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Old 01-14-2019, 09:33 PM   #1681
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by tommycoa
the generic books seem to work better with these classic rosters ive been working. itís very hard to explain, but it feels like thereís no assigned situationals and plays arenít star rated in the generics. it was the same way last year. the AI just runs their best players and chance to win for most of the game and it also depends on the other teams d. im seeing better pass rush now with the sliders i provided. that was the only gripe i had about this setup. these generic books somehow increase pass rush with no slider adjustments or ratings tweaks with the classic set. just throwing this out here. i promised a playbook/scheme writeup. this is just a small piece of that writeup.

the run balanced generic playbook. this and run heavy are kind of switched or so i think, run heavy doesnt have as many spread/shotgun forms, but they go to these forms too much it seems. run balanced is way better. its like the west coast book, but doesnt have the far/near or splitback sets. they stay in i/offset i/single back on most 1st and second downs. and throw more intermediate routes. teams that can throw will still throw out of it too. dont be thrown off by the run balanced moniker.

west coast playbook is the best, most diverse playbook in the game. it has every formation you can think of. single back, several i forms, far/near/split backs, shotgun with a 5 wide package. in these early tests, teams are staying under center for the majority of the game. qbs scramble more with this book, thatís why run balanced is an alternative.

run and shoot. a lot like the old offense. qbs scramble. lots of 3-4 wr sets in shotgun pistol and under center. just watched the falcons with Vick running it. was pretty sweet to watch. not much viewing time, 1 game, but it looks good in this one game.

spread-its the west coast offense from the shotgun. zone running backs and athletic qbs should thrive in this.

try to stay away from Run Heavy and Balanced. just never liked these two. balanced is good for a team with two tight ends.they throw to TEs a lot with this book. the run heavy, i just never personally liked it. run balanced is way more diverse to get teams to play to their strengths.

the 49ers play equals the Air Coryell offense. teams power run and throw deep with this book. by far the best Air Coryell playbook ever assembled for a video game

Sent from my iPad
How do you get the generic playbooks in cfm?
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Old 01-14-2019, 09:36 PM   #1682
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by Hubie
How do you get the generic playbooks in cfm?

you can only do it for the team you control. last year you could assign generic playbooks in the cfm coach profile but it doesnt let you on 19. thereís a 2 controller method where you could do it, but the 2 controller method negatively impacts gameplay.
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Old 01-17-2019, 08:01 PM   #1683
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Re: Madden 19 CPU vs CPU Sliders

Are you guys seeing QB sacks? Seems like the QB's have all day to throw?
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Old 01-17-2019, 09:15 PM   #1684
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by td7
Are you guys seeing QB sacks? Seems like the QB's have all day to throw?
I just went and watched one of the games HC00023 streamed. The qbs are getting the ball out on either 2 or 3 mississippi on most plays. watched some real nfl footage and theyre throwing at 2-3 mississippi most plays and the the pass rush never gets time kick in. thatís whatís happening here. itís just weird to see in madden because weíre so used to 15 sack games. qbs are firing the ball out quick like they should. sure, with these sliders, there are instances where he has more time than he should, but i dont see those much. mostly on PA shot plays. the qbs are just being so quick and decisive with the ball it seems like thereís no pass rush but there is. like i said in the other thread, im seeing anywhere else from 0-7 sacks a game. most games in the 4-5 range, the real nfl average.
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Old 01-20-2019, 12:19 AM   #1685
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Re: Madden 19 CPU vs CPU Sliders

Tommy,
regarding pass accuracy at 90, coverage 70, reaction 30, I was getting 70-80% completion rate. I got 66% by making it 90/80/20. Have you tried that setting?

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Old 01-20-2019, 12:37 AM   #1686
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by drj32
Tommy,
here's what I dont understand...
If I have a great defense but the CPU sliders are
Run Block - 65
Tackling - 35
then it would make sense that I cant stop the run even though I have great run defenders, which is what's happening.

Players rated 90 are missing tackles, no one is block shedding, etc...

If we want players to play to their true ratings, shouldn't it be 50?
50 isnt true ratings. Not even close.

