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JoshC1977's Madden 19 Sliders (for CFM Only)

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Old 10-07-2018, 04:55 PM   #665
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Re: JoshC1977's Madden 19 Sliders (for CFM Only)

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Originally Posted by JoshC1977
I'm seeing a really good balance of animations and balanced gameplay using the setup as well. Sure, on occasion, there is some wonky stuff, but that's Madden (and frankly, Madden 18 was worse with respect to wonky stuff). Of the plethora of issues listed, probably the only one I see with any frequency (more than 1-2 times per game) are the questionable cuts made by CPU runners....and even that is WAY better with this version of the game.

I have pretty much tested manipulating every value on the OP set, down to the gameplay assists and the more I changed them, the more frequent the items in that list started to be.

The biggest offender is the injury settings....things get super wonky when you drop the injury slider in CFM...especially when you go super low...like in the 20s. I suspect some people are running "default" but using a low injury slider....boys...that's not default anymore....it's a big chunk of the physics interactions and balance. You cannot run straight default gameplay sliders and lower injury (or raise fatigue) without dire consequences. No, it shouldn't be that way...I get that....but from my observations....it is.

FWIW, running with the OP...my last game....I had 3 or 4 injuries and one was a game ender, the rest were short-duration.

ok guys, I had many games and while Josh was busy I had an autosave file corrupted that destroyed a great season at week...17. And then came the patch, that changed everything again.


So I did some testing on my own just changing injuries on both MM and CFMM and I tell you: just ONE point can make a HUGE difference on gameplay. There are some "switches" like 29 to 30 in MM and 39 to 40 in CFM, but, really: I warmly raccomend to everybody to stick precisely to the setting. Don't think "hey'it's just one point...", that's not how this game works.
Why it's a different topic and I don't think anybody but the developers can give a real reason to things happening in a certain way, but don't underestimate details.
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Old 10-07-2018, 05:04 PM   #666
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Re: JoshC1977's Madden 19 Sliders (for CFM Only)

For Josh or anyone else really:

Y’all running with the 75 man roster or a different one?
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Old 10-07-2018, 05:14 PM   #667
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Re: JoshC1977's Madden 19 Sliders (for CFM Only)

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Originally Posted by roadman
I'm looking for some feedback for the main forum. I'm not seeing these issues on a continuous basis using Josh's setup and would like some clarification from the people using Josh's sliders. I hope some of you are able to weigh in. Josh, your feedback is welcome too. Thank you.


the physics are terrible..warping dbs still magically stopping so the wr can get a step..end zone awareness issues..wrs brain dead and not active..too many one on one wwe tackles..rb jukes and awful vision.

Do some of these issues/concerns happen once in a while? Do they occur every other play, etc........?

rbs with a wide open sideline juke back into the flow of traffic?..db after press coverage get a slight hitch which enables wrs to get open?..lbs and dbs literally warping to the ball jumping with insane verticals and eyes behind their heads?..dbs freezing within 5 yrds of the end zone endline..rbs jogging to the hole after getting a handoff and on lower speeds getting a hitch pause?.one one one wwe tackles with a 170 lb db on a powerback?..ol just freezing in place on a pass block?..wonky excessive cuts by the rb and wonky qb spin outs and turnarounds from the qb?

Ok, you're throwing a lot of stuff intothe equation, I'll try to answer to at least some:


- runners cut: defintively rating-based, not really sure which one, but I'm guessing BCV. Could be also a combination, BCV-AWR? But some players do, some others don't


- Defensivemen passing coverage: this is one of the most important changes with injury sliders. At 50-50 they are reasonable for my taste even at AM, reduce or increase one of them (apart from 0 in the MM...) and everything goes haywire. BUT that's also part of the last patch: with the change between spectacular catch and agility+jumping, you'll see far more frequent supermen pass defense. Why? Well, EA did a great job this year, but they still get money from competition, so they still do the game for them. I agree I hate the int concepts, defensive backs in real football are not just wr playing on defense, but that's it, this is what the kids want, they want to intercept passes and this is what EA gives them. Look at NFL INTs and you'll see how many of them happen after a deflection... I don't know the ratio, but it's pretty high. Deflections still extremely rare in Madden.
But we can't change the game development with sliders... They should understand themselves what "simulation" means.


