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JoshC1977's M16 Sliders

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Old 10-02-2015, 06:30 PM   #185
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Re: JoshC1977's M16 Sliders

Played another game with the set you sent me, Josh. ( http://www.twitch.tv/cjhunter316/v/18816664 )

Overall, it very enjoyable. Based on the first couple of drives, I thought the Dolphins were going to dominated me. To my surprise, that was not the case.

My only real complaint is pass blocking. When the CPU has the ball, I feel as though my cpu controlled rushers don't get to the QB quick enough. I believe the three sacks I had were coverage sacks, where the cpu stood in pocket for 5+ seconds and then one of my guys got free, which then caused the QB to scramble. Though, I think something is up with the way QBs act in the pocket in CFM. It might be the tuning update or something. And it could be that my Jags rushers are terrible.

On the human side, maybe I'm just good at pocket awareness, but I rarely felt the CPU's rush when I was passing. I was not afraid of Suh or Wake even with the Jags o-line. Mind you, the way Suh has been playing, it might just be art imitating life.

I'll be streaming again here in about 20 minutes or so. Need to eat.
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Old 10-02-2015, 08:53 PM   #186
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Re: JoshC1977's M16 Sliders

I kept the set mostly the same lowerd my run block to 10 and upped cpu passing to 50 and penalty sliders to 75 and got whooped by the vikings lol i had 9 penalties called on me but i have crap linemen and db's

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Old 10-02-2015, 09:12 PM   #187
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Re: JoshC1977's M16 Sliders

I'm going to give these sliders a shot. I'm really struggling to find a set that gives me a challenge on AP and I just feel like AM is cheap to make it harder.

With the patch do I need to restart my franchise to get it to work or does it apply to current CFMs?

I'll post my results. Regardless, thanks for your time and effort working on these.
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Old 10-02-2015, 09:23 PM   #188
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Re: JoshC1977's M16 Sliders

First game with these sliders post patch. First the box score and then some notes:

Kansas City Chiefs at Cincinnati Bengals
Jan 1, 1ST2ND3RD4THOTSCORE
Kansas City Chiefs (me)02177641
Cincinnati Bengals (cpu)37718035
Team Stats Comparison
KANCIN
Total Offense381428
Rushing Yards12593
Passing Yards256335
First Downs1721
Punt Return Yards250
Kick Return Yards14139
Total Yards547467
Turnovers31
3rd Down Converstion6-9 (66%)8-13 (61%)
4th Down Conversion0-01-1
2-Point Conversion0-01-1
Red Zone Touchdowns/Field Goals4/02/1
Penalties11-1027-88
Posession Time29:1627:28
Scoring Summary
FIRST QUARTER SCORINGKANCIN
5:42(CIN) M. Nugent, 27 yd FG03
SECOND QUARTER SCORINGKANCIN
12:52(KAN) A. Smith, 1 yd run (Santos kick)73
10:41(KAN) S. Smith, INT return 56 yds (Santos kick)143
6:24(CIN) J. Hill, 3 yd run (Nugent kick)1410
0:12(KAN) J. Charles, 1 yd run (Santos kick)2110
THIRD QUARTER SCORINGKANCIN
11:35(KAN) J. Avant, 52 yd pass from A. Smith (Santos kick)2810
3:47(CIN) A. Green, 1 yd pass from A. Dalton (Nugent kick)2817
FOURTH QUARTER SCORINGKANCIN
10:52(CIN) M. Jones, 27 yd pass from A. Dalton (2pt)2825
7:31(KAN) K. Davis, 2 yd run (Santos kick)3525
3:51(CIN) M. Nugent, 38 yd FG3528
0:11(CIN) G. Bernard, 20 yd pass from A. Dalton (Nugent kick)3535
OVERTIME SCORINGKANCIN
8:15(KAN) C. West, 2 yd run4135
Kansas City Chiefs
PASSINGC/AYDSTDINT
A. Smith17/24 (70%)25813
C. Daniel1/11200
RUSHINGATTYDSAVGTD
K. Davis15553.61
J. Charles13513.91
A. Smith393.01
C. West221.01
A. Sherman188.00
TEAM341253.74
RECEIVINGRECYDSAVGTD
J. Avant411729.21
J. Maclin36020.00
K. Davis4246.00
D. Bess22211.00
A. Wilson11818.00
T. Kelce3186.00
A. Sherman11111.00
BLOCKINGPANCAKESACK
T. Kelce10
L. Duvernay-Tardif10
E. Fisher01
Cincinnati Bengals
PASSINGC/AYDSTDINT
A. Dalton33/47 (70%)35831
RUSHINGATTYDSAVGTD
J. Hill15875.81
G. Bernard166.00
TEAM16935.81
RECEIVINGRECYDSAVGTD
A.J. Green88410.51
M. Jones66611.01
M. Sanu56312.60
T. Eifert34314.30
G. Bernard33712.31
J. Hill6345.60
B. Tate12424.00
R. Hewitt177.00
BLOCKINGPANCAKESACK
T. Eifert10
R. Bodine01
A.Whitworth01
A. Smith01



