Sean Payton and was able to edit Coaching philosophies, aggressiveness on offense and defense, run/pass, etc)
- I've got pics started posting on pg.3 and up to date on this thread of some stats starting wk 1. I will keep it updated as I continue my CFM.
- I have NOT witnessed any glitches w/ player boost(offline/X1)
- I'm also avoiding the regression glitch by controlling 32 teams and playing each game, it's been fun so far using different teams and seeing how the whole league is playing 1st hand.
- I also believe the game is very solid and difficult on All-Pro and adjusted
Penalties, latest changes are for a more improved version of AP default.
- CPU will push the ball downfield, Strong armed qbs and aggressive qbs definitely prove that.
CPU will have improved rushing and rush D.
- The Aggressive catch is not OP'd! It may be due to the fact that I make adjustments on D. I either play underneath or deep depending on down and distance, I adjust my D-line, highlight their go to guy if needed(which works very good, especially over the middle). I also switch on deep balls and play the WR! It leads to some really awesome hits and drops for the CPU WR's so far. I'm only averaging 2 spec catches per gm and I usely attempt 2-3 per qtr.
- All Pro is not too easy at this point for me, I use coaching suggestions and I don't do hot routing, unless it's to adjust the route to the 1st down marker on 3rd downs.
And my sliders are really basic, I really haven't felt or seen the need for a bunch of gameplay slider changes. Only lowering ints b/c defenders should drop a few more than they do at default and adjusted penalties and kick acc.
I may end up increasing the injury slider but I'm still playing preseason and haven't seen any serious injuries in the 1st week of play. So this could need a 5 point increase just like penalties.
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Here are some NFL avgs. Thanks to Charter and Blue Ninja!
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Game Options
Updated 1/24/16
After latest patch and turning the Acc clock off, Matching player types to coaching scheme positions for all starters has made a nice difference for the cpu and how they play. It brings the best out of each position/starter for them and the user imo.
These hidden Christmas gifts have really made AP 50/50 the best ever for Madden. Happy Gaming!
Coaching scheme/player type matching for all 32 teams starters*
Link to more coaching scheme info here: http://www.operationsports.com/forum...r-ratings.html
Updated 1/24/16
Latest changes *
Auto Strafe: off
Heat Seeker Assist: off
Defense Assist: off
Coin Toss: User preference
Quarter Length: 9mins*
Play Call Style: user pref.
Camera Toggle: On
Skill Level: All-Pro
Coaching Tips: Off
Game Speed: Normal
Ball Hawk: off
Play Clock: On
Accelerated Clock: Off*(keeps fatigue progressive along with time of day changes in lighting and jersey degradation).
Minimum Play Clock Time: any(doesn't matter with acc clock off)
Offensive camera: Standard(user pref.)
Defensive Camera Settings: Defensive Cam/Zoomed/Normal
Injuries: 65*
Fatigue: 50*
Player Speed Parity Scale: 50
Coach Mode: Off
Testing completed 1/24/16*
V1.04
PLAYER SKILL
QB Accuracy: 45*
Pass Blocking: 45*
WR Catching: 45*
Run Blocking: 35*
Fumbles: 45*
Pass Defense Reaction Time: 50
Interceptions: 30*
Pass Coverage: 50
Tackling: 45*
FG Power: 50
FG Accuracy: 50
Punt Power: 50
Punt Accuracy: 75
Kickoff Power: 55
CPU SKILL
QB Accuracy: 50
Pass Blocking: 50
WR Catch: 55*(important to cpu throwing to #1 WRs)
Run Blocking: 55*(important for cpu run game)
Fumbles: 50
Pass Defense Reaction Time: 55*
Interceptions: 40*
Pass Coverage: 55*
Tackling: 55*
Power: 50
FG Accuracy: 50
Punt Power: 50
Punt Accuracy: 75*
Kickoff Power: 55
PENALTIES
Offsides: 55
False Start: 55
Offensive Holding: 55
Defensive Holding: 55
Face Mask: 52*
Illegal Block In The Back: 52*
Roughing Passer: 52*
Defensive Pass Interface: 55
Offensive Pass Interface: On
Kick Catch Interference: On
Intentional Grounding: On
Roughing Kicker: On
Running Into The Kicker: On
Latest penalty stats 2/5/16
So after looking at the raw numbers for penalties this is where it stands.
Nfl 2015 penalties (
http://www.nflpenalties.com/?year=2015 )
High/Low(H/L)
H/L
8.9/5.6
Penalty Yds per gm
H/L
78/48.5
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My M16 1st yr. CFM(playing each game on the schedule, so no sim stats)
Penalties per gm High/Low(H/L)
H/L
7.25/4.4
Penalty Yds per gm
H/L
78.5/48.7
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So the amount called per gm in my cfm is
1.65 calls per gm less than real life(on the highend)
1.20 less on the lowend.
HOWEVER!
My yd penalized per gm is much closer!
Only .5 higher per gm on the highend.
And .2 higher per gm on the lowend.
After seeing these numbers, I'm happy w/ the penalty numbers overall.
Yeah, Madden isn't going to always call what we would like but the numbers are on almost right on yds per gm.
I'm going to keep them as is.
VISUAL FEEDBACK
Play Call Button Layout: (USER PREFERENCE)
Kick Aiming Arc: Off (USER PREFERENCE)
Previous Play Information: On
Pre-Snap Menu: ON (USER PREFERENCE)
Player Name: PRE-SNAP ONLY
Franchise XP & Goal Feedback: OFF
Passing Cam: OFF
On Field Visual Feedback: OFF
Defensive Tackle Indicator: OFF
Happy Madden Gaming guys!
Let me know how your 32 team CFM is going!