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Old 08-15-2018, 12:24 PM   #161
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by capa
Back out to settings when pause game to check. Works that way in play now

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Yeah in play now that happens, but if you change sliders around, they still effect the game, or did in years past. Havenít messed around with Play Now much.

In CFM, the controller is on the human side and the setting doesnít change.
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Old 08-15-2018, 01:36 PM   #162
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Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by tommycoa
To make it somewhat interactive, i sometimes call timeouts for the team im controlling.
Oh no. Since finding out so much about what has been added w/ schemes and scheme fit, Iím actually fine with letting my coordinators handle the in-game action. I skip ahead to next quarter so unless something really goes wrong, Iíll make adjustments between quarters. Also do coach mode in training and let them earn those in-game boosts. Got 2 silvers for week 3...the first week training is available.

Hereís the full game against PHI. We lost 24-0 and all default and see 2-1 on the season. I think they did pretty well on the ground.










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Last edited by NoleFan; 08-15-2018 at 01:40 PM.
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Old 08-15-2018, 02:47 PM   #163
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Re: Madden 19 CPU vs CPU Sliders

Still for testing purposes, almost there. Need a slew of test games to perfect these. These run way better than the other sliders I’ve posted for 19. Not perfect yet. Need tests them in CFM. Preseason won’t give the best results, not sure if Play Now will either. So games like that will be skewed. Sure you can use these for preseason, but they not give sim stats. Just not the best test mode.

Delete your profile.

Here’s a how to:
https://youtu.be/kvMIhj9qUs8

When the intro starts for madden, choose EXPERT and SIM.

DO NOT CHANGE GAMEPLAY SLIDERS IN MAIN MENU. Just make these changes:

Main Menu

Difficulty - all madden
Injuries - 15 anything lower puts the run game into a serious bind. Preexiting injuries OFF helps with injuries from my early tests...prexisting injuries is only available in cfm.
Fatigue - 66
Quarter Length - 15 Minutes
Acc Clock - On (15 Seconds) use 18 seconds if you watch every game in a week.
Game Speed - Normal
Min Threshold - 0
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
From playmakers, put on field sounds to 50 and it makes onfield action match the sounds better for more enhancement.

Visual Settings
Play Call Style - enhanced
Play Call Button Layout - default
Previous Play Information - On
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


Before you start CFM, in the coach selection screen, go to league options and input these:


CFM League Settings

Skill Level - All Madden
Game Speed - Normal
League Type - COACHES ONLY
Instant Starer - Off (treat this the same as coach firing)
Trade Deadline - On
Trade Type - Enable All
Coach Firing - ON (this is a must, stops cheating and bending for human controlled squad)
Salary Cap - On
Relocation Settings - Normal
Injury - On
Pre Existing Injury - OFF (i think this helps too many injuries, you want 4-8 a game. With a couple causing at least a week of missed time.
Practice Squad Stealing - On
Player Progression Frequency - 4 weeks


Fill Roster - off
Re-Sign Players - off
Progress Players - off
Sign Off-Season Free Agents - off
Tutorial Pop-Ups - off

Soon as the CFM starts, enter these:

Gameplay
QB Accuracy - 70
Pass Blocking - 30
WR Catching - 65
Run Blocking - 85
Fumbles - 35

Pass Defense Reaction Time - 40
Interceptions - 33
Pass Coverage - 47
Tackling - 5 *****(if too many TFLs, drop to 0) still testing 5.


Injuries - 15***still testing (Set to 40 when you’re not playing, but, when advancing the week to get better simmed injuries. Still testing this. If 24 is too much make it 20.)
Fatigue - 66
Player Speed Parity Scale - 0

FG Power - 48 (shouldn’t see as many long field goals)
FG Accuracy -50
Punt Power - 50 (don’t move down or you’ll see sky kicks)
Punt Accuracy - 99
Kickoff Power - 55

Penalties
Offside - 60
False Start - 50
Offensive Holding - 70
Defensive Holding - 55
Facemask - 51
Defensive Pass Interference - 99
Illegal Block In The Back - 80
Roughing The Passer - 50


Auto subs:
Several options with Running backs
99/96 for teams like the Steelers that have a stud back.
99/97 gives the number 2 a few more carries
99/98 teams like New England that use lots of backs.


