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JoshC1977's Madden 18 Sliders (for CFM only)

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Old 09-04-2017, 05:18 PM   #601
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Re: JoshC1977's Madden 18 Sliders (for CFM only)

Finished first regular season, 13-3, but Titans schedule was really very very easy in the last part.
Some notable stats (unfortunately various bugs in stats records prevents a full report):

My Titans are 8th in offensive yds (8121), 18th defensive (6043), best for ppg (37,2), 26th for point against (466). best for sacks (64, second best 61), 16 INT (but zero user, I'm still learning the new mechanics).

The only crazy team stat are penalties: I had only 49 for 394 yds. Second best Bengals: 85 for 677. Ok, it's a lot of difference, but without defensive holding and without unnecessary roughness which penalties should I do? The only one that might require some attention is pass interference. Everything else is more coaching-adjustments related.

Concerning individual stats, Brady was the only QB with 3000+ yds (5264) and 70%+ %comp, my Mariota won the rating battle with 126,4. My Murray had the best running yds, 1433, over Freeman 1428.
My defensiveman who played most played 860 downs, while the best in NFL 1341. Rodgers played 1197 downs, my Mariota 899.

Overall everything seems to be ok.
Hope it might help, in case of need I have a savepoint.
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Old 09-04-2017, 05:40 PM   #602
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Re: JoshC1977's Madden 18 Sliders (for CFM only)

Quote:
Originally Posted by AfterArtz
I've tried all-madden like Josh suggested, just way too unrealistic. Really, it is either have an easy run game on all-pro or have an unrealistic game with all-madden. However, I am testing expert profile setting, all-madden in the main menu, and all-pro in CFM. I've only played a few games, but I will give you my feedback soon.

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Any luck with this?


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Old 09-04-2017, 05:46 PM   #603
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Re: JoshC1977's Madden 18 Sliders (for CFM only)

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Originally Posted by Christian9
Any luck with this?


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I don't really have enough time to give a full analysis because I am busy at the moment, but give it a shot, just delete your profile and select expert in the beginning of the game, then follow the settings in the OP except keep all-madden in the MM instead of all-pro. Then in your CFM just make sure the difficulty is all-pro.

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Old 09-05-2017, 04:33 PM   #604
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Re: JoshC1977's Madden 18 Sliders (for CFM only)

I have switched it to all madden and I can say its playing way better.

No more averaging 189 yards per game with Marshawn Lynch.

Before switching I tried lowering user pass blocking to 30, and raising CPU tackling to 60, didnt work, had a near 200 yard game - again - rushing with him.

When I set it to all madden, it seemed like the CPU knew how to defend running plays better
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Old 09-05-2017, 05:21 PM   #605
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Re: JoshC1977's Madden 18 Sliders (for CFM only)

Quote:
So, this is how the force pass trait works in CFM:

Ideal is ideal...matching the main menu. (you will still see QB 'statues' on occasion, but that is a QB taking the sack rather than forcing into coverage).
Conservative is actually the aggressive trait
Balanced is the problem one, it is conservative and the primary one that is causing the sack issues.

I've tested against multiple QBs (using the aggressive pass rush coach adjustment all game) and I am comfortable enough posting this now so people can try it out.

The 'fix' is to modify any QB's who have the 'balanced' force passes trait from balanced to conservative. You can do this from right within your CFM (at least offline...not sure online...but I don't play online CFMs, so I don't care).
First of all, 'matching the main menu', I have no idea what you're trying to say here...but the main thing about that part of your post is, there is no 'balanced' trait for Forces Passes - there's Ideal, Aggressive and Conservative, and Palmer by default has Aggressive.
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Old 09-05-2017, 05:28 PM   #606
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Re: JoshC1977's Madden 18 Sliders (for CFM only)

Quote:
Originally Posted by FedExPope
First of all, 'matching the main menu', I have no idea what you're trying to say here...but the main thing about that part of your post is, there is no 'balanced' trait for Forces Passes - there's Ideal, Aggressive and Conservative, and Palmer by default has Aggressive.
ONLY IN THE MAIN MENU ROSTER EDIT SCREEN.....

Now....start a CFM with the same roster and look at the same trait for Palmer. It will be Balanced (which actually plays like Conservative). So you change IN CFM to Conservative (which actually plays like Aggressive).
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Old 09-05-2017, 06:31 PM   #607
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Re: JoshC1977's Madden 18 Sliders (for CFM only)

Well, this is going to surprise some but for those who have followed my work the last year or so, this won't come as a shock, but I am flowing closer to default.

Before I get into what I am doing, I've run a ton of experiments over the last few days, here are some of the observations I have made.

General Observations
CFM Fatigue slider. I now strongly believe that as you increase this, you have to lower the injury slider. So, if you use 55 fatigue, you need to lower the injury slider from 40 to 35. Whatever it is, the CFM fatigue/injury sliders should total 90 or at least be really daggone close (especially once you begin ratcheting-up the fatigue). As you go higher than that, the gameplay begins to fall apart. Now, in some respects, this is a really good thing, more errors, more mistakes. My biggest concern here though is that the CPU QB AI will begin to dumb down a bit. There is still a fair bit more work to be done here.

