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Matt10's Madden 19 Sliders

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Old 11-25-2018, 12:35 PM   #1705
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Re: Matt10's Madden 19 Sliders

I noticed for reaction and coverage you said it needed to be better and you lowered it. So is it reversed because it seems like it?
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Old 11-25-2018, 01:28 PM   #1706
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Re: Matt10's Madden 19 Sliders

Quote:
Originally Posted by neotokyo
there can't be separate values for USer and CPU FG accuracy -- also punt accuracy value didn't change but you wrote that you lowered it, and the opposite for punt power, you didn't say you changed it but it went down 2

appreciate the time you put into tweaking these because i probably don't know what i'm doing in the grand scheme of things
I just include that for those who play exhibition because on the main menu settings you can modify them separately. I have a feeling when you import sliders into the CFM that it takes as well, but there hasn't been extensive testing on my part there.
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Old 11-25-2018, 01:29 PM   #1707
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Re: Matt10's Madden 19 Sliders

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Originally Posted by Matt10
Slider Update Log

11/25/18 - Here is Version 18.

It's been a solid month since the last update on the sliders, and that's mainly because the patch updates have not resulted in needing to modify anything on my end. Have to give EA credit for this as the game has continued to improve. Of course, there are just a couple things that needed to be addressed, in particular to the following:

- User run game - a bit too easy post patch

- CPU receivers - hardly ever dropped the ball

- CPU running backs - hitting holes, but too many spins at times

Seeing how most of the values were changed from Version 17 to 18, I will go ahead and just post the slider set in full, and indicate what has, or hasn't, been changed from the previous version.

Hope you guys enjoy. Here's Version 18.
*Note, there are no changes to Special Teams or Penalty slider values.*

Game Settings


If you provide feedback, please advise of any modifications you have done from this OP set. Also, please include if you are providing feedback on All-Madden or All-Pro. Thank you!


Skill Level: All-Pro or All-Madden

Rosters: EA Default (Active or Preseason)

Auto-subs: Default

Game Speed: Normal

Game Style: Simulation

Quarter Length: 9 minutes

Accelerated Clock: Off

Gameplay Helpers

Ball Carrier Special Move: Manual

Defensive Auto Strafe: Off

Defensive Ball Hawk: Off

Defensive Heat Seeker Assist: Off

Defensive Switch Assist: Off

Game Options

Injuries: 13
• Kudos to Tommy again for these as it allows such a nice balance of entire game injuries, temporary injuries, different severity, just good overall mixture.

Fatigue: 50
• With the patch update, the 50 fatigue is perfect now. The stamina gauge doesn't deplete with the slow down animation anymore, so I'm much happier with seeing this to come back up.

Min Player Threshold: 50
Version 18: Needed to tighten things up just a tad in the run game. Thought I could lower it to "loosen" the players from eachother, but that was too much of a sacrifice to the passing game, making it too wide open.

Player/CPU Skill Settings
*Community PC file: "Matt10V18" (pending, tbd)
*Community PS4 file: "Matt10V18" (pending, hosted by Escobar)

QB Accuracy: 40/40 All-Pro (40/35 All Madden)
• The lowest QBA I've had it this entire thread, and simply I wanted better ball physics and variety from the QBs. I think NFL QBs take less chances down field, so check downs need to be contextual, and when they do take shots deep, it's not inch-perfect from a sub 80 deep throw QB. I also want their decision making in the pocket to be important because post patch the pass blocking values are going to make a big difference. *The CPU QB is a bit too automatic on All-Madden, which is why this was lowered. If you go under 35, it seems the QBs start to instantly try to get out of the pocket, and also noticed some weird animations where the QB is looking to the sidelines as they're being pressured, instead of staying downfield or looking to extend the play.*

Pass Blocking: 32/32
Version 18: The passing needed some disruption because the QB decision making was just too good sometimes, regardless of ratings. Needed to force them to be at the mercy of their offensive line, and feel this drop has significantly helped. Playaction passes are naturally difficult to pull off as they should be, but can be rewarding when the defenders bite - which seems to be pretty common in Madden, albeit a bit robotic sometimes.

WR Catch: 45/45
Version 18: Dropped this to ensure that there are more realistic looking drops, not just from hits, but also from a receiver trying to run before securing the pass. With coverage fairly tight, I wanted there to be some significant risk/reward for the QB throwing into tight windows.

Run Blocking: 50/50
Version 18: Dropped this one because the running has been much improved post-patch. No need for any advantages to the CPU any longer.

Fumbles: 50/50
Version 18: Dropped this value down again to ensure there are no unecessary jukes/spins, etc, that are not contextual to the play. I did play around with this under 50, but the fumbles are too automatic when sacking the QB or a hard WWE style hit.

Pass Defense Reaction Time: 30/30
Version 18: Needed to drop this down to get a quicker reaction from the defenders. Saw a tad bit of stopping first before breaking to get the ball. Don't want it to go too low though as that can create the psychic DB play.

Interceptions: 35/35
• Dropped this one a bit from 40 because defenders were choosing the intercept animation instead of deflecting passes.