Defensive Tackles 95/93
Defensive ends 95/93
All other auto subs default.

In the past you had to input autosubs for both teams. Not sure if it’s still the same, i feel more comfortable having both coaches usered so i do it for both.

If you don’t want to use autosubs, keep fatigue at 6. Probably wont get the same kind of pass rush and there will be other things you may not see as well, like proper back rotation, teams with depth being better, etc, real football stuff. The “hidden yardage” of the game.

Can’t wait to hear feedback.

Also updated the OP.
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Old 08-15-2018, 03:04 PM   #164
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by tommycoa
Still for testing purposes, almost there. Need a slew of test games to perfect these. These run way better than the other sliders Iíve posted for 19. Not perfect yet. Need tests them in CFM. Preseason wonít give the best results, not sure if Play Now will either. So games like that will be skewed. Sure you can use these for preseason, but they not give sim stats. Just not the best test mode.

Delete your profile.

Hereís a how to:
https://youtu.be/kvMIhj9qUs8

When the intro starts for madden, choose EXPERT and SIM.

DO NOT CHANGE GAMEPLAY SLIDERS IN MAIN MENU. Just make these changes:

Main Menu

Difficulty - all madden
Injuries - 15 anything lower puts the run game into a serious bind. Preexiting injuries OFF helps with injuries from my early tests...prexisting injuries is only available in cfm.
Fatigue - 66
Quarter Length - 15 Minutes
Acc Clock - On (15 Seconds) use 18 seconds if you watch every game in a week.
Game Speed - Normal
Min Threshold - 0
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
From playmakers, put on field sounds to 50 and it makes onfield action match the sounds better for more enhancement.

Visual Settings
Play Call Style - enhanced
Play Call Button Layout - default
Previous Play Information - On
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


Before you start CFM, in the coach selection screen, go to league options and input these:


CFM League Settings

Skill Level - All Madden
Game Speed - Normal
League Type - COACHES ONLY
Instant Starer - Off (treat this the same as coach firing)
Trade Deadline - On
Trade Type - Enable All
Coach Firing - ON (this is a must, stops cheating and bending for human controlled squad)
Salary Cap - On
Relocation Settings - Normal
Injury - On
Pre Existing Injury - OFF (i think this helps too many injuries, you want 4-8 a game. With a couple causing at least a week of missed time.
Practice Squad Stealing - On
Player Progression Frequency - 4 weeks


Fill Roster - off
Re-Sign Players - off
Progress Players - off
Sign Off-Season Free Agents - off
Tutorial Pop-Ups - off

Soon as the CFM starts, enter these:

Gameplay
QB Accuracy - 70
Pass Blocking - 30
WR Catching - 65
Run Blocking - 85
Fumbles - 35

Pass Defense Reaction Time - 40
Interceptions - 33
Pass Coverage - 47
Tackling - 5 *****(if too many TFLs, drop to 0) still testing 5.


Injuries - 15***still testing (Set to 40 when youíre not playing, but, when advancing the week to get better simmed injuries. Still testing this. If 24 is too much make it 20.)
Fatigue - 66
Player Speed Parity Scale - 0

FG Power - 48 (shouldnít see as many long field goals)
FG Accuracy -50
Punt Power - 50 (donít move down or youíll see sky kicks)
Punt Accuracy - 99
Kickoff Power - 55

Penalties
Offside - 60
False Start - 50
Offensive Holding - 70
Defensive Holding - 55
Facemask - 51
Defensive Pass Interference - 99
Illegal Block In The Back - 80
Roughing The Passer - 50


Auto subs:
Several options with Running backs
99/96 for teams like the Steelers that have a stud back.
99/97 gives the number 2 a few more carries
99/98 teams like New England that use lots of backs.


