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Old 11-21-2018, 06:33 PM   #1249
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Re: Madden 19 CPU vs CPU Sliders

Jags whip the giants 31-13.

Small impression
Early in the second quarter, jags had the ball at giants 43, 4 and 2 and they go for it with a run to fournette and convert. Coaches manage the games a bit better. One of the best improvements and wasn’t even advertised.


Jags. Giants
483 total offense. 333
150 rushing yards. 116
333 Passing 217
19 first downs. 17
0. Pr. 2
51 KR. 128
534 total yards. 463
0 Turnovers 2
9/15 third down. 9/15
Penalties 4-20. 2-10

52 completions; 16 incompletions; 68 total passes; 6 sacks; 55 runs; 266 yards; 4.83 a carry; 28 and 22 long runs; 18 BTK; 13 TFLs; 10 pass deflections; 129 total plays; 6.3 yards a play

Rushing
Giants
Barkley 16-100 1 TD 1 fumble lost
Gallman 5-16

Jags
Fournette 23-92
Yeldon 5-50
Hyde 4-8
Bortles 2-0



Receiving breakdown
Giants
27 catches
WR 11
TE 11 (9 starter; 1 for each backup)
Rb 5

Jags
25 catches
WR 14
TE 7
RB 4 (1 to FB)
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Old 11-21-2018, 08:48 PM   #1250
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Re: Madden 19 CPU vs CPU Sliders

Saints beat the Bucs 40-34 in OT.

Bucs. Saints
397 total offense. 621
156 rushing. 184
241 passing. 437
17 first downs. 27
0 PR. 19
205 KR. 157
602 total yards. 797
0. Turnovers 2
6-13. Third down. 6/11
8-66. Penalties 17/103

77 total passes; 53 compleitions; 24 incompletions; 5 tds/2 int; 4 sacks; 12 pass deflections; 55 rush attempts 340 yards; 6.1 yard/att; 24 BTK; 2 rushing TDs; 8 TFLS; 131 total plays; 7.7 yards a play;

Rushing
Bucs
Murray 21-119 1 td
Barber 6-13
Fitzpatrick 2-17
Jones II 1-7

Saints
Kamara 15-104
Ingram 9-77
Washington 1-3

Recieving breakdown
15 total catches

Bucs
WR-9
TE-1
RB-5

Saints
38 total catches
WR-18
TE-12
RB-8


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Old 11-21-2018, 09:31 PM   #1251
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Re: Madden 19 CPU vs CPU Sliders

Panthers pound cowboys 57-24. Zeke got injured after the first quarter . Dak threw 4 int. Did a write up with stats but the site locked me out and it never posted .
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Old 11-22-2018, 09:56 AM   #1252
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Re: Madden 19 CPU vs CPU Sliders

Guys, hold off on testing. I’m trying some adjustments, and it’s been a mixed bag but nothing drastic. Tried a higher speed parity threshold but didn’t like what I seen. Took away pass rush.

I’ve raised tackle to 35

Lowered pass block to 35, but about to bump back to 40, the old setting

Also giving 9 minute quarters a go. Not sure if we’ll get enough plays, and the user’s D will be ranked high and the offense will be ranked low. Where 10 minutes gives us 130 plays, 2 above the real 128 average. While 9 minute quarters will probably average in 108-118 range, that’s 10-20 less plays a game.

On nine minute quarters, the cpu utilizes the run clock feature sooner more than they do on 10 minutes. Earlier this release, i tested 9 minutes extensively, and there were too many games that had less than a 100 total plays.

But since the last patch, the game moves quicker with cutscenes and replays. Seems like there’s fewer replays. Need to run 9 minutes for at least 16 games to get a nice average.