NOTES:

1) LOTS of Holding and Offisides calls. I appreciate penalties and I want them to occur but this was a little much. I don't want to judge them based on one game though. If i see variety that is ok, but if every game will be over 100 penalty yards for me that will be too much.
2) Seems like post-patch #2 the Broken Tackles are out of control. It wasn't like that with these sliders pre-patch #2. There was no stat for it in the box score, but Jeremy Hill had 14 broken tackles, Gio Bernard 4, Davis 7, Charles 2, Alex Smith 3. That doesn't include Justin Houston killing Andy Dalton and having him not go down. VERDICT - TAK slider def needs to go up after this last patch.
3) Was hard to get a user pass rush. Dalton had all day to throw and the only sacks he took were coverage sacks.
4) Had 122 offensive plays with going to OT.
5) Injury slider at 65 saw both Jamaal Charles and Knile Davis get hurt and be out for the game. Alex Smith was out for 2 drives as well and I lost a DT with a broken collarbone. No serious injuries on the CPU side.
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Old 10-02-2015, 09:30 PM   #189
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Re: JoshC1977's M16 Sliders

Well, I have returned from out of town and am now reunited with my PS4

I did some very preliminary testing yesterday before I left and I am confident that I am going to change some things with this set.

I'll post up a draft over the weekend.
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Old 10-02-2015, 09:35 PM   #190
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Re: JoshC1977's M16 Sliders

Quote:
Originally Posted by eastcoast49ers
1) LOTS of Holding and Offisides calls. I appreciate penalties and I want them to occur but this was a little much. I don't want to judge them based on one game though. If i see variety that is ok, but if every game will be over 100 penalty yards for me that will be too much.
2) Seems like post-patch #2 the Broken Tackles are out of control. It wasn't like that with these sliders pre-patch #2. There was no stat for it in the box score, but Jeremy Hill had 14 broken tackles, Gio Bernard 4, Davis 7, Charles 2, Alex Smith 3. That doesn't include Justin Houston killing Andy Dalton and having him not go down. VERDICT - TAK slider def needs to go up after this last patch.
I totally agree with number 2 - but I am pretty sure I am not going to raise the TAK sliders....I have something else in mind to address the post-patch lack of hitting power.

As for number 1....there is a STRONG possibility I am going to drop the holding slider based on preliminary tests with the lineplay.
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Old 10-03-2015, 09:10 AM   #191
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Re: JoshC1977's M16 Sliders

Hey guys,

definitely there's something different since Patch 2. Not only about the tackling issue but also with coverage imo. It seems to effect the reaction time for passing situations, especially with man to man coverage. Defenders are standing there for a moment, or running towards the LOS which allows the offensive Player passing them. It's not obviously, but you see it if you watch the replay. I also saw strange paths from my pass rushers, when they got a free lane to the QB. Sometimes they ran a curve, or hesitated shortly before they could get the sack.

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Old 10-03-2015, 09:26 AM   #192
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Re: JoshC1977's M16 Sliders

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
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