POST 11/17/2015 PATCH ALL MADDEN SET
This is All Madden set is intended for people that want to have a fully-interactive experience, but still want reasonably balanced gameplay.
With his advance permission, the gameplay sliders are straight from Jarodd's Green Set (using his pre-patch version for balance purposes).
Skill Level (Intro/Main/CFM): All Pro/All Madden/All Madden
Game Speed: Normal
Helps: off but, optional
Quarter Length: 12 minutes
Minimum Play Clock Time: 20 seconds (Or whatever you want)
Injuries: 70
Fatigue: 55
Player Min Speed Threshold: 50
Assists: All Off
Penalties (Key to get proper gameplay)
To Set penalty sliders, you set one set of values in the Main Menu (
MM), go into CFM and import them. Then, you manually adjust them in the CFM slider screen to the
CFM values.
Offsides: (MM - 30) (CFM - 80)
False Start: (MM - 30) (CFM - 80)
Offensive Holding: (MM - 20) (CFM - 70)
Defensive Holding: (MM - 45) (CFM - 55)
Facemask: (MM - 45) (CFM - 55)
Illegal Block ITB: (MM - 50) (CFM - 50)
RTP: (MM - 50) (CFM - 50)
Def PI: (MM - 60) (CFM - 55)
All others set to "on"
Gameplay Sliders User/Cpu
QBA 35/35
PBK 30/30
WRC 40/40
RBK 30/30
FUM 30/30
PDR 55/55
INT 40/40
PCV 55/55
TAK 40/40
Special Teams
FGP 50/50
FGA 35/35
PPow 50/50
PAcc 100/100
KOP 50/50
Autosubs
These must be set in the main menu as well as CFM. Autosubs have any influence on gameplay, so I strongly recommend using these exactly as described.
QB Sub Out: 0
QB Sub In: 3
RB Sub Out: 78
RB Sub In: 90
WR Sub Out: 30
WR Sub In: 35
FB/TE Sub Out: 50
FB/TE Sub In: 55
OL Sub Out: 50
OL Sub In: 55
DT Sub Out: 50
DT Sub In: 55
DE Sub Out: 50
DE Sub In: 55
LB Sub Out: 50
LB Sub In: 55
CB Sub Out: 30
CB Sub In: 35
S Sub Out: 30
S Sub In: 35
POST 11/17/2015 PATCH MODIFIED GAMEPLAY ALL PRO SET
I really like what I see on default AP....frankly, I think it is going to be hard to mess up any slider combo the way the game is playing. A couple of general comments though about default AP.
- Lots of WR drops in those one-on-one interactions and way too many big hits overall. Instead of dropping tackle, drop the FM slider.
- I realized one really big issue with the really high offsides/false start combo...the line wasn't forming a real pocket on pass plays. Moderate those values closer to default and the pocket forms much better. This is huge from a pressure perspective and getting the CPU to play more dynamically.
- One thing I noticed with everything at default is that I was seeing some genuine spin moves by d-linemen inside. I think that when offsides/false start is super high is that they spend more time pushing and attacking and those more subtle (and at times, more effective) moves weren't happening.
This is more what I would suggest:
Skill Level (Intro/Main/CFM): All Pro/All Pro/All Pro
Game Speed: Normal
Helps: off but, optional
Quarter Length: 12 (Or what ever you want)
Minimum Play Clock Time: 20 seconds (Or what ever you want)
Injuries: 70
Fatigue: 55
Player Min Speed Threshold: 50
Penalties (Key to get proper gameplay)
To Set penalty sliders, you set one set of values in the Main Menu (
MM), go into CFM and import them. Then, you manually adjust them in the CFM slider screen to the
CFM values.
Offsides: (MM - 30) (CFM - 80)
False Start: (MM - 30) (CFM - 80)
Offensive Holding: (MM - 10) (CFM - 70)
Defensive Holding: (MM - 45) (CFM - 55)
Facemask: (MM - 15) (CFM - 55)
Illegal Block ITB: (MM - 50) (CFM - 50)
RTP: (MM - 50) (CFM - 50)
Def PI: (MM - 60) (CFM - 55)
All others set to "on"
Gameplay Sliders User/Cpu
ALL default
Special Teams
Default
Autosubs
These must be set in the main menu as well as CFM.