10 minute quarters would probably give 128 plays if the punters ran clock more on punts. Thought of this the other night. There’s usually 5-8 punts a game and that’s probably 100 seconds of game time that doesn’t get elapsed like it should.
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Old 11-22-2018, 10:37 AM   #1253
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Re: Madden 19 CPU vs CPU Sliders

Tommy!, put down the chaloopa, I mean 🍗leg! Your getting grease all over the controller! Be careful sitting your Xbox on your wife's favorite Holiday placemat as not to burn it since you have been running your system 3 days straight! Lol! Substantial improvements in many aspects. Will be playing few more days till doing thorough assessment. 🍽️😱
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Old 11-22-2018, 12:12 PM   #1254
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Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by tommycoa
Guys, hold off on testing. I’m trying some adjustments, and it’s been a mixed bag but nothing drastic. Tried a higher speed parity threshold but didn’t like what I seen. Took away pass rush.

I’ve raised tackle to 35

Lowered pass block to 35, but about to bump back to 40, the old setting

Also giving 9 minute quarters a go. Not sure if we’ll get enough plays, and the user’s D will be ranked high and the offense will be ranked low. Where 10 minutes gives us 130 plays, 2 above the real 128 average. While 9 minute quarters will probably average in 108-118 range, that’s 10-20 less plays a game.

On nine minute quarters, the cpu utilizes the run clock feature sooner more than they do on 10 minutes. Earlier this release, i tested 9 minutes extensively, and there were too many games that had less than a 100 total plays.

But since the last patch, the game moves quicker with cutscenes and replays. Seems like there’s fewer replays. Need to run 9 minutes for at least 16 games to get a nice average.

10 minute quarters would probably give 128 plays if the punters ran clock more on punts. Thought of this the other night. There’s usually 5-8 punts a game and that’s probably 100 seconds of game time that doesn’t get elapsed like it should.


Happy thanksgiving Man!

I played a 9 minute game last night and I was little shocked. There was 119 plays, which is obviously not NFL, but the stats added up realistically? I didn’t get that one. It was a 49ers Vs Vikings 10-23 win. Niners has many chances to score but blew it. I can’t remember stats off top my head but it was something similar like this;

385-395 total offense
95-102 rushing yards
267-254 passing yards
13-16 first downs
452-468-total Yards

All I remember top my head. I’m going to be opening up my laptop and letting games just play out today as I cook and watch football, is there anything you want me to test besides 9 minutes?
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Old 11-22-2018, 12:19 PM   #1255
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Re: Madden 19 CPU vs CPU Sliders

Made two changes to the OP.

9 Minute quarters

35 Tackle


Quote:
Originally Posted by tommycoa
I’ve had 5 straight games with 10 0r less deflections with these. Big shoutout to Sdoug for helping test and dcthompson for the pass coverage/int/pass reaction d. The scoring has been slightly higher as well, which was needed. Most games were in the 20s before, but now I’m seeing 30-20 type games.

Thinks that help the game play better:

1. Don’t skip cutscenes. The game gets pretty whacky and highly unstable when you do. Skipping cutscenes makes things more like Madden Arcade.

2. Go to Main Menu—->Share and Manage files—->load and delete——>Delete the file titled playcall; this improves playcalling. Gets a better run/pass, especially more run plays.

3. After each game played/watched, exit to Main Menu, then go back to CFM and play your game.
If gameplay gets wonky, delete your profile and reenter the sliders. And before your 8th game,16th game, and the playoff, do a profile deletion each time to get the game back on track. If you dont delete y=the game may start to favor NFL Blitz.

4. If you see the crazy punt glitch, where during wind games, the team punting into the wind can only punt it 20 yards or so straight up in the sky, just super sim punts on normal. No way to tell if it’s a wind game before hand. So there will be one bad punt. This can really change a game. Wish they’d fix it. For now, this is all we can do.

5. Go to Files and Settings; find playcalling; delete the file called Suggestions. Also I’m using the active rosters. Main difference i see using this setup is this: inside the ten yard line, you rarely see the cpu come out in jumbo formations. They keep spreading the field and this results in more touchdowns. There are other smaller nuances going on with using these particular settings, but after 30+ games with this combo, I feel like playcalling and formation use is way more dynamic. Simply put, it seems like the teams play more towards their schemes.

6. PLAY THE KEY MOMENTS ADVICE:

If there’s games you’d like to Play the Key Moments on, I suggest using 15 minute clock with 25 runoff for those games. I’m not sure the 10 minute clock will give enough plays. 15/25 should work aces for the amount of plays you watch with play the key moments. 15/25 will keep the qbs audibling.