- press: it's voluntary broken. Again a question of competition... My suggestion is to use press with plays that are press by default and don't use the presnap command. If you want closer DBs press first and show blitz after


- tackling and blocking you appear to be in a different setting, that's the other key together with pass cvg in changing inj sliders, it's the first thing you have to watch


All this said, never forget: ratings.
Take overall and throw it out of the window.
This year you have so many ratings that OVR is a totally misleading number. I'm in year 2026 with the Bears, best rushing defense ever and there's a 77 OVR HB in the Packers who costantly runs a minimum of 6 YPC every damn game I play against them. You could create a 75 OVR player for each and every position and still have a monster team.
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Old 10-07-2018, 05:26 PM   #668
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Re: JoshC1977's Madden 19 Sliders (for CFM Only)

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Originally Posted by JoshC1977
Yeah, I always seem to want to toy with 0 mm injury. It tends to animate well, but it also seems to result in a lack of effort by CPU runners; leading to more one-sided tackling.

=======================================
Complete sidebar. I'm with Tizzboy that All Madden plays pretty well with the OP. I'm still very much an AP guy; but it's an option for sure if you're willing to accept boosts.

Well, I don't have any tackle/cpu run problem with 0 MM at AM, actually the tackle is more fluid, meaning 99% of the time is not on the spot, it always takes some 0,5-2 yds. But, really, it's a small detail and many other factors can influence it. It's just so weird that 50-50 and 0-50 plays more similar than 49-49 and 50-50.



Concerning AP/AM I suggest to start with AP and switch to AM as soon as you feel overpowered. Boosts are reasonable if you have a strong team, after some seasons your team is way better than any other.
I'm in 2026 and just had a perfect season with the largest amount of awards I ever won in a Madden franchise and I tell you I'm not a stick master. Maybe I can win my first AM superbowl this time, crazy things happen at AM in playoffs... mostly with a rookie QB.
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Old 10-07-2018, 05:29 PM   #669
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Re: JoshC1977's Madden 19 Sliders (for CFM Only)

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Originally Posted by Phillyboy67
For Josh or anyone else really:

Y’all running with the 75 man roster or a different one?

Personally I started with 75 man, but luckily this year I remembered to create a save with week 1 roster and week 2, probably next franchise I'll start from there.


After week 2 I strongly raccomend to not use the update roster, otherwise young players can become monsters, even if the new progress system is much better dealing with this problem.
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Old 10-07-2018, 09:53 PM   #670
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Re: JoshC1977's Madden 19 Sliders (for CFM Only)

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Originally Posted by gman2774
Completely agree with this assessment Josh. What stinks tho is I prefer to play with 15 min quarters with acc on. With that setting you have to drop injury slider but if you do, you get the wonkiness you described. Shouldn’t be that way. It’s a shame Madden has put me in that situation when all I want to do is use 15 min quarters just like they do on Sundays.



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Hold on -

Injury doesn't depend on quarter length, it depends on snap count. I think that's a huge misconception.

If you play 9-10 minute quarters with no Acc Clock vs 15 with it, you get the same snap count and injuries should be similar.
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Old 10-07-2018, 10:02 PM   #671
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Re: JoshC1977's Madden 19 Sliders (for CFM Only)

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Originally Posted by Millennium
Hold on -



Injury doesn't depend on quarter length, it depends on snap count. I think that's a huge misconception.



If you play 9-10 minute quarters with no Acc Clock vs 15 with it, you get the same snap count and injuries should be similar.


Thanks Mills. If that’s the case that’s awesome to know and very encouraging.


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Old 10-08-2018, 08:28 AM   #672
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Re: JoshC1977's Madden 19 Sliders (for CFM Only)

Quote:
Originally Posted by Phillyboy67
For Josh or anyone else really:

Y’all running with the 75 man roster or a different one?
As I said previously, I prefer running with the 75 man roster. I have used EA preseason and week 1 rosters and they seem OK.

Quote:
Originally Posted by TizziBoy

All this said, never forget: ratings.
Take overall and throw it out of the window.
This year you have so many ratings that OVR is a totally misleading number. I'm in year 2026 with the Bears, best rushing defense ever and there's a 77 OVR HB in the Packers who costantly runs a minimum of 6 YPC every damn game I play against them. You could create a 75 OVR player for each and every position and still have a monster team.
This is so daggone true, moreso than last year (and I thought it was great then). I look for very specific skill sets for a number of positions and roles to fit what I am trying to do and many times, that player is not the guy with the highest overall. With the NFL being so specialized, this is really true-to-form.

Quote:
Originally Posted by TizziBoy
Well, I don't have any tackle/cpu run problem with 0 MM at AM, actually the tackle is more fluid, meaning 99% of the time is not on the spot, it always takes some 0,5-2 yds. But, really, it's a small detail and many other factors can influence it. It's just so weird that 50-50 and 0-50 plays more similar than 49-49 and 50-50.
I'll need to check out the 0/50 injury setup with this patch....

But yeah, 1 click (especially in a default environment) can indeed have a pretty dramatic impact on how things play out. I think you could put together a meaningfully different experience just by tweaking sliders between 49-51.
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