Home

Matt10's Madden 19 Sliders

This is a discussion on Matt10's Madden 19 Sliders within the Madden NFL Football Sliders forums.

Go Back   Operation Sports Forums > Football > Madden NFL Football > Madden NFL Football Sliders
MLB The Show 24 Review: Another Solid Hit for the Series
New Star GP Review: Old-School Arcade Fun
Where Are Our College Basketball Video Game Rumors?
Reply
 
Thread Tools
Old 03-24-2019, 07:28 PM   #2873
Hall Of Fame
 
Matt10's Arena
 
OVR: 23
Join Date: Apr 2006
Location: Overland Park, KS
Posts: 16,273
Re: Matt10's Madden 19 Sliders

Updating to set 25 now...standby.
__________________
Youtube - subscribe!
Matt10 is offline  
Reply With Quote
Old 03-24-2019, 08:20 PM   #2874
MVP
 
Shosum13's Arena
 
OVR: 1
Join Date: Jul 2011
Location: Michigan
Re: Matt10's Madden 19 Sliders

Quote:
Originally Posted by Matt10
Updating to set 25 now...standby.
Nice, can't wait to see what you came up with.
Shosum13 is offline  
Reply With Quote
Old 03-24-2019, 08:26 PM   #2875
Hall Of Fame
 
Matt10's Arena
 
OVR: 23
Join Date: Apr 2006
Location: Overland Park, KS
Posts: 16,273
Re: Matt10's Madden 19 Sliders

Slider Update Log

3/24/19 - This has been a bit more frustrating patch update than ones before. The pass coverage got looser, the warping appeared even more, especially on lower thresholds. Some values didn't make a difference at certain thresholds, it's just all over the place.

As much as I'd like to continue to build upon the previous set, my hand was forced to move some values in different directions, in particular the threshold to a much higher value than I had ever thought I'd get to.

The key with this set is establishing better logic and awareness to the football, but not so much that it's robotic and sticky. I thought by lowering threshold this could work instantly, but was sadly mistaken. I tested values from 50 and under, and re-established some really nice physics, especially in tackling, but it was imbalanced due to the wide open passing game that comes with the territory of lower threshold. In a way, I was a bit relieved that modifying the Pass Coverage slider with a lower threshold didn't have any impact

To my surprise, a last gasp in raising the threshold actually produced what I was looking for, which was better coverage, but still maintaining good animations + physics. It's by no means perfect, but it shouldn't be. I stopped overanalyzing every single play, and allowed the set to breathe a bit more. This allowed me to gameplan better, and find true mismatches to let the speed disparity + fatigue + sliders to do its work.

Overall, I'm happier than where I started. Personal adjustments can still be made as this threshold is much easier to work with, and it seems that the values like QBA, PBL and PCV are more adhered to than they were in the 50 & under thresholds.

Here is Version 25. I've posted it as a complete set versus identifying changes:


*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)
• No changes. 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: 70 (from 52)
Version 25: As mentioned, the 70 threshold from 52 was needed to get the coverage and awareness to the football back intact. Happy that the slider values do not need significant changes as well. There is still good enough separation between players, and finding mismatches will be key in gameplan versus just an exploit as it was on lower thresholds.

Player/CPU Skill Settings
*Community PC file: "Matt10V25" (pending, tbd)
*Community PS4 file: "Matt10V25" (pending, hosted by Escobar)

QB Accuracy: 40/40 (from 45/45)
Version 25: Kind of keep going back and forth here, but to be fair I did test a lot with QBA values from 40-55 and found that 40 is right at the point in which the bad throws happen under pressure. With the fatigue at 52, one would think the fatigue levels of the QB would play a role a bit more, but they weren't on the previous set. This is mainly because the pressure up front was lacking, allowing the QB to just sit back relaxed and throw.

Pass Blocking: 25/10 (from 25/25)
Version 25: Had to time this one a bit for the CPU because it started becoming patty-cake with the OL/DL again. Lower thresholds allowed the separation to be more natural, but again too many compensations had to be made. Increasing the threshold to 70 actually helped produce the same animations the lower thresholds did, so that again was a welcome surprise. The progression of the DL through the blockers is the animation I'm looking for, and balanced out with no insta-sacks on PA passes.

