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Old 08-23-2018, 01:54 PM   #385
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Re: Madden 19 CPU vs CPU Sliders

4th Game (Offline cfm)
Patriots got destroyed
Pats 23 at Jags 40
Pass Comp % Brady 60.3 Bortles 48.7% so they can be low
5 Interceptions at 15 Brady 2 Bortles 3 (both over 300 yards) Fournette had 104 rushing yards for the Jags
Final new Injuries at 26 Pats 1 Jags 1 (a couple were just out for the game)
Sacks 1 for the Pats 9 for the Jags Y.Ngakoue had 4

The games are varied and seem good

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Old 08-23-2018, 03:19 PM   #386
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Re: Madden 19 CPU vs CPU Sliders

Just updated the OP. it shoutout to everybody testing, especially thenamesfuller, playmakers, and HC0023. Just 4 changes in this.

Injury-24
QB ACC 55
Pass Block 35
WR Catch 50.

Thenamesfuller figured out these tweaks. Credit goes to him.

Some games may have 15 pass deflections. I will try to fix this, but for now i just want to enjoy some games and get back to life.

This is about the closest i can get it to the real thing. Qbs may not scramble for yardage as much as we want, but as long as they move in the pocket, i don’t care. Last year the scrambling qbs were out of control. Big Ben would rip 50 yarders like he was Vick against middle schoolers. I’d rather them be like they are with this set compared to that or qb statue glitch.

In the NFL Qbs really dont scramble that much. Even the Mariota’s average 4-20 a game.

What i like about these are how quick the qb gets the ball out to recievers and it doesn’t feel like robo qb. Wish i could get them to make more natural mistrows, you’ll see some.

Also looking at penalties, in the few games i watched there were about 5 total. Would like that up to 8-14.

Keep sharing feedback and boxscores guy. All you guys helped make this set possible. Big slap on the rear end with a towel to you guys.

Hope you enjoy.


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 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

Nothing final, but these were running good when i left the house to pick up the kids. May not be perfect, tell me what you’re seeing. This seems like a good place to start. Won’t be later til i can play. Would love to have some feedback for when i start back testing at 9 or so tonight.

Autosubs are the same as before. HAVE NOT updated the OP yet. Use these for now.




Main Menu

Difficulty - all madden
Injuries - 24 >>>>>>>>>>still not final. Still pursuing your boxscores and feedback for tweaking.
Fatigue - 66
Quarter Length -15
Acc Clock - On (15 Seconds) use 18 seconds if you watch every game in a week.
Game Speed - fast
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 - Fast *******new, really replicates true NFL game speed. Plays like slow in previous seasons.
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 - 55
Pass Blocking - 35>>>>>>>if too many sacks bump to 40
WR Catching - 50
Run Blocking - 85
Fumbles - 35

Pass Defense Reaction Time - 50****just changed this
Interceptions -15*******just changed this. If there’s too many, drop by 5 point increments
Pass Coverage - 55
Tackling - 5 ****just changed this.

Injuries -24***still testing (Set to 55 when you’re not playing, but, when advancing the week to get better simmed injuries.)
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 - 55
False Start - 45
Offensive Holding - 66 ****changed this
Defensive Holding - 65*****this has a lot to do with TE’s catching the ball or did so before the patch
Facemask - 51
Defensive Pass Interference - 99
Illegal Block In The Back - 80
Roughing The Passer - 51 *******if you see more than 1-2, drop it to 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.

Auto subs chart for all teams.


Team’s Individual Running Back Auto Subs chart:

***these are for the current rosters. It’ll be different in different seasons and after injuries. If a team doesn’t have but one good back, run 99/96. If they have two good back 99/97. If they have several good backs 99/98/

Bears: 99/96
Why? Two good backs. Howard starts and is the power back in specialty sets, Cohen is third down specialty back. This should give Howard 15+ carries and get cohen in on pass situations for splash plays but cohen will rotate in in 3-6 runs (depends on the effort used in the runs) plays and give Howard a rest. Also if you look at autosubs, you’ll see that cohen is already in a lot of the shotgun formations, so you want Howard to get most of the snaps with the under center sets. 71 rated Cunningham is behind him at power back. So he migh see 1-6 carries or even more if they really ground and pound.

Bengals: 99/97 Bernard (84)and Mixon (82) need to be mixed in and out. Mixon is the power back (75) Bernard the 3rd down (84). This should keep their carries even and give them proper spells so they can be a 1-2 punch.