Defensive Tackles 95/93
Defensive ends 95/93
All other auto subs default.

In the past you had to input autosubs for both teams. Not sure if itís still the same, i feel more comfortable having both coaches usered so i do it for both.

If you donít want to use autosubs, keep fatigue at 6. Probably wont get the same kind of pass rush and there will be other things you may not see as well, like proper back rotation, teams with depth being better, etc, real football stuff. The ďhidden yardageĒ of the game.

Canít wait to hear feedback.

Also updated the OP.
Ive tested these with the active roster, but there was an update today and I havenít tested with the official EA Roster Update. Maybe save the current active as a different name so the new roster update doesnít save over the current active file. Donít know howíll theyíll work with preseason roster.
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Old 08-15-2018, 04:50 PM   #165
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Re: Madden 19 CPU vs CPU Sliders

Okay, found something new. Doesnít apply to my sliders. On another thread someone asked if any sliders effected play calling. Pretty sure Playcall Style in Visual Settings does effect playcalling. Havenít tested slim, but the CPU calls better plays if itís turned to ENHANCED.

On QUICK Playcall Style the cpu calls more run plays.

Again, none of this effects this slider set because I have it set to ENHANCED, just something new I noticed and I figured others may want to know. Getting the cpu AI by turning it to QUICK to run more would be real helpful with classic rosters. Specifically say you find a set thatís for the 1985 NFL Season. If you did that, you may want to use QUICK to get more runs like the 1985 teams did.
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Old 08-15-2018, 07:34 PM   #166
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Re: Madden 19 CPU vs CPU Sliders

Hey Tommy, I'm not sure what you mean by turning off Re-Sign Players and Sign Offseason Free Agents. Does that mean these need to be set to Manual?
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Old 08-15-2018, 07:36 PM   #167
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by lknpk16
Hey Tommy, I'm not sure what you mean by turning off Re-Sign Players and Sign Offseason Free Agents. Does that mean these need to be set to Manual?
Yeah. Thatís what i meant sorry.
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Old 08-15-2018, 10:19 PM   #168
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Icon14 Re: Madden 19 CPU vs CPU Sliders

Played Atlanta @ Philadelphia with the controller on Atlanta. I also used 0 tackle. Atlanta won 30-10.

This game was a comedy of errors for the Eagles. Jay Ajayi broke his hand in the 1st quarter and never returned, Carson Wentz threw 4 picks - 2 of them for pick 6's and key penalties killed the Eagles chances of scoring. Zack Ertz was the only bit of offense Wentz could throw to aside from an Alshon Jeffery 40+ yard TD. Outside of that, the game was a lot closer than you think even though the scoreboard doesn't say it. Both defenses were tough as neither offense could get going. Phily's defense was particularly good outside of the 1st quarter and shut down Julio Jones who only caught 1 pass for 9 yards.

Matt Ryan was on fire early giving Atlanta an early 17-3 lead after the 1st quarter, but didn't do anything for the rest of the game after Atlanta got the second pick 6. Ryan only threw what would probably be a career low 20 passes which was less than the number of carries Devonta Freeman had in the game (22). Freeman and Coleman combined for 129 yards on the ground on 27 carries. Coleman broke through the middle for a 40+ yard TD in the 1st quarter. One surprising stat I found was Atlanta never had a penalty in the game. Fluke possibly???

In short, I bought into the story that the game was telling and was exactly the type of experience I look for in a Madden game. These are some terrific sliders (dare I say the best sliders I've ever used in any Madden game). Might need to test some more and probably try the Tackle slider at 5 and see what kind of game I get with that. Thanks again Tommy for providing these.
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