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Old 12-12-2018, 12:16 PM   #1577
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Re: Madden 19 CPU vs CPU Sliders

Bumped Pass Block down to 30.

Pocket looks more realistic now. If we get too many sacks, i’ll Bump it back to 35.

Not sure what happened, but online is dead for the time being. Last week it played better than offline, but now it’s an arcade fest.

Back to offline for the first time since the last patch, and wow, game looks really good. Better than before.

Just seen a bad snap on a FG and it cause a bad miss. Best thing, there wasn’t heavy rush for a block. He just missed it because the timing was off. Haven’t seen much of that before, ever.

Also with the clock thing.

Here’s how to do it.

In Main Menu, turn accelerated clock on and change the run off to 25, and it will stay at 25, then turn accelerated clock back off.

In cfm, do the same thing as MM, but in cfm, the runoff doesn’t change back to 25, it’ll still be 20, but the effects of the clock stick. As is now, since the patch, if you dont do this, you’re really playing with accelerated clock ON even though it’s off. The time disappears just before the team approaches the line of scrimmage.


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.


4. NOT SEEING THE PUNT GLITCH AT ALL ANYMORE, BUT IF YOU DO SEE IT USE THESE INSTRUCTIONS.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
I start the season in preseason and input sliders first, then i do these slight edit changes to make scramblers scramble.

I start my cfm in preseason, set up the sliders and i change my list of qbs to scramblers. Takes maybe 5 minutes to do.

Scrambling is way better this year than last. Last year they took off way too much. Not the case here. Seen Cam have 8 for 50 the other night and some of the runs were designed draws and read options. Was pretty cool. I think cam audibles to a qb draw once. Good stuff.

Here’s the scramblers list. Just go to player edits and on the traits screen change qb style.


Tribusky
Josh Allen (i think he’s already a scrambler)
Newton
Mayfield
Dax Prescott
Aaron Rodgers
Deshaun watson
Tanneyhill
Wentz
Russel wilson
Pat Mahomes
Marcus Mariotta (think he’s already set, check to make sure)
Bortles
Lamar Jackson (already changed on most current roster

Skill Level - Pro
Game Speed - Normal
League Type - COACHES and OWNERs (but choose the owners only when signing up for a team. When you choose coaches, the offense gets a gigantic boost.)
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 - 30
WR Catching - 53
Run Blocking - 65
Fumbles - 40

Pass Defense Reaction Time - 30
Interceptions - 25
Pass Coverage - 70
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 - 55
False Start - 35
Offensive Holding - 65
Defensive Holding - 65
Facemask - 49
Defensive Pass Interference - 95
Illegal Block In The Back - 49
Roughing The Passer - 51

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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Last edited by tommycoa; 12-12-2018 at 12:19 PM.
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Old 12-12-2018, 12:34 PM   #1578
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Re: Madden 19 CPU vs CPU Sliders

Good stuff itís just in playnow then this happens . 👊👍🏈
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Old 12-13-2018, 06:36 PM   #1579
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by HC0023
Hey you CPU vs CPU Maniacs , So I was talking to Tommy tonight and I have been using his set in Play Now. It plays different then a CFM.SO I Love using the 10 minute clock now . I have been noticing my games only giving me a total of 100-116 plays though . Tonight I might have found the reason why. I noticed even with accel clock off I was seeing the play clock and game clock losing about 4 seconds. Default is 20. I moved it to 25and am currently running. Game to see how many plays I get mind you the accel clock is still in the OFF Position . I love this crazy game called madden LOL
In Play Now are you playing All Madden Or Pro Settings?
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Old 12-13-2018, 06:48 PM   #1580
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Re: Madden 19 CPU vs CPU Sliders

Yeah when I first stopped using Accel clock on with decreased runoff time. I noticed how sometimes it didn't set and I had to jiggle back and forth to lock properly. Been busy so I haven't played since Sunday.
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Old 12-13-2018, 07:21 PM   #1581
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by chaz2502
In Play Now are you playing All Madden Or Pro Settings?
Pro in the settings but still All-Madden in the intro/setup.

Also, the clock moves a little different in Play Now and he’s getting 120-128 plays with 10 minute quarters. But still do the clock trick or you’ll be secretly playing with accelerated clock and the game will be off and glitchy/arcadish.
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Last edited by tommycoa; 12-13-2018 at 07:25 PM.
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Old 12-13-2018, 07:23 PM   #1582
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by dc thompsoncanyon838
Yeah when I first stopped using Accel clock on with decreased runoff time. I noticed how sometimes it didn't set and I had to jiggle back and forth to lock properly. Been busy so I haven't played since Sunday.
Itís strange this whole clock thing. Itís really the key to the game. The no accelerated clock is like the cement foundations for great sliders. But with each patch, the pace of the games changes and we may need to switch between 9 and 10 minute quarters.
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Old 12-13-2018, 07:39 PM   #1583
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Madden 19 CPU vs CPU Sliders

Iíve been busy with finals... so I been MIA this whole week. What have I missed? Something about accel clock being messed up? Iím reading through the thread and still seemed confused haha. Something about setting something to 25 instead 20?


Also, what about deleting profile and play calling? We have to do that before every game?

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Last edited by MvPeterson2828; 12-13-2018 at 07:42 PM.
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Old 12-13-2018, 08:13 PM   #1584
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by MvPeterson2828
Iíve been busy with finals... so I been MIA this whole week. What have I missed? Something about accel clock being messed up? Iím reading through the thread and still seemed confused haha. Something about setting something to 25 instead 20?


Also, what about deleting profile and play calling? We have to do that before every game?

Sent from my iPhone using Operation Sports
Yeah this one is a tricky one to explain.

When you setup the game, the main menu clock is set by default at 20 second runoff. Before you turn accelerated clock off, bump the runoff to 25. Then turn it off. Youíll see it stick to 25. If its on 20 runoff, 4 seconds disappears when the game cuts from cut scene to when the team walks to the line of scrimmage. 4 seconds disappears. Itís like some form of the accelerated clock is still on. When you do this trick, you dont lose the 4 seconds.

I also do it in cfm when i set it up. But when you change it to 25 it goes back to 20 in cfm. I just do it in cfm as insurance to make sure itís not happening. Itís very sneaky. A good eye by HC0023 for noticing this. This happened with the last patch.

Itís a lot more simple than it sounds, itís just so hard to explain without a video and itíd be hard with a video because it happens so quick. You canít blink.

This was giving us about 10-15 less plays a game than we were seeing and we had it at 128 before this patch.
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