Gota defensive battle going with the 11-2 Texans (#1 D, best team in the league) vs. the 10-3 eagles who are coming off a 30-11 beatdown from another 10-3 Rams team.

Right now it’s 7-3 with a minute and a half before the half.
Before you load sliders, delete your profile and choose expert and sim upon Intro Setup.

SLIDERS

Main Menu

Difficulty - all madden
Injuries - 40
Fatigue - 65
Quarter Length - 9 minutes
Acc Clock - Off
Game Speed - Normal
Min Threshold - 40
Ballhawk - Off
Heat seeker - Off
Auto Strafe - Off
Switch Assist - Off
Flip Play - off
HB Moves - Manual
Visual Feedback - Off
Even Teams - Off

Volume control
In-game commentary-85
Stadium speakers 50
Crowd -
Crowd Noise:
85 for early season non-divional game
90 for early to mid season rivalry and division games
95 for late-season division and rivalry games
100-post-season games

This will make the intensity level different for various types of games. Crowd noise well done this year. One of the small things that never gets mentioned.
On the field-25

Visual Settings

Play Call Style - enhanced
Play Call Button Layout - default
Previous Play Information - off
On Field Visual Feedback - Off
Drive Goals & XP Feedback - Off
Franchise Bottom Line Ticker - off
Franchise Gameplan Boost Notification - Off
Coaching Tips - Off
Pre-Snap Menu - off
Player Names - off

Camera Toggle - off
Passing Cam - off
Offensive Camera Settings - broadcast
Defensive Camera - broadcast
Enlarge On Field Graphics - Off
Color Blindness - Normal Vision
Brightness - Default
Contrast - Default



CFM League Settings

Skill Level - Pro
Game Speed - Normal
League Type - COACHES
Instant Starer - Off (treat this the same as coach firing)
Trade Deadline - On
Trade Type - Enable All
Coach Firing - ON
Salary Cap - On
Relocation Settings - Normal
Injury - On
Pre Existing Injury - Off
Practice Squad Stealing - On
Player Progression Frequency - 4 weeks


Gameplay
QB Accuracy - 90
Pass Blocking - 40
WR Catching - 53
Run Blocking - 85
Fumbles - 35

Pass Defense Reaction Time - 25
Interceptions - 35
Pass Coverage - 75
Tackling - 35


Injuries - 40
Fatigue - 65
Player Speed Parity Scale - 40

FG Power - 50
FG Accuracy -50
Punt Power - 50
Punt Accuracy - 50
Kickoff Power - 50

Penalties

Offside - 50
False Start - 35
Offensive Holding - 60
Defensive Holding - 75
Facemask - 49
Defensive Pass Interference - 95
Illegal Block In The Back - 49
Roughing The Passer - 53

All the ON/OFF penalties should be turned ON!

Use default Auto subs. Game treats auto subs different when you don’t use accelerated clock.

*****************
Formation Sub tips:

Here in the playoffs, for this next game, im messing more with formation subs for running backs. It took maybe 2-3 minutes to make these subs. Adds a little more strategy to the games. The running backs are the only formation subs I’ll use. After the tips, there’s stats from this strategy for the Lions/Eagles game.

I’ve already got the other playoff teams setup like this.

1. Power backs are in all:
single back/pistol/shotgun 2 or 3 TE sets
2. I formation and offset I sets
3. Shotgun sets where the running back is about a half yard behind the QB, it’s kind of like the Pistol, but not quite. These forms have more power plays.

Elusive/recieving backs
1. Single back/Pistol 3 wide reciever sets
2. Shotgun sets where the RB is lined up directly beside the qb.
This will be the only formation subs I’ll do. Some teams, like the lions, have a slew of good backs, and now their top 2 backs are out. For the eagles, i put clements in the aforementioned power type sets.

This really helped the run game. Made it way more realistic, and the coaching seemed to use a wide variety for both the Lions and the Eagles.

Clement (power back)13-73; 4 catches for 20
Sproles (elusive/recieving back) 8-30; 3-2 recieving
Smallwood (power ball) 4-18.

