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ZERO Slider Adjustments & HIGH MOTOR

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Old 12-31-2017, 06:31 PM   #57
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Re: ZERO Slider Adjustments & HIGH MOTOR

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I did wonder if adding UNDISCIPLINED for OL would be good for creating more penalties in the game.
Doesn't add a lot of penalties. Maybe 1-2 per game (could also be a placebo affect). It does possibly add a few more blocking mistakes. You could go either way with this one. If you haven't done it, I wouldn't go back.

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I like the sound of adding STRIP BALL for DB's. How are you finding setting the entire D to DROP OPEN PASSES:YES? Does it kill INT's as much as it sounds like it might?
Not at all. You will still see INTs on bad passes, but every once in awhile you'll see that obvious INT get dropped (as Dallas CB did against SEA last week).

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I think my favourite change is removing BIG HITTER from everyone on D except a special few. It removes the arcade like collisions from the game and feels more weighted.
I believe it is DaReal Milticket who put this out. It definitely makes for better tackling animations.

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I also took the initiative to add MAKES SIDELINE CATCHES:YES to all Receivers and Offensive Backs. I did a few tests and it really opens up the passing game.
I really like this. Your reasoning is spot on.

With these and maybe THROWS TIGHT SPIRAL OFF for non-elite QBs, I believe M18 will play about as good as it can. If anyone wants to add another layer to get some HB and/or DL rotation, then maybe edit STA (I still see some rotation without doing so). Now if we can only figure out how to improve the CPU play calling, especially on defense.

I know you've done the hard work by taking this on yourself. What platform and will you be making available for others to try?
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Old 12-31-2017, 08:40 PM   #58
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Re: ZERO Slider Adjustments & HIGH MOTOR

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Originally Posted by mpd3892
Doesn't add a lot of penalties. Maybe 1-2 per game (could also be a placebo affect). It does possibly add a few more blocking mistakes. You could go either way with this one. If you haven't done it, I wouldn't go back.





Not at all. You will still see INTs on bad passes, but every once in awhile you'll see that obvious INT get dropped (as Dallas CB did against SEA last week).





I believe it is DaReal Milticket who put this out. It definitely makes for better tackling animations.





I really like this. Your reasoning is spot on.



With these and maybe THROWS TIGHT SPIRAL OFF for non-elite QBs, I believe M18 will play about as good as it can. If anyone wants to add another layer to get some HB and/or DL rotation, then maybe edit STA (I still see some rotation without doing so). Now if we can only figure out how to improve the CPU play calling, especially on defense.



I know you've done the hard work by taking this on yourself. What platform and will you be making available for others to try?


Mpd in my opinion, the “best” CPU playcalling is with generic Playbooks..custom D books are way to glitchy and the stock 43/34/Cover2 books aren’t great but better then team specific books..


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Old 12-31-2017, 09:55 PM   #59
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Re: ZERO Slider Adjustments & HIGH MOTOR

StefJoeHalt,

I agree. I've moved away from any custom playbooks. I can't remember who (may have been you), but a suggestion was to set the CPU coach scheme to base 4-3 or base 3-4 and not use either "attacking" version. Through several games I found the CPU still blitzed too much and at bad times. NFL teams use the blitz sparingly and are careful to do their best to hide it.

Ultimately, I think we will be limited by the fact that we are dealing with a video game and one that needs work on the playbooks and CPU AI. I'm still hopeful that someone will come along with that eye-opening solution that makes it all work. It's gotta be there, we just haven't found it yet.
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Old 01-01-2018, 06:26 AM   #60
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Re: ZERO Slider Adjustments & HIGH MOTOR

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Originally Posted by mpd3892
Doesn't add a lot of penalties. Maybe 1-2 per game (could also be a placebo affect). It does possibly add a few more blocking mistakes. You could go either way with this one. If you haven't done it, I wouldn't go back.
That's good to hear. I haven't been adding it for now, so I won't go back through every OL now (thank God)

Quote:
Originally Posted by mpd3892
If anyone wants to add another layer to get some HB and/or DL rotation, then maybe edit STA (I still see some rotation without doing so). Now if we can only figure out how to improve the CPU play calling, especially on defense.
I believe the best way to handle all of this moving forward is to take control of the CPU coach before the game. From there I have been heading to their scheme page, and changing their offensive playbook from their team playbook to a generic playbook (usually Balanced) and that has helped with the playcalling quite a bit. I've also been taking a find from Joshc, and changing all their position schemes to Balanced. I agree with him on the idea that this improves animations that are chosen. If you combine this with doing their game planning as Red Zone Offence & Defense, it makes for a more bearable experience.

When it comes to rotation, the only way I can see in fixing this is manually making changes in the Formation Subs menu. By controlling the CPU coach you can change packages to have their 2nd and 3rd string RB subbed in, and I suppose you can make changes to the Nickle and Dime packages to bring in specialist pass rushers. It's all time consuming (only 10 mins) so it really just depends if you want to go through that to get the best experience. Personally, I will, but there is no 1 button click that will change things.

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Originally Posted by mpd3892
What platform and will you be making available for others to try?
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Old 01-01-2018, 12:57 PM   #61
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Re: ZERO Slider Adjustments & HIGH MOTOR

iMac2307 have you uploaded your roster to PSN? If not, I hope you do. If others try playing with these trait edits, then hopefully they too will share their observations. The more eyes, the more we'll learn.

Hopefully someone on xBox will make a roster available as well.

Thanks and glad to have your insight.

Here's to a safe and prosperous New Year to all.
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Old 01-01-2018, 03:03 PM   #62
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Re: ZERO Slider Adjustments & HIGH MOTOR

hi
the changes of the edit roster you only make against the team that you are going to play in cfm?
with the equipment that you will not face, is not it necessary?
I'm sorry, i use translator

thanks for your work
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Old 01-01-2018, 04:34 PM   #63
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Re: ZERO Slider Adjustments & HIGH MOTOR

sssolid20,

Changes are to all players on all teams, your team also.

You can make changes to teams as you play the, or all at same time.
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Old 01-01-2018, 07:05 PM   #64
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Re: ZERO Slider Adjustments & HIGH MOTOR

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Originally Posted by mpd3892
iMac2307 have you uploaded your roster to PSN? If not, I hope you do. If others try playing with these trait edits, then hopefully they too will share their observations. The more eyes, the more we'll learn.

Hopefully someone on xBox will make a roster available as well.

Thanks and glad to have your insight.

Here's to a safe and prosperous New Year to all.
Roster is now finished as Version 1. This means the following traits have been changed:

Big Hitter - Off (Left On for a select few)
High Motor - Off (For everyone except DL & OLB in a 3-4, rated above 90)
Sideline Catch - On (For all Offensive Backs & Receivers)
Cover Ball - Never (For all QB's, RB's, FB's, WR's, TE's, DB's)

I am currently testing how QB traits effect their play and am making some interesting finds. I'm testing some variables between SENSE PRESSURE, FORCE PASSES & QB STYLE.

I've so far found ways to help keep QB's based in the pocket and make realistic throws around the field. I noticed while testing that some QB's were great at this, but I then played games against Dak Prescott and Carson Wentz, and they kept scrambling when they didn't need to and trying to throw on the run. I noticed their traits were different from the likes of Tom Brady, Drew Brees and Jared Goff, who were making incredible throws. So I would like to see if I can find which traits do what to the QB to see if that can translate in to applying it to different tiers of QB's.

After that, I would like to go back and make the further changes to the roster around DB's stripping the ball etc, so I still have a little way to go...

If you think it would be useful to upload Version 1 now, I will happily do so...

P.s - The game now plays substantially better...
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