Pass Coverage: 30/30
Version 18: Dropped this one just a tad to allow less stop on routes by the DBs/LBs. Had this even lower (20) at one point, but that hurt the CPU QB's decision making.

Tackling: 48/48
Version 18: Too many broken tackles and poor pursuit angles with it under 40...unfortunately, as I love that value so much more. However, this update has less WWE hits, and more wrap up tackles, so I'm okay with this adjustment. It will also help the user's run game, as the LBs take better angles throughout.

Special Teams

FG Power: 55/55
• I've said it before, but I like that "oomph!" in the kick. This not only allows that to happen, but it allows the accuracy value to be modified under 50 as well so there are no random driven soccer kicks into the crossbar.

FG Accuracy: 48/50
Version 18: Bumped this up for the CPU because seen 90+ kpw kickers come up well short and bar level, just wasn't realistic. Kept the FG power because still need that oomph.

Punt Power: 48/48
• May have mentioned it before, but this value is super sensitive. There is a 10-yard glitch though that happens when punting into the wind, so just be on the lookout with those. However, I did want less powered punts into the endzone that would get the punter fired on the spot if he did once in a game, let alone the multiple times this game allows it.

Punt Accuracy: 46/46
Version 18: Dropped this one down a bit, too many perfect bouncing punts that just stop dead or bounce sideways inside the 10.

Kickoff Power: 48/48
• Good value here to get the ball struck perfectly through the endzone, or come up short of the goal-line.

Penalties

All Penalties Set to Default 50 or ON
• As I said, I have enjoyed modifying the gameplay by using the power of the penalty sliders with a zero threshold, but that became a bit of a balancing act that got a bit over my head and patience. It skewed feedback because not only was I relying on feedback of the gameplay sliders, I also needed to receive confirmation that the penalty values were also adhered to. This became a sense of second guessing and inconsistency as a result. I believe having these as default are good for the set, but definitely adjust them as you see fit.
Awesome work man! Will play a few games with these tonight before beginning my CFM.


I remember you said to increase offensive holding and offside penalty sliders to 60-65 to distribute more tackle numbers to linebackers and defensive ends rather than corners and safeties - do you still think this will work post patch?


Thanks again!!
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Old 11-25-2018, 01:29 PM   #1708
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Re: Matt10's Madden 19 Sliders

Quote:
Originally Posted by Redskins041
I noticed for reaction and coverage you said it needed to be better and you lowered it. So is it reversed because it seems like it?
Yeah, it's reversed I feel. Dropping it lower will make them mirror the receiver routes pretty well in pass coverage, and react even faster. I don't want them to be psychic so that's always my threshold.
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Old 11-25-2018, 02:06 PM   #1709
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Re: Matt10's Madden 19 Sliders

I'm going to give these a shot... Do you modify them in the main menu then import them into franchise? Or do you change them in franchise?

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Old 11-25-2018, 02:13 PM   #1710
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Re: Matt10's Madden 19 Sliders

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Originally Posted by sgwrestler11
I'm going to give these a shot... Do you modify them in the main menu then import them into franchise? Or do you change them in franchise?

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I always import. I'll update the op and well thanks

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Old 11-25-2018, 02:38 PM   #1711
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Re: Matt10's Madden 19 Sliders

First of all, mad thanks to all of you for being so involved and attempting to make this thing more enjoyable. I'm posting this here instead of Reddit because you guys seem to actually be trying to fix things as opposed to jsut focusing on how bad it sucks.

That being said, I've played two full games so far with v. 18 (and part of one which ended with a controller smash); two major issues and one overall concern:

1. Running the ball is not working at all. Getting within 3 yards of any defender (even one being blocked/double teamed) automatically initiates a tackle animation. Utilizing speed burst or a move near the line has always done this, but now tackle animations are initiating almost as soon as i make a hand-off.

2. A two-parter: about half the time player defenders are hesitating while the ball is in the air. Press, man, zone, man blitz, none of it is 'working', defenders slow up or stop altogether while they watch the receiver catch the ball and the only thing stopping a big play on every pass is underneath coverage making plays out of position. Also, player pass rush is OP. Every play-action pass is a sack, and I'm generating decent pressure on 3 and 4 man rushes. By halftime of my most recent game, I had 8 sacks on Matt Ryan with 40 seconds left in the first half.

My overall concern after all these patches and slider adjustments is there are fundamental problems with the game that are not fixable. CPU WRs never dropping a ball while getting lit up by safeties and LBs while player WRs drop every contested pass; player ballhandlers constantly reeling from one animation to the next while CPU runners seemingly have a forcefield around them at times; CPU's insane ability to convert third and long at an impossible rate... I know there's been years of debate about DDA and accusations of scripting and I may be late to the party on all that, just wanted to air all that out while I was writing the rest of this novel.
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Old 11-25-2018, 02:55 PM   #1712
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Re: Matt10's Madden 19 Sliders

Wassup matt...whats your settings in the intro wen yu have to choose what style and experience..or does it matter where yu put it on? Does it effect gameplay
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