Bills: 99/97
McCoy 90 rating and ivory 80 rating. Pretty deep with cadet (74)and jones (73). McCoy is 3rd down back and ivory the power back. Cadet backs them both up in this. So you should see 3 backs get snaps and carries possible jones may get a couple. Nice depth for the bills.

Broncos: 99/98
They don’t have a go to guy. Here you want them to be a platoon Shaud and with this rating and the way their default specialty subs are set, you should see lots of backs get carries if the broncos get the run game going.

Browns 99/98
Really like these three backs together. Very underrated squad. Chubb’s the back up power back. All three should get good amount of carries if run game is going with this setting.

Bucs 99/98
This is a lesser version of the Browns. And it’s set up to get the same kind of results, except there’s 4 backs you want to see them use hear. 99/98 should get them all some snaps.

Cards: 99/96
Johnson needs to get the majority of carries because the depth is weaker.

Chargers: 99/97
Gordon should get 70-80 percent of the carries and ekeler should get the rest.

Chiefs: 99/98
Best depth on the game. 90, 80, 79, 79 are how the backs are and this setting should get all of the backs into the game the way their specialty subs are set.

Dolphins: 99/97
Drake and gore should split the carries with gore the power back and drake the starter and third down guy.

Eagles: 99/98
Lots of good depth and the specialty subs help get them on the field

Falcons: 99/98
Free starts and has the specialty positions sewed up, but Coleman needs to get snaps too.

49ers 99/96
Not much depth past McKinnon. Fullback is power pack.

Giants 99/98
Pretty good depth, the 1 and 2 guys almost have the same ratings.

Jags 99/96
Fournette is formation subbed in the under center plays and Yeldon the shotgun. This helps keep fournette in for those under center plays.

Jets: 99/98
Lots of role players. Starter only starts. The backup is the power bck and 3down guy.

Panthers 99/97
Pretty good depth here with specialty subs too.

Pats 99/98
They use everybody

Raiders: 99/97
Aging lynch has decent depth

Rams: 99/96
It’s Gurley Gurley Gurley but very little depth TG III should get most of the carries

Ravens 99/97
Good role players on the bench

Redskins 99/97
Pretty good role players even with guide missing. If your roster has guide uninjured, do 99/98

Saints 99/98
They use lots of backs

Seahawks 99/98
Bunch of rile players no star. Get them all out there.

Steelers 99/96
Keep bell on the field as much as possible without wearing him out.

Texans: 99/96
Good starter, decent back up, not very deep.

Titans 99/97
Specialty subs take of these guys.

Vikings: 99/97
Two good guys at the top who split the specialty positions. This should even their carries.

*******
FICTIONAL CUSTOM DRAFT CLASS INFO
Been helping raider4eva and cwsapp with Custom Draft Classes for xbox side. These draft classes are fictional, but they’re making draft mags and scouting reports and mocks and all kinds of stuff. I’ve been helping by writing stories. It follows high school seniors, incoming freshmen. You name it, they got it.

I’m gonna use real draft classes in 19 and 20 and then shift into their fictional world. They plan on releasing 20 draft classes by Christmas. They’ve already got 2 completed.

Here’s a link to their page. Again this is for xbox only. I’m gonna add this to the op.

https://forums.operationsports.com/f...aider4eva.html


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Old 08-23-2018, 03:41 PM   #387
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Re: Madden 19 CPU vs CPU Sliders

I did a few games since last night. Titans @ Dolphins which was OT. Bengals @ Colts, Bengals had almost 300 yards rushing. Mixon and Bernard had over 100 yards rushing.
And Steelers @ Browns. Final 4 minutes of the game Browns turned it over twice leading to TDs. One fumble TD return by Vince Williams, and a pick 6 by Artie Burns.
Excuse the multiple posts in a row here, gonna post them.

Gonna mess around with penalties this next game. Turning Face mask up to 60, hardly see any facemask calls. Gonna move false start back to 50. Had roughing the Passer at 50, but moving that to 51. See if we can get those realistic penalties. That Steelers game I played Browns had 8 penalties while Steelers had none whatsoever. Which is so unrealistic lmao.