Lions didnt run the ball much; their top 2 backs were out and they have a playbook similar to the Pats, so they passed a lot more than they did in the wildcard playoff game. Just a different gameplan this week. Lions backs had Just 14 carries but 8 catches, so 22 total touches. Eagles controlled the time of possession and that’s how the won against their D. The Eagles wore the Lions stout D out and survived 2 giveaways and 0 takeaways. Eagles D played lights out and they were good in the season according to stats. Both dlines effected the outcome of this contest.

Lions running backs Rushing/Recieving
Riddick (elusive/reciving) 5-21/6-26
Johnson (power) 8-19/
Abdullah (elusive/recieving) 1-9/2-29

The Pats Playbook is the most balanced of the playbooks as far as passing game goes. What i mean is, you see a better distribution of passes to all the targets. The lions playbook has the same kinda setup.

*************************
STATS and AVERAGES!!!!! Pretty good stuff and close enough in averages that I now feel 110% confident that these are the best around.

This is from 15 ballgames played. Still got one left, but the house was quiet for calculations, which is rare.

https://www.pro-football-reference.com/years/2018/


All the qbs completions/incompletion log
40. 54
30. 45
40. 56
30. 38
28. 41
21. 36
26. 36
21. 39
20. 32
21. 33
31. 44
33. 41
27. 36
25. 44
23. 38
25. 46
26. 44
23. 35
24. 33
31. 35
19. 35
27. 35
25. 29
27. 44
22. 35
27. 41
17. 26
15. 20
9. 15
7. 16
7. 9
1. 1

Average score 27.9 to 15.7
Don’t have an average score for this year because i can’t find the average. But the average in this article is 29 to 17.8
http://www.sportsonearth.com/article...erage-nfl-game


Passing
Comp. ATT
648. 1112
21.6. 37


Passing yards
8755 total yards
292 per game (250 yards) this one is off because i forgot to delete profile and had a game with 1000 comb passing yards. Remove that game and they averaged 277 a game. 27 yards off.
21.6/37 (comp/attempts) (23.1-35.5)
7.87 yards per pass (7.1)
56 TDs
1.86 Passing TDs per game (1.8)
0.9 INT per game (0.8)

740 rush attempts
24.6 rush attempts per game (25.6)
2734 total rushing yards
91.6 yards per game rushing (110.7)
3.7 yards a carry (4.3)
0.3 rush tds per game (0.8)

104 sacks
3.46 sacks per game (3.2)

11,489 total offense
383 yards a game (361)

1956 total plays
65.06 plays per game (63.6)
130 plays per game (128)
5.9 yards a play (5.7)

635 total points scored
21.1 Points per game (24.1) scoring is way up this season, 21.1 falls in line with previous season averages. Last year 22.1 the previous year was 21.7 on https://www.pro-football-reference.c...2017/index.htm

First downs
532 total first downs
17.73 first downs a game (20.7)

42 total turnovers
1.4 turnovers per game
(1.4)

196 total penalties
6.53 penalties
(6.7)

Penalty yards
1516 penalty yards
50.5 yards
(57.1)

1246 third down average
41.5% third down
(39%)

154 total tackle for losses
5.1 TFLs per game
(5.5)

102 pass deflections
3.4 pass deflections per game. (2.5)
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Old 11-22-2018, 01:42 PM   #1256
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by tommycoa
Made two changes to the OP.

9 Minute quarters

35 Tackle
Hey Tommy so I have 2 games left in my initial season with the old sliders post patch. I will post end of season stats when I finish those two games today, but I have seen some differences post patch.

Most glaring one is the run game being overpowered, seems like patch improved blocking and possibly RB IQ as well. The other one is INT’s, I’ve had at least three games of QB’s throwing 4-5 INT’s, but then there is games where there is nothing, so may just be a glitch in the Matrix. I just find it odd considering I’m using the Eagles and their suspect DB’s, but I’m pretty sure we lead the league in INT’s.

Like I said as soon as I finish these last two games I’ll post some stats and thoughts. I did see you updated the OP but I’m gonna hold off and finish this season with these sliders to see how things balance out, then next season I’ll run with the updated sliders.
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