CFM Injury slider. I can't show a vid to prove this, it's more of a 'feel' thing. But, I think that as you begin dropping that injury slider, the game begins to loosen-up. This isn't necessarily a 'bad' thing, but I do think going too low could loosen the lineplay to the point where you'd have to really ratchet-up another setting to prevent 'insta-shed'.

CFM Penalty Sliders
  • Defensive Holding: The display bug within CFM games is still present (it will show as 50 regardless of setting in slider menu); but the functionality is still there. If you raise this slider too much, a) you won't get any calls and b) you will begin to affect coverage and CPU QB timing. The QB timing is very problematic as the game's internal clock goes awry...the CPU QBs don't know what to do, and it becomes a sack-fest. Armor has independently confirmed this observation, as discussed in a recent Twitch stream. Set this at 50 or 51 within CFM....I'm going with 51 as discussed below.
  • Others: The penalty sliders still for sure trigger animations. However, I think if you keep everything in the range of 50-60, you will be fine.
XP Sliders
Use TDawg's. Don't look back. I see no impact gameplay-wise here, so go for it. Several positions within the game will not progress well (i.e. DT) and late into a CFM, this will likely jack some things up (though a perverted part of me is curious to try default XP just to see how it plays 10 years into a CFM...lol).


OK, now I am going to get into some of the specifics of what I am going with. Approaching this from a "what I have changed" perspective.


Main menu game speed from "very slow" to "normal".
Super tough decision to go down this road as I wasn't wrong here. It did exactly what I wanted it to do, it slowed down the QB AI and enticed them to go deep. It also may have slowed them down too much. Even with the QB edits and gameplanning workaround, the QB and playcalling AI need work. Straying this far from default seems to have upset a rather precarious balance. Normal will result in some throws being made too quickly but in small sample sizes, it seems to work pretty well (it did not stifle the intermediate/deep passing game as much as I feared it would). In the interest of keeping things 'close to default', I am reverting to normal for the time being. Future patches may allow for a refinement here.

Ballhawk 'on'
Back here again, and this is one we will probably go back-and-forth on all year. The advantage is better defender reaction and (possibly) more incomplete passes (though I think the latter is more likely placebo).

QB Autosub from 49/50 to 60/80 (Default)
Focus here again on quicker passing by CPU and keeping things closer to default.

All CFM penalties (except Roughing the Passer) from 50 to 51.
According to Mill (who I believe spoke to one of the Devs about this), penalties are 'capped' at 50. So, setting them to 51 seems to 'un-cap' them and based on some research, doesn't jack-up gameplay much at all. Make liberal use of the coach adjustments based on situation, you will see them in high volume....my last game, I had 11 total penalties. The only one not seen was DPI. If you just HAVE to see them, you could raise to 60; but be aware that the tighter coverage could lead to more CPU check-downs and sacks.

CFM Injury from 30 to 40 and CFM Fatigue from 55 to 50.
Going back to defaults as the gameplay just feels 'right' here. Now....I'm not done exploring these values....but there is a tricky balance here. As I have said repeatedly over the years, gameplay supersedes all. Consider these placeholder values for now. Seriously though, if you make good use of formation subs and personnel packages, this setup can be really be an awful lot of fun. I've already spoken about this, but there is also a lot to like about higher fatigue settings, not just from a sub/fatigue perspective. I'm going to test a couple of 'baby tweaks' to see if there is any "threshold" like on the penalties (my guess is 'no'). If that doesn't pan-out, then there will be no half-measures....either all-in to get robust fatiguing (if it doesn't jack the gameplay) or leaving everything at default.

QB Edits
Here is a quick summary of the QB edits I am using:
1. Force Passes - Change 'Balanced' to 'Conservative' and Vice Versa
2. Throw Away Pass - Set to 'Off'
3. Sense Pressure - Set to 'Paranoid'
4. High Motor - Turn 'On'
5. Penalty - Set to Disciplined (This is being tested....may have no meaningful impact)

A note on 1: I really could not stand watching passive QBs like Bradford airing it out like Cutler. It just completely kills the immersion for me.

BTW, for the random people that can't view a simple JPEG, I attached a PDF of the slider set to the Opening Post.
Attached Images
File Type: jpg Untitled.jpg (257.9 KB, 302 views)
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Last edited by JoshC1977; 09-05-2017 at 06:41 PM.
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Old 09-05-2017, 09:36 PM   #608
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Re: JoshC1977's Madden 18 Sliders (for CFM only)

Quote:
Originally Posted by JoshC1977
Well, this is going to surprise some but for those who have followed my work the last year or so, this won't come as a shock, but I am flowing closer to default.

Before I get into what I am doing, I've run a ton of experiments over the last few days, here are some of the observations I have made.

