Nice to see your MLB starting the season like this!
I did pinch and shift my D-Line at times.
It seemed to free W. Compton up! 14749070138941392442436.jpg
Look like a Zac Thomas Clone lol
Penalties
Steelers/Redskins
7-80 / 6-80
No DPI calls but 1 face mask and multiple block in back calls.
2-3 RTP calls combined
After I did some research on the DTs (look here for some of what I learned: "There is no way to get DT'S to push OL properly") and trying various slider sets, I've learned that if this game is to be playable and enjoyable, default does seem the way to go. I'm still trying to see if altering player profiles and schemes has any real effect. It certainly does seem to affect how the Abs play, but does it affect how other players play.
Within the player edits I've changed Das to undisciplined for penalties and "drops open passes". I've also made other edits to other players trying to learn if there is any change.
I've not had time to really play to see if these changes have really made a different. I believe that certain changes to player attributes, scheme changes and possibly playbooks might be the best way to go.
Here's what I posted in another slider discussion:
"Back to your original question: no you are not wrong.
Like you have run far too many tests to see if there was anyway to get some sort of push from the DTs. When I watch the NFL I've noticed that there is a lot of push up front. QBs usually have very little time in the pocket to find an open receiver. Because of this it leads to a lot missed passes and hurried throws.
In Madden there is virtually no push up front from the DTs. This creates a secure pocket giving the QB far too much time.
Here are some things I learned:
1. Size doesn't matter. I created interior OL at 5'7", 160lbs. They still stopped far bigger DTs. I created DTs that were 7', 400 lbs. They still got no push.
2. Attributes don't matter: I also zeroed out all key OL attributes and maxed key DT attributes. Still no push.
3. Sliders don't matter. I tried changing sliders (max & 0). Still no push.
4. Play level, speed, & threshold don't matter. Still no push.
Until this is patched to where DTs are able to get a push, Madden will never play like the NFL. I could go on a might write up a more detailed report, but it all comes down to the fact that it all begins in the trenches and the trenches in Madden don't work.
So either we keep beating our heads against the brick wall, move on from Madden until it is fixed, or play it as it is and except its limitations. I'm still trying to decide.
Edit: About the only thing that worked for DTs to get past the OL was finesse moves (spin, swim, etc). Bull rush never worked."
Hopefully this helps and sheds some insight into what we have to work with.
Here's what I posted in another slider discussion:
"Back to your original question: no you are not wrong.
Like you have run far too many tests to see if there was anyway to get some sort of push from the DTs. When I watch the NFL I've noticed that there is a lot of push up front. QBs usually have very little time in the pocket to find an open receiver. Because of this it leads to a lot missed passes and hurried throws.
In Madden there is virtually no push up front from the DTs. This creates a secure pocket giving the QB far too much time.
Here are some things I learned:
1. Size doesn't matter. I created interior OL at 5'7", 160lbs. They still stopped far bigger DTs. I created DTs that were 7', 400 lbs. They still got no push.
2. Attributes don't matter: I also zeroed out all key OL attributes and maxed key DT attributes. Still no push.
3. Sliders don't matter. I tried changing sliders (max & 0). Still no push.
4. Play level, speed, & threshold don't matter. Still no push.
Until this is patched to where DTs are able to get a push, Madden will never play like the NFL. I could go on a might write up a more detailed report, but it all comes down to the fact that it all begins in the trenches and the trenches in Madden don't work.
So either we keep beating our heads against the brick wall, move on from Madden until it is fixed, or play it as it is and except its limitations. I'm still trying to decide.
Edit: About the only thing that worked for DTs to get past the OL was finesse moves (spin, swim, etc). Bull rush never worked."
Hopefully this helps and sheds some insight into what we have to work with.
I've done almost too good w/ my high 70's rated DT, when I'm controlling the moves.
I don't always jump the snap, idk... but I can force qbs out of the pocket quite a bit!
I guess I'm not seeing this as a major issue
Bullrush works when I do it.
Whats your settings/gameplay sliders, autosubs, and penalties set at?
I read somewhere that if you control a D lineman it can throw off the dynamics. Not sure, but I've played both controlling the DT2 & not controlling any D lineman. Like you I found I was able to get good push and affect the pocket. It sometimes allowed other D lineman to break free and either get a sack or force a throw away. I'm still trying to get the line play to work, but may have to give up and go back to playing as the DT2. (BTW the testing I did was without controlling any D lineman.)
My set-up is much like yours. I tried to stay as close to you as possible so as to get similar effect for comparison sake. All sliders (MM & CFM) are default. Subs are 60/80 in both. All settings are default (helps, FAT, INJ, etc.).
I made changes to player traits within the edit menu. Mainly I gave all DTs finesse moves and took away Bullrush (trying it out). I also set schemes and playbooks for both teams.
I remember reading that the CPU goes a better job of play selection in season 2 (wish I could give credit, but I can't recall from who). If so, we may be able to allow teams to retain their organic playbooks after season1. I still believe that there is value in setting coach and player schemes. Adjusting player traits also, at this point, does seem to have an effect.
Not to take away from all those other slider threads (I've read most and have learned a lot), but I believe that you are definitely onto something here and it gives us the best chance of getting the "game" to play as close to real life as we can possibly get it. It will, of course, take a concerted effort from the developers to get it there (namely how it plays in the trenches).
This was my latest game and what a game it was! I jumped out to a quick lead as Manning threw 3 picks. On 2 he was just off on his throws. 1 came when he tried to through high and my DB was able to go up with the WR and come down with the pass. It was 24-3 at the half.
I was thinking this was all jacked up and was one of those crazy wildcard games that show up every now and then.
The second half quickly saw things turn around. On DEF I called for a run up the middle on 3rd & 1. Manning play actioned and hit Cruz wide open past my DB who took a step forward before he realized it was a play action. 24-10.
On my next possession NYG was able to stop my 2 rushing attempts for little yards. On 3rd & 7 I threw a slant to Dez. The ball was tipped at the line and Cromartie came down with the interception and ran it in for the TD. 24-16 (they missed on the 2pt try)!
Now I'm getting very nervous. a couple more stalled drives and into the 4th we go.
NYG manages a couple more drives that get 2 FGs. 25-24. I can't get anything going. They're shutting down my run game and knocking down passes or punching them out just as they get to receivers.
I get the ball back for one last drive. with 2 TOs and 55 seconds from my 25 I try to get into FG range. I manage to get to around my 35 with 1 TO left. on 3rd down I hit Dez down the left side. He goes up and out jumps Cromartie, coming down with the ball on NYG's 26. TO 7 seconds!
Bailey lines up... TO NYG!
After the TO we line up and BAM! Straight through the uprights!!!
27-25 win!
If all the games play out like this I'm going to need to get on blood pressure medicine.
I was getting solid gameplay out default with most penalties at 55 along with OPI and IG off. Then the tuner changed the gameplay I was getting. Now I feel like I'm back to square one. So two questions. Is everything including fatigue set to default? What are the penalty numbers like? Before when I played on all pro default I would only get a combined 5-6 penalties per game.