Home
Reply
 
Thread Tools
Old 12-26-2018, 02:44 PM   #2217
Rookie
 
OVR: 0
Join Date: Dec 2018
Re: Matt10's Madden 19 Sliders

Quote:
Originally Posted by Matt10
I agree, I'm going to get a hot fix going tonight. The good thing is that it's playing like a true 25 threshold of the old disparity scale. I can either go lower pcv and keep the 45 threshold or increase threshold gradually and ensure the animations stay in tact.

That's the plan of action to research, but overall happy with the base. Will update when ready. Do not think it will take as long either.

Sent from my Moto Z (2) using Tapatalk
I know you don’t like adjusting penalties but I believe the offensive holding penalty will fix the robo qb problem. I have it at 99 and have reduced the threshhold to zero and my games have been very realistic with 12min qtrs. both cpu and myself only score between 1-4 touchdowns in games. Had a game where I ended up with 5 fgs and 1 TD. The cpu difficulty has been very disipointing and unchallenging for me forever in madden games, after figuring out some of the penalty sliders recently I have never been so excited about playing Madden. I’ll post my penalty sliders when I get off work if your interested.

Last edited by Carl23; 12-26-2018 at 03:02 PM.
Carl23 is offline  
Reply With Quote
Old 12-26-2018, 03:00 PM   #2218
Hall Of Fame
 
Matt10's Arena
 
OVR: 23
Join Date: Apr 2006
Location: Overland Park, KS
Posts: 15,111
Re: Matt10's Madden 19 Sliders

Quote:
Originally Posted by Carl23
I know you don’t like adjusting penalties but I believe the offensive holding penalty will fix the robo qb problem. I have it at 99 and have reduced the threshhold to zero and my games have been very realistic with 12min qtrs. both cpu and myself only score between 1-4 touchdowns in games. Had a game where I ended up with 5 fgs and 1 TD. The cpu difficulty has been very disipointing and unchallenging for me forever in madden games, after figuring out the penalty sliders recently I have never been so excited about playing Madden. I’ll post my penalty sliders when I get off work if your interested.
That's ok, thanks though. I'm just simply not going to go that route again. I know very well what the penalty values do as earlier versions held them as a base to my sets. However, too many variables and too many possibilities to verify, especially as personal preferences means adding even more variables to troubleshoot.

Sent from my Moto Z (2) using Tapatalk
__________________
Youtube - subscribe!
Matt10 is offline  
Reply With Quote
Old 12-26-2018, 06:53 PM   #2219
Hall Of Fame
 
Matt10's Arena
 
OVR: 23
Join Date: Apr 2006
Location: Overland Park, KS
Posts: 15,111
Re: Matt10's Madden 19 Sliders

Quote:
Originally Posted by Matt10
That's ok, thanks though. I'm just simply not going to go that route again. I know very well what the penalty values do as earlier versions held them as a base to my sets. However, too many variables and too many possibilities to verify, especially as personal preferences means adding even more variables to troubleshoot.

Sent from my Moto Z (2) using Tapatalk
Good news, found out I had left out a significant value when posting yesterday. Just have to make double sure it holds up. Makes sense though why some were experiencing irregularities. Posting soon once I can finish testing.
__________________
Youtube - subscribe!
Matt10 is offline  
Reply With Quote
Old 12-26-2018, 07:35 PM   #2220
Rookie
 
OVR: 0
Join Date: Mar 2018
Re: Matt10's Madden 19 Sliders

I see what you guys mean my defense plays off everybody just letting them catch it and they swarm me every single time


Sent from my iPhone using Operation Sports
CaptTats412 is offline  
Reply With Quote
Old 12-26-2018, 09:31 PM   #2221
Rookie
 
OVR: 0
Join Date: Mar 2018
Re: Matt10's Madden 19 Sliders

Any chance we will see the update tonight Matt?


Sent from my iPhone using Operation Sports
CaptTats412 is offline  
Reply With Quote
Advertisements - Register to remove
Old 12-26-2018, 09:46 PM   #2222
Just started!
 
