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Old 08-23-2018, 01:22 AM   #753
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Re: Matt10's Madden 19 Sliders

Last days i didn't had much time to play M19.

Just downloading the newest patch (PC)

What shall i do after patch installed? Should i switch the sliders back to default, or should i continue to use MATT V10.5 sliders? Or is there a update available from MATT for the new patch
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Old 08-23-2018, 04:20 AM   #754
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Re: Matt10's Madden 19 Sliders

With the latest settings I played a Raiders Vs Dolphins Matchup on AP.

34-17 Loss.

It played pretty good, but still feel something is off. Coverage for one seems pretty open still at times. It seems deep passes or medium passes 15 yards or so longer are usually open. At the same Time, the lack of pressure is an issue I think. I had one sack and they had 2.

Carr was 25/33 384 yards 2 TDs 75% too high of percentage imo

Tannehill was fine with 15/28 261 yards 1 TD and a pick. 53% then When he got hurt, Petty came in for 5/6 54 yards 83% 1 TD and pick.

My concern is run game. Again, just nothing there. CPU couldnít run at all.

Jalen Richard; 14 carries 28 yards 2.0 average
Marshawn Lynch 6 carries 11 yards. 1.8 average

Doug Martin 7 carries 24 yards 3.4 average.

Dolphins;

Drake 11 carries 28 yards 2.5 average

Gore 8 carries 29 yards


Only running stats that were good is when Carr or I ran with the QB. It seems tackling might need to be adjusted. The lack of pressure is a little concerning still. I think that will help with the QB percentages. Feeling a tad wide open, could come down to personal preferences and just tweak to their liking. Overall, second game on post patch AP. I won one, lost one. I would like to see a game where it isnít all high scoring, but weíll see. Dolphins defense isnít too great, nor is the Bears. Small improvements and Iím settle on the settings. Looking at run block, tackling and more realistic QB %ís and Iíll be happy.


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Old 08-23-2018, 08:00 AM   #755
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Re: Matt10's Madden 19 Sliders

Slider Update Log

8/23/18 - Just wanted to say thanks to everyone for the feedback. I feel like I got somewhere last night, but unfortunately, ran out of time. I worked exclusively on All-Madden since it is a bit more volatile than All-Pro. It's like the realism that All-Madden had pre-patch just became the All-Madden of old. It's back to nerfing your own players to improve the % of an occurrence. Whether that be completion, missed tackle, missed interception, etc.

The main culprit is the RoboQB, but that is just a byproduct of the separation between defender and receiver, and the lack of pressure on the QB. Initially, I thought a threshold change would be in order, but I modified multiple values including threshold, and there was no difference. I then imported V10.5 values and it seemed to return back to an acceptable level.

The value that seemed to make the most difference here was Fatigue. Where I thought that it was on that the fatigue at 50 was going to allow the game to be more about gradual fatigue, it started to show that it was more so about fatigue during the actual play at hand. This is why the linebackers, the defensive backs, they started jogging in covering routes and/or chasing down the ball carrier. The defensive line would try all the swim moves in the world, but stop very quickly, leaving the outside LBs (if blitzing) to take on the OL. With all this time for the QB, the receiver just had to make one cut in a route and be gone.

So, my initial thoughts are, for Version12, I'm going to address:

- Fatigue: will most likely drop this back down to 49. Arbitrary, yes, but effective. Where I thought we could use 50 as the base, it isn't going to work. A set is only as good as its base, and 50 fatigue just isn't going to fly.

- RoboQB: could be an extreme value here at the QBA spot. Lower obviously. On All-Madden, this does not seem to be the aggression value it was pre-patch. I've had it as low as 1 and as high as 65, does not seem to make a difference other than accuracy.

- Pass Rush: A couple values can contribute to this. Fatigue definitely helps. A note on Pass Blocking value as well: this definitely helps, but it also hurts and even promotes "bonehead" blocking by the OL. So I'm treading carefully, and is the reason why I'm not quite ready to say Version 12 is ready yet.

- Pass coverage: Yes, if pressure is placed on the QB, it helps, but the coverage also has to be improved a bit for the user. The issue I've seen with it being too tight though is the coverage sacks don't look quite right - especially when the QB just stands there.