QB Sub Out: 0
QB Sub In: 3
RB Sub Out: 78
RB Sub In: 90
WR Sub Out: 30
WR Sub In: 35
FB/TE Sub Out: 30
FB/TE Sub In: 35
OL Sub Out: 0
OL Sub In: 3
DT Sub Out: 50
DT Sub In: 55
DE Sub Out: 50
DE Sub In: 55
LB Sub Out: 50
LB Sub In: 55
CB Sub Out: 30
CB Sub In: 35
S Sub Out: 30
S Sub In: 35
Patch 2 setup
The basic premise here is that I believe that default gameplay is the best way to go. Default AP plays terrific except for two issues:
- Suction tackling....every tackle is a big ole bear hug....just way too much wrap up and not enough arm tackle attempts.
- Suction lineplay....absolutely no block shed at all. This is critical to get both a proper pass rush and second-level blocking.
CJ and I have been testing behind the scenes and I think that this setup is ready for an extended trial run. CPU Comp % may appear a bit high but look at real life....about half of the NFL QBs are at or above 65% and 8 QBs are above 70%. We'll allow things to settle-in for a week or two and get some extended play in....again....the idea is to keep as much close to default as possible.
Game Options
TUNER DELETED!!! Gameplay is much better without it....
Skill Level (Intro/Main/CFM): All Pro/All Pro/All Pro
Game Speed: Normal
Helps: off but, optional
Quarter Length: 12 (Or what ever you want)
Minimum Play Clock Time: 18 seconds (Or what ever you want)
Injuries: 70
Fatigue: 55
Player Min Speed Threshold: 50
Penalties (Key to get proper gameplay)
Offsides: 80
False Start: 80
Offensive Holding:10
- A word here on offensive holding....we all love that penalties are now called in this year's game. The unfortunate reality is that my biggest peeve with the blocking is due to a high holding slider. At high levels, the line play becomes very 'sticky'...linemen just do a little dance. With holding set low, blocking becomes much more 'organic'...shedding occurs and blocking becomes more of a push-push mechanic than a hold-hold mechanic.
Defensive Holding:55
Facemask:45
Illegal Block ITB:50
RTP:50
Def PI: 55
Off PI: On
Kick Catch Int:On
Int Grounding: On
RTK: On
RITK: On
Gameplay Sliders User/Cpu
Pass Block 40/40
Run Block 40/40
Tackle 40/40
ALL Other settings at default
Special Teams
Default
Autosubs
These must be set in the main menu as well as CFM.
QB Sub Out: 0
QB Sub In: 3
RB Sub Out: 78
RB Sub In: 90
WR Sub Out: 30
WR Sub In: 35
FB/TE Sub Out: 30
FB/TE Sub In: 35
OL Sub Out: 0
OL Sub In: 3
DT Sub Out: 50
DT Sub In: 55
DE Sub Out: 50
DE Sub In: 55
LB Sub Out: 50
LB Sub In: 55
CB Sub Out: 30
CB Sub In: 35
S Sub Out: 30
S Sub In: 35
Preliminary Post-Patch Set
Some of these changes were driven by the new patch, some based on further testing. Once I realized that the new patch did not change the lineplay dynamic, I began re-evaluating all of the settings. I quickly realized that the issue with the sticky lineplay was the result of the settings we were using as much as anything. Specifically, the holding slider is critical here.
The following setup is based on animation and reaction based observations (i.e. watching replay after replay). I still need to settle-in and get a few full games in to give this a real shakedown. However, being the weekend, I thought I'd give you all a chance to try these out before the new work week begins again.
Game Options
Skill Level (Intro/Main/CFM): All Pro/All Pro/All Pro
Game Speed: Normal
Helps: off but, optional
Quarter Length: 13 (Or what ever you want)
Minimum Play Clock Time: 15 seconds (Or what ever you want)
Injuries: 70
Fatigue: 55
Player Min Speed Threshold: 50
Penalties (Key to get proper gameplay)
Offsides: 80
False Start: 80
Offensive Holding:20
- A word here on offensive holding....we all love that penalties are now called in this year's game. The unfortunate reality is that my biggest peeve with the blocking is due to a high holding slider. At high levels, the line play becomes very 'sticky'...linemen just do a little dance. With holding set low, blocking becomes much more 'organic'...shedding occurs and blocking becomes more of a push-push mechanic than a hold-hold mechanic. If you absolutely crave holding penalties...50 is OK, but it isn't as fluid.