OVR: 0
Join Date: Dec 2018
Re: Matt10's Madden 19 Sliders

Quote:
Originally Posted by Matt10
That's ok, thanks though. I'm just simply not going to go that route again. I know very well what the penalty values do as earlier versions held them as a base to my sets. However, too many variables and too many possibilities to verify, especially as personal preferences means adding even more variables to troubleshoot.

Sent from my Moto Z (2) using Tapatalk
I was unable to find these sliders in the area you download them from. So I just copied them in to my game settings. I have 1 question does these slider affect Connected franchises if all user teams only controls one player?
Geezy1452 is offline  
Reply With Quote
Old 12-26-2018, 10:00 PM   #2223
Hall Of Fame
 
Matt10's Arena
 
OVR: 23
Join Date: Apr 2006
Location: Overland Park, KS
Posts: 15,111
Re: Matt10's Madden 19 Sliders

Slider Update Log

12/26/18 - Good amount of feedback in a short time, so I do appreciate it. I was wondering why my games were playing different than most, and it made sense, I had forgotten an essential value that I did not include in the OP. The adjustment that I forgot was I raised fatigue from 50 to 52.

In addition to that value, I decided to build off of Version 22, so going to call this one Version 23. It should address the need for some push at the DL on passing plays, and also help with the pass coverage issues. Started to see the receiver catching way too easily on 50, so that was a mistake, that has been dropped down to 40 because the fatigue allows a lot more "control" from players.

Fatigue: 52 (from 50)
• Version 23: As mentioned above, I had been working on this set, but forgot that I had fatigue modified. It is a significant value to consider because it controls the players movement and behavior throughout the pitch. I feel like there is just more control from the players. Meaning, they are sharper and more precise with movement, but there is also that outside element such as mental fatigue. I like that there are more penalties this way as well. Lastly, fatigue in general brings in a host of possibilities from a QB under-throwing passes because they had been sacked before, or had to scramble for a first down, etc. This is a real nice addition to the sets.

Pass Blocking: 30/30 (from 48/48)
• Version 23: I got a bit tired of not being able to get any sort of push from the DL, so enough was enough, dropped this value as low as 15, then scaled it back up to 30 to help playaction plays. Much better now, and timing is still solid.

WR Catch: 40/40 (from 50/50)
• Version 23: As I mentioned above, it was not the right play to increase the WRC to 50. This resulted in the ball being found in the hands of the receiver way too easily, and deflections/swat attempts become futile. The QB also seemed to have a 10% increase in their accuracy as a result, made every down seem like a conversion no matter who was throwing or catching the ball.

Fumbles: 50/50 (from 52/52)
• Version 23: Cannot seem to find the best value here, so better just to keep it at 50 and let the game play out. With the fatigue there should be a lot less of the random spins as well, however it is not completely gone.

*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
• No changes. 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: 52 (from 50)
• Version 23: As mentioned above, I had been working on this set, but forgot that I had fatigue modified. It is a significant value to consider because it controls the players movement and behavior throughout the pitch. I feel like there is just more control from the players. Meaning, they are sharper and more precise with movement, but there is also that outside element such as mental fatigue. I like that there are more penalties this way as well. Lastly, fatigue in general brings in a host of possibilities from a QB under-throwing passes because they had been sacked before, or had to scramble for a first down, etc. This is a real nice addition to the sets.

Min Player Threshold: 45 (From 15)
• No changes. Spent so much time in threshold land. I must have logged about 5 8 hours just scaling from 0 to 100 in 10 point increments. Very frustrating in some cases, but good to know what to look for even more. I pretty much had an idea, but now I know the feel and how the animations will produce. The real key was to get the entire game tighter and less like a college football game. I love lower thresholds for the concept of separating each individual player, but the game's design in threshold is true to the value - which cannot be overcome with gameplay sliders alone. My goal is not to use penalty sliders to compensate, so working with what I have here, the best balance of animations to logic was going to a threshold that accomplished that in 45.

Player/CPU Skill Settings
*Community PC file: "Matt10V23" (pending, tbd)
*Community PS4 file: "Matt10V23" (pending, hosted by Escobar)

QB Accuracy: 40/40 All-Pro & All-Madden
• No changes. Reviewed this value to ensure that 40 is still good, and relative to the WRC increase, it brings in that extra zip to a usually "floaty" 40. This value on its own can affect how the QB moves in the pocket as well, so I wanted to ensure it did not go lower.

