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Madden 19 CPU vs CPU Sliders

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Old 04-09-2019, 04:40 PM   #1841
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Re: Madden 19 CPU vs CPU Sliders

Just updated the OP. Only one change. Bumped Speed Parity up to 50.seems to cut down on big plays in CLEAR weather games.

Quote:
Originally Posted by tommycoa
Remember to delete playcalling profile.

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 - 35
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 - 50
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 - 49
Run Blocking - 55
Fumbles - 35

Pass Defense Reaction Time - 55
Interceptions - 35
Pass Coverage - 50
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 - 99
False Start - 25
Offensive Holding - 65
Defensive Holding - 60
Facemask - 49
Defensive Pass Interference - 99
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 04-09-2019, 05:15 PM   #1842
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Re: Madden 19 CPU vs CPU Sliders

Okay. Played 5 clear weather games. And all 5 had yards 800+ yards. One had almost a thousand. Like i said, most of the games in weeks 1-8 are in clear weather. Or so it seems. Hard to be sure because they donít tell us the weather. When i play in Overcast, i see real nfl stats. Rain or snow usually is a little below nfl stat averages.
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Old 04-10-2019, 08:09 AM   #1843
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Re: Madden 19 CPU vs CPU Sliders

Hey, mind if I ask a question?

Have you tried testing how the game plays when setting your Player and CPU Skill levels at varying differences?

I'm interested in this because in CFM I'm concerned there is some degree of scripting, as in you can look at the recent results of both teams week on week and accurately predict who will win based on "streaks".

If a team comes into a game on a hot streak, say 3-4 wins or more, regardless of who they play, it's seemingly a guarantee they'll lose. It works conversely (in my estimation) in reverse for a team on a losing run, whoever they get next is getting beat, even if they're on paper, outgunned.

So something I'm considering (if variable skill settings works) is "handicapping" a team to negate the scripting. I know that sounds almost like cheating, but I also consider it unfair that a team building a winning season should be denied by CPU logic determining it's their turn to lose so they can't go unbeaten or build an insurmountable lead.

If a losing team can overcome being handicapped then fair enough, they deserve the win. But first, knowing whether variable settings will operate on both teams in CPU v CPU watched matches independently needs to be determined.
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Old 04-10-2019, 10:26 AM   #1844
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Re: Madden 19 CPU vs CPU Sliders

Ive tried stuff like this in past versions. Itís a slippery slope, man. Never had any real success with it. In past versions, itís always played more whackier if the hum/cpu sliders are different.

Ive noticed this with the streaks in past versions of the game. Havenít tested cfm much with this latest patch, been busy with all time roster set. Trying to help you guys out from afar without me doing the testing. I think thereís always been a level of scriptedness in CFM matchups. This year doesnít seem as bad as past years. But i have seen it.

I remember NCAA football had this problem as well. I remember playing as alabama in Dynasty Modeócpu vs cpuóstacked, loaded team, but i Lost to one of the generic FCS teams. Just like what youíre saying. The cpu could do no wrong. Ive seen this in madden too but it wasnít as jarring, i could roll with it a bit more because I just roll with the theory Any Given Sunday. Not really sure if thereís anything we can do to fix this.

Have you watched one of these match-ups multiple times and does the underdog always win? Also, which time slot are these games being played in?

Rickpersakís been testing these out and paying attention to gametime and weather. Heís early in testing, but heís agreeing with me about this weather and gametime thing. Primetime games are usually thrillers. Not shootouts so much, just high drama thrillers. Also the clear weather games seem to always break the game. With high yardage and shootouts.


Quote:
Originally Posted by TG The Punisher
Hey, mind if I ask a question?

Have you tried testing how the game plays when setting your Player and CPU Skill levels at varying differences?

I'm interested in this because in CFM I'm concerned there is some degree of scripting, as in you can look at the recent results of both teams week on week and accurately predict who will win based on "streaks".

If a team comes into a game on a hot streak, say 3-4 wins or more, regardless of who they play, it's seemingly a guarantee they'll lose. It works conversely (in my estimation) in reverse for a team on a losing run, whoever they get next is getting beat, even if they're on paper, outgunned.

So something I'm considering (if variable skill settings works) is "handicapping" a team to negate the scripting. I know that sounds almost like cheating, but I also consider it unfair that a team building a winning season should be denied by CPU logic determining it's their turn to lose so they can't go unbeaten or build an insurmountable lead.

If a losing team can overcome being handicapped then fair enough, they deserve the win. But first, knowing whether variable settings will operate on both teams in CPU v CPU watched matches independently needs to be determined.
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Old 04-10-2019, 02:40 PM   #1845
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Re: Madden 19 CPU vs CPU Sliders

Until you mentioned it to me yesterday, I hadn't considered the weather factor. I've only ever watched CFM matches and not Play Now matches so hadn't thought the weather would be a factor.

I have to say though since yesterday, I DO think there may be something to your theory. Since last night I've watched 2 CFM matches, on a third now.

The first 2 finished tight and relatively low scoring. MIN 27 CHI 20, CAR 23 DET 20 in OT. These were both Sunday 1pm games and I'm in week 11, so late November. With both games in the north, neither was particularly sunny, passing percentages about 60-68% completion, highest passing yardage was 340 yards.