Defensive Holding:55 (still testing)
Facemask:55
- The higher facemask slider is allowing for bigger intensity hits - helping to offset, to a degree, the broken tackles we were seeing post-patch.
Illegal Block ITB:50
RTP:50
Def PI: 60
Off PI: On
Kick Catch Int:On
Int Grounding: On
RTK: On
RITK: On
Gameplay Sliders User/Cpu
QB Acc: 40/45
Pass Blk: 30/35
WR ctch: 60/60
Run blk: 15/25
- I'm still evaluating these settings, but was seeing way too big of a non-ratings-based push by CPU at higher run block settings.
Fumbles: 40/45
Reaction TM: 56/53
INT: 35/35
Pass Cov: 56/53
TKL: 25/30
- I dropped CPU TAK a bit as I was seeing pursuit angles that were still too perfect and LBs trying to run through blocks (when not engaged) instead of trying to avoid blocks.
Special Teams
FG Power: 50
FG ACC: 42
Punt Power:42
Punt Acc: 50
KO Power: 50
Pre-Patch Two Set
The settings are as follows:
Game Options
Skill Level (Intro/Main/CFM): All Pro/All Pro/All Pro
Game Speed: Normal
Helps: off but, optional
Quarter Length: 13 (Or what ever you want)
Minimum Play Clock Time: 15 seconds (Or what ever you want)
Injuries: 65
Fatigue: 55
Player Min Speed Threshold: 50
Penalties (Key to get proper gameplay)
Offsides: 80
False Start: 80
Offensive Holding:80
Defensive Holding:50 (doesn't matter - bugged in CFM)
Facemask:50
Illegal Block ITB:50
RTP:50
Def PI: 60
Off PI: On
Kick Catch Int:On
Int Grounding: On
RTK: On
RITK: On
Gameplay Sliders User/Cpu
QB Acc: 40/45
Pass Blk: 35/50
WR ctch: 60/60
Run blk: 15/40
Fumbles: 40/45
Reaction TM: 56/50
INT: 35/35
Pass Cov: 56/50
TKL: 25/35
Special Teams
FG Power: 50
FG ACC: 42
Punt Power:42
Punt Acc: 50
KO Power: 50
Designed for All Pro (with User Switch)!!
I have decided to settle on an AP/AP/AP setup. All Madden presents a nice challenge and unlike past years, I don't see the warping issues. However, I think that All Pro provides a good challenge without the User coverage being so horribly handicapped that the CPU completes an insane number of passes.
This setup is a combination of Armor & Sword's terrific set, Playmakers' "low TAK" approach, and some tweaks of my own (primarily to the block sliders).
The setup is as follows:
Quarter Length: 13 minutes/15 second run-off
Normal Speed, or higher (this is
critical in my opinion to getting a proper challenge on All Pro)
Threshold: 50
Gameplay Sliders User/Cpu
QB Acc: 40/45
Pass Blk: 35/43
WR ctch: 60/60
Run blk: 15/40
Fumbles: 40/45
Reaction TM: 56/50
INT: 35/35
Pass Cov: 56/50
TKL: 25/35
Special Teams
FG Power: 50
FG ACC: 42
Punt Power:42
Punt Acc: 50
KO Power: 50
Penalties/Autosubs: using Armor & Sword's (but use whatever you want)
Things I am Looking at:
- An ideal setting for the WRC settings with the lower TAK. Armor & Swords' setting of 65/65 favors the offense too much with the lower TAK sliders. I think 60/60 will give 50:50 balls a real 50:50 feel (depending on relative ratings)
- Fine-tuning the block sliders. I love User RBK at 15...it presents a challenge but also looks more realistic. I tried a lower setting for CPU, so we could get more of a dynamic lineplay system - but their running game couldn't compensate.
- Threshold. The setting of 40 feels pretty darn good. Tried 50, but it doesn't seem to allow for the burst the CPU needs in the run game. There may be more of a "sweet spot" in between - we'll see.