WR Catch: 45/42 (from 42/42)
Version 25: User WRC gets a slight bump here because of missing some really simple passes too often. The CPU still has these, but for some reason, not as bad. In addition, if you raise CPU WRC too much you start to see one-handed and diving catches too often.

Run Blocking: 25/25
• No changes. Still seeing good variety of runs and amount of gaps being filled or hit. Release of the DL from the OL is nicely timed and inline with ratings as well. Fatigue continues to play a factor as well.

Fumbles: 50/50
• No changes. 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
• No changes. Still good reactions, and I did look all over the place with this value, especially when reviewing thresholds.

Interceptions: 25/25 (from 20/20)
Version 25: Just a slight bump to get a bit more punishment for bad throws. DBs were dropping lobbed passes that they looking at a bit more than I would have liked. No crazy LB interceptions though.

Pass Coverage: 50/50 (from 45/45)
Version 25: Probably one of the more frustrating values this update. Using lower values lets things be tighter on certain routes, but completely brain-fleeting on others. Pair that up with a lower threshold, and when those mediocre coverages get exposed, they get exposed for big - and simple - yards. Too many routes can get exposed with a lower threshold + coverage adjustments, even on 100 it was just as poor. I kept it safe here and allowed the mismatches to play a role more on a good threshold.

Tackling: 42/42 (from 41/41)
Version 25: Just a slight bump to reduce more of the broken tackles I've seen. Definitely tested this value up to 48, and the WWE tackles returned, eventually taking a backseat once crossing into 42 and under. My biggest hesitation with such a high threshold was the animations and physics of the tackles, but again surprised that they stayed quite strong in the end.

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
• No changes. 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
Advertisements - Register to remove
Old 03-24-2019, 10:16 PM   #2876
Rookie
 
OVR: 0
Join Date: Apr 2016
Re: Matt10's Madden 19 Sliders

Any tips on how to stop the AI offense? Playing KC with the Colts and offense is really smooth and realistic for the most part but on defense I can’t do anything to stop them. Score is 47-18. Mahommes is 26/29 for 420 and 5 tds. Since I’m using colts I run a zone defense and it’s like he’s throwing perfect throws in between zones.
_j_maine_ is offline  
Reply With Quote
Old 03-24-2019, 10:31 PM   #2877
Rookie
 
OVR: 0
Join Date: Apr 2016
Re: Matt10's Madden 19 Sliders

Quote:
Originally Posted by _j_maine_
Any tips on how to stop the AI offense? Playing KC with the Colts and offense is really smooth and realistic for the most part but on defense I can’t do anything to stop them. Score is 47-18. Mahommes is 26/29 for 420 and 5 tds. Since I’m using colts I run a zone defense and it’s like he’s throwing perfect throws in between zones.
Also KC has 8 Sacks! Dee Ford alone has 4!
_j_maine_ is offline  
Reply With Quote
Old 03-24-2019, 11:12 PM   #2878
Pro
 
OVR: 0
Join Date: Mar 2016
Re: Matt10's Madden 19 Sliders

Do you all feel like the sliders play better on all pro or all madden?
The_Waterboy92 is offline  
Reply With Quote
Old 03-24-2019, 11:27 PM   #2879
Rookie
 
OVR: 0
Join Date: Oct 2018
Re: Matt10's Madden 19 Sliders

I think the pass rush is to strong for the cpu. Other than that. I noticed if I punt, the cpu punts if I score a field goal cpu scores a field goal. Etc etc....it's like a one for one trade of. My 13-2 barely beat a 4-11 but the stats did look pretty realistic
Tbs0128 is offline  
Reply With Quote
Old 03-24-2019, 11:39 PM   #2880
Rookie
 
OVR: 0
Join Date: Jan 2012
Re: Matt10's Madden 19 Sliders

Quote:
Originally Posted by Tbs0128
I think the pass rush is to strong for the cpu. Other than that. I noticed if I punt, the cpu punts if I score a field goal cpu scores a field goal. Etc etc....it's like a one for one trade of. My 13-2 barely beat a 4-11 but the stats did look pretty realistic


That’s just what happened that one game. A team is most vulnerable to give up a score after they score. That’s soccer logic but holds true anywhere. After you score your opponent will be that much more motivated to score as well so that’s when you have to have short term memory and forget about your score and step up on D.


Sent from my iPhone using Operation Sports
BoyyPace is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

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



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 07:34 AM.
Top -