This 3rd game I'm running now is 14-7 to TEN over IND and only just got the 2nd qtr started. Mariota is 80% and Luck is the same. It's down south and bright sunshine. So on this evidence, I'd say you could be right.

EDIT: Result from the TEN IND game. Titans win 37-29. Luck threw for 477 yards and had a 71% completion. Mariota 212 yards with a 67% completion but Titans running game was popping, McNichols ran for 160 yds in only 17 attempts for a 9.4 avg, Lewis 59 (injured in the 3rd). In contrast Mack for the Colts ran only for 52 in 17, for a 4.2
avg.

Just like every game I deleted profile prior to loading up CFM. And as noted, this game was in the sun.

Last edited by TG The Punisher; 04-10-2019 at 03:55 PM.
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Old 04-10-2019, 03:59 PM   #1846
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Re: Madden 19 CPU vs CPU Sliders

Trying to bring this to eaís attention. They want detailed videos that show why. Itís the no wind factor. I think clear and overcast have no wind. Not sure how i can prove something with wind on a video.

Quote:
Originally Posted by TG The Punisher
Until you mentioned it to me yesterday, I hadn't considered the weather factor. I've only ever watched CFM matches and not Play Now matches so hadn't thought the weather would be a factor.

I have to say though since yesterday, I DO think there may be something to your theory. Since last night I've watched 2 CFM matches, on a third now.

The first 2 finished tight and relatively low scoring. MIN 27 CHI 20, CAR 23 DET 20 in OT. These were both Sunday 1pm games and I'm in week 11, so late November. With both games in the north, neither was particularly sunny, passing percentages about 60-68% completion, highest passing yardage was 340 yards.

This 3rd game I'm running now is 14-7 to TEN over IND and only just got the 2nd qtr started. Mariota is 80% and Luck is the same. It's down south and bright sunshine. So on this evidence, I'd say you could be right.

EDIT: Result from the TEN IND game. Titans win 37-29. Luck threw for 477 yards and had a 71% completion. Mariota 212 yards with a 67% completion but Titans running game was popping, McNichols ran for 160 yds in only 17 attempts for a 9.4 avg, Lewis 59 (injured in the 3rd). In contrast Mack for the Colts ran only for 52 in 17, for a 4.2
avg.

Just like every game I deleted profile prior to loading up CFM. And as noted, this game was in the sun.
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Old 04-10-2019, 04:27 PM   #1847
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Re: Madden 19 CPU vs CPU Sliders

The partly cloudy games, qbs go about 65 percent. The real nfl overall average. Rain and snow drops it into the 50s. Clear and over cast boosts it into the 80s sometimes 90s.

We’ve got to figure out a way beyond stats to prove this with video. Just hard to illustrate something that’s invisible. If we do, cfm will be set. Weather is the monkey wrench.

Glad HC00023 pushed me to experiment with play now. Never woulda figured this out. Also, HC00023 pointed out the Primetime game thing to me a while back. Big shoutout to HC. Always bringing it.


Quote:
Originally Posted by TG The Punisher
Until you mentioned it to me yesterday, I hadn't considered the weather factor. I've only ever watched CFM matches and not Play Now matches so hadn't thought the weather would be a factor.

I have to say though since yesterday, I DO think there may be something to your theory. Since last night I've watched 2 CFM matches, on a third now.

The first 2 finished tight and relatively low scoring. MIN 27 CHI 20, CAR 23 DET 20 in OT. These were both Sunday 1pm games and I'm in week 11, so late November. With both games in the north, neither was particularly sunny, passing percentages about 60-68% completion, highest passing yardage was 340 yards.

This 3rd game I'm running now is 14-7 to TEN over IND and only just got the 2nd qtr started. Mariota is 80% and Luck is the same. It's down south and bright sunshine. So on this evidence, I'd say you could be right.

EDIT: Result from the TEN IND game. Titans win 37-29. Luck threw for 477 yards and had a 71% completion. Mariota 212 yards with a 67% completion but Titans running game was popping, McNichols ran for 160 yds in only 17 attempts for a 9.4 avg, Lewis 59 (injured in the 3rd). In contrast Mack for the Colts ran only for 52 in 17, for a 4.2
avg.

Just like every game I deleted profile prior to loading up CFM. And as noted, this game was in the sun.
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Old 04-11-2019, 01:50 PM   #1848
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Re: Madden 19 CPU vs CPU Sliders

Rickpersak’s getting some good results with the new update. His cfm is on into the season, week 9. So here’s a test you guys can run for those first 8-10 weeks, in warm weather states, we’ll have to nuke the wr catch down to 45. If 45’s too much, work up. I think if we play with this 45-49 wr catch zone, we won’t be shifting so many sliders. It’ll be just this slight adjustments. I havent tested this yet.

Keep an eye on dome games, too. They feel good like partly cloudy in play now, just want to make sure its the same in cfm. I dont think cfm and play now are different. People doing play now were probably playing on default weather—partly cloudy—-and this was why games were better. Only problem with this is its hard to guess the weather. Night games, you dont really know its set at because you cant see the sky. Thank goodness there arent but what, four night games a week. Thursday, 6 and 8 on Sunday and MNF.

My only concern with 45 wr catch is TEs getting too many catches. Those screenshots rickpersak sent me the other night had money pass distributions.. you couldn’t go into the code and program it to do better than that. Pitch perfect. These are pretty close to what im using for the alltime set.
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