General Observations
CFM Fatigue slider. I now strongly believe that as you increase this, you have to lower the injury slider. So, if you use 55 fatigue, you need to lower the injury slider from 40 to 35. Whatever it is, the CFM fatigue/injury sliders should total 90 or at least be really daggone close (especially once you begin ratcheting-up the fatigue). As you go higher than that, the gameplay begins to fall apart. Now, in some respects, this is a really good thing, more errors, more mistakes. My biggest concern here though is that the CPU QB AI will begin to dumb down a bit. There is still a fair bit more work to be done here.

CFM Injury slider. I can't show a vid to prove this, it's more of a 'feel' thing. But, I think that as you begin dropping that injury slider, the game begins to loosen-up. This isn't necessarily a 'bad' thing, but I do think going too low could loosen the lineplay to the point where you'd have to really ratchet-up another setting to prevent 'insta-shed'.

CFM Penalty Sliders
  • Defensive Holding: The display bug within CFM games is still present (it will show as 50 regardless of setting in slider menu); but the functionality is still there. If you raise this slider too much, a) you won't get any calls and b) you will begin to affect coverage and CPU QB timing. The QB timing is very problematic as the game's internal clock goes awry...the CPU QBs don't know what to do, and it becomes a sack-fest. Armor has independently confirmed this observation, as discussed in a recent Twitch stream. Set this at 50 or 51 within CFM....I'm going with 51 as discussed below.
  • Others: The penalty sliders still for sure trigger animations. However, I think if you keep everything in the range of 50-60, you will be fine.
XP Sliders
Use TDawg's. Don't look back. I see no impact gameplay-wise here, so go for it. Several positions within the game will not progress well (i.e. DT) and late into a CFM, this will likely jack some things up (though a perverted part of me is curious to try default XP just to see how it plays 10 years into a CFM...lol).


OK, now I am going to get into some of the specifics of what I am going with. Approaching this from a "what I have changed" perspective.


Main menu game speed from "very slow" to "normal".
Super tough decision to go down this road as I wasn't wrong here. It did exactly what I wanted it to do, it slowed down the QB AI and enticed them to go deep. It also may have slowed them down too much. Even with the QB edits and gameplanning workaround, the QB and playcalling AI need work. Straying this far from default seems to have upset a rather precarious balance. Normal will result in some throws being made too quickly but in small sample sizes, it seems to work pretty well (it did not stifle the intermediate/deep passing game as much as I feared it would). In the interest of keeping things 'close to default', I am reverting to normal for the time being. Future patches may allow for a refinement here.

Ballhawk 'on'
Back here again, and this is one we will probably go back-and-forth on all year. The advantage is better defender reaction and (possibly) more incomplete passes (though I think the latter is more likely placebo).

QB Autosub from 49/50 to 60/80 (Default)
Focus here again on quicker passing by CPU and keeping things closer to default.

All CFM penalties (except Roughing the Passer) from 50 to 51.
According to Mill (who I believe spoke to one of the Devs about this), penalties are 'capped' at 50. So, setting them to 51 seems to 'un-cap' them and based on some research, doesn't jack-up gameplay much at all. Make liberal use of the coach adjustments based on situation, you will see them in high volume....my last game, I had 11 total penalties. The only one not seen was DPI. If you just HAVE to see them, you could raise to 60; but be aware that the tighter coverage could lead to more CPU check-downs and sacks.

CFM Injury from 30 to 40 and CFM Fatigue from 55 to 50.
Going back to defaults as the gameplay just feels 'right' here. Now....I'm not done exploring these values....but there is a tricky balance here. As I have said repeatedly over the years, gameplay supersedes all. Consider these placeholder values for now. Seriously though, if you make good use of formation subs and personnel packages, this setup can be really be an awful lot of fun. I've already spoken about this, but there is also a lot to like about higher fatigue settings, not just from a sub/fatigue perspective. I'm going to test a couple of 'baby tweaks' to see if there is any "threshold" like on the penalties (my guess is 'no'). If that doesn't pan-out, then there will be no half-measures....either all-in to get robust fatiguing (if it doesn't jack the gameplay) or leaving everything at default.

QB Edits
Here is a quick summary of the QB edits I am using:
1. Force Passes - Change 'Balanced' to 'Conservative' and Vice Versa
2. Throw Away Pass - Set to 'Off'
3. Sense Pressure - Set to 'Paranoid'
4. High Motor - Turn 'On'
5. Penalty - Set to Disciplined (This is being tested....may have no meaningful impact)

A note on 1: I really could not stand watching passive QBs like Bradford airing it out like Cutler. It just completely kills the immersion for me.

BTW, for the random people that can't view a simple JPEG, I attached a PDF of the slider set to the Opening Post.


Hey Josh. Question on the injury slider set up. Does 10 in the mm and 40 in CFM line up with EA's guidance on getting a realistic amount of injuries? I remember them saying providing some sort of guidance on where injuries should be set based on quarter length. Thanks.


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