Pass Blocking: 30/30 (from 48/48)
• Version 23: I got a bit tired of not being able to get any sort of push from the DL, so enough was enough, dropped this value as low as 15, then scaled it back up to 30 to help playaction plays. Much better now, and timing is still solid.

WR Catch: 40/40 (from 50/50)
• Version 23: As I mentioned above, it was not the right play to increase the WRC to 50. This resulted in the ball being found in the hands of the receiver way too easily, and deflections/swat attempts become futile. The QB also seemed to have a 10% increase in their accuracy as a result, made every down seem like a conversion no matter who was throwing or catching the ball.

Run Blocking: 25/25 (from 50/50)
• No changes. I wanted to get the OL/DL interaction on the runs to be less "sticky", and the only way to do that, without modifying penalty values, is to lower the run block. Thankfully lowering this value significant does not hurt too much, it actually lets the defensive line shed their blocks a tad sooner, but not so automatic that it looks completely in-sync as in all 3/4 defensive lineman shed their blocks instantly. Seeing some great animations like desperate tackles, tackle avoidance from the runner, pancakes and blindsided blocks, etc.

Fumbles: 50/50 (from 52/52)
• Version 23: Cannot seem to find the best value here, so better just to keep it at 50 and let the game play out. With the fatigue there should be a lot less of the random spins as well, however it is not completely gone.

Pass Defense Reaction Time: 55/55 (from 48/48)
• No changes. With the increase in WRC, this needed to be adjusted because the QB has some added zip to their passes. The completion chances are higher, but the reaction to the ball in the air needed to be a priority. Seen some great animations and still a good amount of realistic drops and catches.

Interceptions: 35/35
• No changes. Reviewed this value significantly as well. I wanted to see how the QB and DBs would play, but the main emphasis was the QB zipping the ball in more when a lower WRC was chosen. The issue here was the defensive coverage was not any better, and the animation that dominated was the interception attempts versus swats.

Pass Coverage: 50/50
• No changes. Next to threshold, this is the value that took the longest. I scaled this from 1 to 100 in 10 point scales as well. I found that 1 is the best man coverage, and determined this by how soon the defender's feet stop shuffling as they prepare for the receiver's change of direction at the LOS. The issue with 1 was that the zone coverage suffered. So, kept it simple and modified the other slider values to allow 50 to work.

Tackling: 41/41 (from 38/38)
• No changes. A big contributor to big plays was the missed tackles, and random, unrealistic, broken tackles. I wanted the balance of realistic wrap up tackling and gang tackling, without so much of the WWE hits. As threshold was increased, the chance of those WWE tackles increased. I liked the value of 42 a lot, but saw a bit too many big hits from small corners on tight-ends, etc, so dropped this down just a notch. Aesthetically, I like 40, but a bit too many broken tackles for my liking.

Special Teams
*note separate values from User/CPU can be changed in Main Menu, however there is no proof that the values import as separate in a franchise*

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
• 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: 44/44
• Version 20 Dropped this one a tad more because way too much perfect punts by both user and CPU. Have to force myself to make a bad punt sometimes. The amount of back bouncing is crazy.

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
• No changes. I reviewed the penalty values in particular DPI and defensive holding to establish a lot more tighter play, but these values seem to really affect the reaction of defensive players. It had too many variables, and jumbled up the animations and logic for me. I leave this up to those who want to modify, however please do not report back on irregularities without mentioning the penalty sliders you've modified. That would be skewed data to the set I presented, so I would appreciate that to be acknowledged.
__________________
Youtube - subscribe!
Matt10 is offline  
Reply With Quote
Old 12-26-2018, 11:45 PM   #2224
Rookie
 
OVR: 0
Join Date: Apr 2018
Matt10's Madden 19 Sliders

I’m about to start a new franchise to see how they do.

I just wish to be able to at least manipulate a little bit Penalties to see some called.
noobcaja is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Football > Madden NFL Football > Madden NFL Football Sliders »


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 08:12 PM.

Top -