If you’re in cfm, the reason your seeing problems could be a multitude of reasons. Cfm played really good before the last patch, but something happened. Not sure what. It just wasn’t doing the same things. It’s not a slider thing either. The game loses control easier now. I was getting good looking games for a 2-3 games, then it’d be way too much offense. Dint even look like the same set. This cfm thing is a rabbit hole since the last patch. You can plug away at it, but you’re not gonna get it be smooth every game. Before the last patch this thing was really purring in cfm. Not sure what happened. Thats why im going alltime rosters and current day play now game. Simply put, it play now with most updated rosters is the best way to play this game right now. Maybe a patch will come along and we’ll be able to return to cfm.

Here’s some tips for smoother gameplay in cfm if you want to test it out more. Maybe with the most updated rosters, the game will play better. There’s stuff in these updated rosters that almost acts like a patch. Like playcalling stuff and how they use players in games.

Tips:

1. Are you skipping replays and cut scenes? This really screws with gameplay. I seen on the main board cpu thread that you were skipping this stuff. Big mistake. Especially in cfm. Way too many tests to know this is something that causes all kinds of problems. Makes it play more arcade. More big hits long plays blocked kicks.

2. Are you delete playcall suggestions? This makes for higher offensive outputs because the cpu calls countless money plays. This is key too just like not skipping cut scenes. The people that have problems with this set, usually mess up this rule.

3. Playing with the same team week after week really messes with the game. Weird momentum boosts and such. It’s better to watch a game of the week every week, different teams each time in cfm. With the team you like, play the moments is a way better option. Play the moments is highly underrated. If the games take too long, this is better than skipping cut scenes and replays. This is a 20 minute experience. Cant recommend this enough.

4. Is your coach one of the created coaches and are you playing against non-default cpu generated generic coaches? One of the pc mod guys told me the created coaches gives the games crazy boosts the default coaches dont get. This is the big reason i switched to play now stuff. I will play a season of cfm with alltime rosters im working, but i won’t play beyond a year because coaches will get fired and replaced with other coaches.

5. Are you using latest rosters in cfm? This also has an effect.

6. Lots of rules in my other thread about CFM.

7. Bump tackle to 38. Just updated this op. Need to fix the cfm thread’s op to reflect this.

8. Are you using custom playbooks? I’d advise against too.

9. Pay close attention to the clock stuff with accelerated clock thats in the cfm thread. It’s crucial to get the game to play right. There’s also other settings, like being the owner, turning coach firing on for CPu and human. This stuff levels out the warping and boosting of cfm as well.

10. Is this an offline or online cfm? If online, there’s your problem. Online doesnt play as good as offline.

11. When you play the other team, are you taking control of the opposing team before the contest.

12. Are you delete your profile before you load sliders?

13. These previous reasons are the reason I’d rather fool with play now. Just way more consistent and smoother. Big reason im expanding that alltime roster by assante is that this game is awesome if you do certain things. But you cant go deep in cfm. But with alltime rosters that are as deep as im making it, i won’t have to worry about playing years of cfm.
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Old 01-20-2019, 01:04 AM   #1687
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Re: Madden 19 CPU vs CPU Sliders

Slight update.

Bumped Tackle to 38.


Quote:
Originally Posted by tommycoa
This is bottlefedís clock setup. This is a recap. These directions are also included in the sliders. Just put them up front for quick reference.

So to recap
Main menu:
9 minutes
Accelerated clock on
Run off 25 seconds

CFM:
9 minutes
Accelerated clock on
Run off ďoffĒ

Also iím deleting profile between games again. Same as it was with playcall suggestions, im still deleting it too.


Iíve 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 Iím seeing 30-20 type games.

Thinks that help the game play better:

1. Donít 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 Menuó->Share and Manage filesó->load and deleteóó>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 itís a wind game before hand. So there will be one bad punt. This can really change a game. Wish theyíd fix it. For now, this is all we can do.