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Old 08-23-2018, 04:06 PM   #388
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Re: Madden 19 CPU vs CPU Sliders

Tannehill 26/39 380 4tds 1int
Mariota 41/57 435 2tds 1int

Drake 20 for 105
Gore 6 for 29

Henry 14 for 91
Mariota 1 for 3

Dolphins had 3 sacks Titans with 5
96 pass
42 run
138 plays w/OT

Can't see the amount of penalties after the game looks like, it only shows the yards penalized. Titans had 60 and Fins had 30.IMG_20180823_124346.jpg

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Old 08-23-2018, 04:12 PM   #389
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Re: Madden 19 CPU vs CPU Sliders

Bengals couldn't really get much going on offense most the game. Couple breakout runs. No passing TDs. 1 Defensive TD.

Luck 35/48 405 3tds 2int
Dalton 15/29 98 0tds 1int

Mack 18 for 80
Turbin 3 for 11

Bernard 18 for 135 1td
Mixon 7 for 122 1td

Bengals with 3 sacks, Colts 6
77 pass
50 run
127 playsIMG_20180823_124408.jpg

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Old 08-23-2018, 04:17 PM   #390
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Re: Madden 19 CPU vs CPU Sliders

Taylor 28/41 341 1td 1int
Big ben 26/38 202 1td 1int

Johnson Jr 11 for 22
Hyde 5 for 27

Bell 22 for 153 1td
Connor 3 for 6

Steelers had 6 sacks Browns with 2
79 pass
44 run
123 playsIMG_20180823_124423.jpg

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Old 08-23-2018, 04:20 PM   #391
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by thenamesfuller
I did a few games since last night. Titans @ Dolphins which was OT. Bengals @ Colts, Bengals had almost 300 yards rushing. Mixon and Bernard had over 100 yards rushing.
And Steelers @ Browns. Final 4 minutes of the game Browns turned it over twice leading to TDs. One fumble TD return by Vince Williams, and a pick 6 by Artie Burns.
Excuse the multiple posts in a row here, gonna post them.

Gonna mess around with penalties this next game. Turning Face mask up to 60, hardly see any facemask calls. Gonna move false start back to 50. Had roughing the Passer at 50, but moving that to 51. See if we can get those realistic penalties. That Steelers game I played Browns had 8 penalties while Steelers had none whatsoever. Which is so unrealistic lmao.

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You’ve got to be careful with penalty sliders. I wouldn’t recommend 55 facemask. Last year Trojan Man figured out that that was part of the problem with TFLs.

51 roughing the passer should get 1-2 a game and if there’s more, i “see” them as facemask.

False start, wouldn’t move that either. At 50, you see them FS near the end of longer drives. Still see it some at 45. Maybe try 46-47 instead.

Offensive Holding and Offsides are gonna have to be the penalties we depend on, along with an occasional pass interference or roughing the passer.

Roughing the passer at 51 also seems to help qbs get the ball out faster and target the hot route wr more.

Also offsides seems to effect pass rush. Go over 55, you may see too many sacks.

My strategy right now is to fast super sim and play the moments for all games in a week, minus whatever the game of the week is. That’ll be the one i watch. The play the moment thing can be like NFL RedZone. HC0023 threw this idea my way. Never touched play the moment before, because ive never got the game to play this close to sim. If i do things this way, teams will still have penalties at the year’s end, just watching 1 game a week with different teams shouldn’t mess with simmed stats as much.

I don’t really trust just making one team my team because i’ll Draft and pick up free agents better. I may just manage the rosters before i play/watch the moments
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Last edited by tommycoa; 08-23-2018 at 04:24 PM.
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Old 08-23-2018, 04:26 PM   #392
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Re: Madden 19 CPU vs CPU Sliders

Quote:
Originally Posted by tommycoa
You’ve got to be careful with penalty sliders. I wouldn’t recommend 55 facemask. Last year Trojan Man figured out that that was part of the problem with TFLs.

51 roughing the passer should get 1-2 a game and if there’s more, i “see” them as facemask.

False start, wouldn’t move that either. At 50, you see them FS near the end of longer drives. Still see it some at 45. Maybe try 46-47 instead.

Offensive Holding and Offsides are gonna have to be the penalties we depend on, along with an occasional pass interference or roughing the passer.

Roughing the passer at 51 also seems to help qbs get the ball out faster and target the hot route wr more.
Okay gonna try offsides at 60, false start at 47 and roughing the Passer at 51. Put facemask back at 55.
I already see a lot of holding calls at 66 but never on defense. Would raising that on defense to 70 effect anything?


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