- CPU Run game: Safe to say that 50 RBL is not working, at least not paired with a TAK of 50. So that value will also, possibly, go lower. Delicate balance though in getting the angle of tackles + no warping + unrealistic broken tackles. One positive though is that this update improved the effectiveness of the tackle value relative to the pursuit angle. Before the angle of pursuit was always spot on, regardless of TAK value, but now lowering it does reduce the accuracy of pursuit. Nice to see.
So, got some work to do. Don't want to rush it as Version 11 feedback has been important, but at the same time, I do not want to keep playing the game in this state. Will be back at it later this afternoon. Thanks again, everyone.
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Old 08-23-2018, 09:02 AM   #756
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Re: Matt10's Madden 19 Sliders

Quote:
Originally Posted by Matt10
Slider Update Log



8/23/18 - Just wanted to say thanks to everyone for the feedback. I feel like I got somewhere last night, but unfortunately, ran out of time. I worked exclusively on All-Madden since it is a bit more volatile than All-Pro. It's like the realism that All-Madden had pre-patch just became the All-Madden of old. It's back to nerfing your own players to improve the % of an occurrence. Whether that be completion, missed tackle, missed interception, etc.



The main culprit is the RoboQB, but that is just a byproduct of the separation between defender and receiver, and the lack of pressure on the QB. Initially, I thought a threshold change would be in order, but I modified multiple values including threshold, and there was no difference. I then imported V10.5 values and it seemed to return back to an acceptable level.



The value that seemed to make the most difference here was Fatigue. Where I thought that it was on that the fatigue at 50 was going to allow the game to be more about gradual fatigue, it started to show that it was more so about fatigue during the actual play at hand. This is why the linebackers, the defensive backs, they started jogging in covering routes and/or chasing down the ball carrier. The defensive line would try all the swim moves in the world, but stop very quickly, leaving the outside LBs (if blitzing) to take on the OL. With all this time for the QB, the receiver just had to make one cut in a route and be gone.



So, my initial thoughts are, for Version12, I'm going to address:




- Fatigue: will most likely drop this back down to 49. Arbitrary, yes, but effective. Where I thought we could use 50 as the base, it isn't going to work. A set is only as good as its base, and 50 fatigue just isn't going to fly.



- RoboQB: could be an extreme value here at the QBA spot. Lower obviously. On All-Madden, this does not seem to be the aggression value it was pre-patch. I've had it as low as 1 and as high as 65, does not seem to make a difference other than accuracy.



- Pass Rush: A couple values can contribute to this. Fatigue definitely helps. A note on Pass Blocking value as well: this definitely helps, but it also hurts and even promotes "bonehead" blocking by the OL. So I'm treading carefully, and is the reason why I'm not quite ready to say Version 12 is ready yet.



- Pass coverage: Yes, if pressure is placed on the QB, it helps, but the coverage also has to be improved a bit for the user. The issue I've seen with it being too tight though is the coverage sacks don't look quite right - especially when the QB just stands there.



- CPU Run game: Safe to say that 50 RBL is not working, at least not paired with a TAK of 50. So that value will also, possibly, go lower. Delicate balance though in getting the angle of tackles + no warping + unrealistic broken tackles. One positive though is that this update improved the effectiveness of the tackle value relative to the pursuit angle. Before the angle of pursuit was always spot on, regardless of TAK value, but now lowering it does reduce the accuracy of pursuit. Nice to see.


So, got some work to do. Don't want to rush it as Version 11 feedback has been important, but at the same time, I do not want to keep playing the game in this state. Will be back at it later this afternoon. Thanks again, everyone.


Thanks for all your work Matt. If Iím reading this right youíre saying post patch cpu QB acc has nothing to do with QB aggression now?


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Old 08-23-2018, 09:33 AM   #757
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Re: Matt10's Madden 19 Sliders

Quote:
Originally Posted by Rmiok222
Thanks for all your work Matt. If Iím reading this right youíre saying post patch cpu QB acc has nothing to do with QB aggression now?