5. Go to Files and Settings; find playcalling; delete the file called Suggestions. Also Iím 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 thereís games youíd like to Play the Key Moments on, I suggest using 15 minute clock with 25 runoff for those games. Iím 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 itís 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
********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 doesnít change back to 25, itíll still be 20, but the effects of the clock stick. As is now, since the patch, if you dont do this, youíre really playing with accelerated clock ON even though itís off. The time disappears just before the team approaches the line of scrimmage.
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.

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


Tribusky
Josh Allen (i think heís already a scrambler)
Newton
Mayfield
Dax Prescott
Aaron Rodgers
Deshaun watson
Tanneyhill
Wentz
Russel wilson
Pat Mahomes
Marcus Mariotta (think heís 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

Game clock 9 minutes
Here, turn on the accelerated clock, switch to 25 second runoff, then turn accelerated clock back off.


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 - 38


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 donít 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 Iíll use. After the tips, thereís stats from this strategy for the Lions/Eagles game.

Iíve 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, itís 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 Iíll 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 thatís 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
Donít have an average score for this year because i canít 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)

Sent from my iPad
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Old 01-20-2019, 03:40 PM   #1688
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Re: Madden 19 CPU vs CPU Sliders

thanks for this. I haven't been online with the game in at least a week if not longer so not sure if i have the last patch ...

1. Are you skipping replays and cut scenes? This really screws with gameplay. I seen on the main board cpu thread that you were skipping this stuff. Big mistake. Especially in cfm. Way too many tests to know this is something that causes all kinds of problems. Makes it play more arcade. More big hits long plays blocked kicks.

I can accept More big hits long plays blocked kicks if I have to because I just dont have the patience to watch 3 replays after each play.

2. Are you delete playcall suggestions? This makes for higher offensive outputs because the cpu calls countless money plays. This is key too just like not skipping cut scenes. The people that have problems with this set, usually mess up this rule.

I did delete it at first. Do I have to delete it before every game? or every session?

3. Playing with the same team week after week really messes with the game. Weird momentum boosts and such. It’s better to watch a game of the week every week, different teams each time in cfm. With the team you like, play the moments is a way better option. Play the moments is highly underrated. If the games take too long, this is better than skipping cut scenes and replays. This is a 20 minute experience. Cant recommend this enough.

Yes I am playing CFM in my third season, controlling only the Giants, and I don't play, just set the playbooks up and watch.


4. Is your coach one of the created coaches and are you playing against non-default cpu generated generic coaches? One of the pc mod guys told me the created coaches gives the games crazy boosts the default coaches dont get. This is the big reason i switched to play now stuff. I will play a season of cfm with alltime rosters im working, but i won’t play beyond a year because coaches will get fired and replaced with other coaches.

Coach is still Shurmur.

5. Are you using latest rosters in cfm? This also has an effect.

No, using roster from December.

6. Lots of rules in my other thread about CFM.

Read all of it

7. Bump tackle to 38. Just updated this op. Need to fix the cfm thread’s op to reflect this.

OK

8. Are you using custom playbooks? I’d advise against too.

Using a modified Giants playbook


9. Pay close attention to the clock stuff with accelerated clock thats in the cfm thread. It’s crucial to get the game to play right. There’s also other settings, like being the owner, turning coach firing on for CPu and human. This stuff levels out the warping and boosting of cfm as well.

Yes I am the owner (created)


10. Is this an offline or online cfm? If online, there’s your problem. Online doesnt play as good as offline.

offline

11. When you play the other team, are you taking control of the opposing team before the contest.

No

12. Are you delete your profile before you load sliders?

delete before each game? before each session? Also, if deleting, will it delete all settings too? What would be lost? please advise


13. These previous reasons are the reason I’d rather fool with play now. Just way more consistent and smoother. Big reason im expanding that alltime roster by assante is that this game is awesome if you do certain things. But you cant go deep in cfm. But with alltime rosters that are as deep as im making it, i won’t have to worry about playing years of cfm.[/quote]

I am 3 years into the CFM. The only major problems I am seeing other than my defense being weak is that the QB drifts blindly into the oncoming rushers, but maybe because of low awareness.
thanks

Last edited by drj32; 01-20-2019 at 05:15 PM.
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