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That's right. I had it at 1 and they still threw bombs and down the field as much as they wanted. Granted 1 wasn't as accurate as 5, 10, 15, and so forth, but it was encouraging to see because if QBA remained tied to aggression, it would be hard to balance accuracy, which then contributes to roboqb of course.

As it stands, or rather when I last left off testing, I have it at 10. Reminds me of NCAA on Heisman in a sense. Other values play their role though.
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Old 08-23-2018, 09:40 AM   #758
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Re: Matt10's Madden 19 Sliders

Quote:
Originally Posted by Matt10
Slider Update Log

8/23/18 - Just wanted to say thanks to everyone for the feedback. I feel like I got somewhere last night, but unfortunately, ran out of time. I worked exclusively on All-Madden since it is a bit more volatile than All-Pro. It's like the realism that All-Madden had pre-patch just became the All-Madden of old. It's back to nerfing your own players to improve the % of an occurrence. Whether that be completion, missed tackle, missed interception, etc.

The main culprit is the RoboQB, but that is just a byproduct of the separation between defender and receiver, and the lack of pressure on the QB. Initially, I thought a threshold change would be in order, but I modified multiple values including threshold, and there was no difference. I then imported V10.5 values and it seemed to return back to an acceptable level.

The value that seemed to make the most difference here was Fatigue. Where I thought that it was on that the fatigue at 50 was going to allow the game to be more about gradual fatigue, it started to show that it was more so about fatigue during the actual play at hand. This is why the linebackers, the defensive backs, they started jogging in covering routes and/or chasing down the ball carrier. The defensive line would try all the swim moves in the world, but stop very quickly, leaving the outside LBs (if blitzing) to take on the OL. With all this time for the QB, the receiver just had to make one cut in a route and be gone.

So, my initial thoughts are, for Version12, I'm going to address:

- Fatigue: will most likely drop this back down to 49. Arbitrary, yes, but effective. Where I thought we could use 50 as the base, it isn't going to work. A set is only as good as its base, and 50 fatigue just isn't going to fly.

- RoboQB: could be an extreme value here at the QBA spot. Lower obviously. On All-Madden, this does not seem to be the aggression value it was pre-patch. I've had it as low as 1 and as high as 65, does not seem to make a difference other than accuracy.

- Pass Rush: A couple values can contribute to this. Fatigue definitely helps. A note on Pass Blocking value as well: this definitely helps, but it also hurts and even promotes "bonehead" blocking by the OL. So I'm treading carefully, and is the reason why I'm not quite ready to say Version 12 is ready yet.

- Pass coverage: Yes, if pressure is placed on the QB, it helps, but the coverage also has to be improved a bit for the user. The issue I've seen with it being too tight though is the coverage sacks don't look quite right - especially when the QB just stands there.

- CPU Run game: Safe to say that 50 RBL is not working, at least not paired with a TAK of 50. So that value will also, possibly, go lower. Delicate balance though in getting the angle of tackles + no warping + unrealistic broken tackles. One positive though is that this update improved the effectiveness of the tackle value relative to the pursuit angle. Before the angle of pursuit was always spot on, regardless of TAK value, but now lowering it does reduce the accuracy of pursuit. Nice to see.
So, got some work to do. Don't want to rush it as Version 11 feedback has been important, but at the same time, I do not want to keep playing the game in this state. Will be back at it later this afternoon. Thanks again, everyone.
If you can fix all of those issues (which it sounds like you have plans for) this set might actually be perfect. Based on that I'm super excited for V12, you've done an awesome job so far and those improvements could make for an excellent madden year. Thanks Matt!
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Old 08-23-2018, 09:40 AM   #759
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Re: Matt10's Madden 19 Sliders

Ive found from experimenting that robo Qb May be based on interceptions. At 30 robo Qb was in full effect. At 35 it was a bit better, 76-80% completions. With interceptions at 40 it was an all you can pick buffet! Picked off Matt Ryan 4 times, 50% completions or so. DBs stuck to their man like glue. Qb was also off the mark a lot more. Same at 37, Iím gonna try 36 next game


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Old 08-23-2018, 09:45 AM   #760
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Re: Matt10's Madden 19 Sliders

Thanks for all your hard work Matt! Much appreciated.
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