8/9/19 - All Pro set is done, feeling quite good about it now. Very small adjustments to help the CPU, but the feel is just as good as the All-Madden set imho. I don't approach anything with emotion when it comes to sliders, and I will rarely say I've figured out this, that and the other, because all sliders are relative to one another. Having one value with another value can have a different outcome altogether than it would with other values attached to it. So, as objective as I can be, here's the adjustments for the All-Pro version. Since there are few adjustments, I've included another bullet within the value to explain the AP side of things.
Here are the adjustments:
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
QB Accuracy: 30/20 | 30/45
• Now that coverage is a bit tighter, I wanted to get the CPU QB to throw a bit more down the field and challenge the secondary on different routes. In addition, the user QB needed a bump because I was, and users of streams I watched, were missing simple throws that any NFL QB should be able to make. There will still be miss-throws when under pressure, or simply not stepping into your throws.
• All-Pro notes: Raised the QBA for CPU because AP misses a bit more of the kill factor and finishing out games that AM has. AM is fairly ruthless, but can also be conservative early on because of its focus on perfect performance. AP takes more chances, but needs some empowerment at the QBA spot to do so. The coverage is tight, so I do want QBs to stand out on who can, and can't, make certain throws.
Pass Blocking: 40/30 | 40/40
• Raised this up slightly for the user because the defenders were getting into the backfield a bit quick, regardless of rating. It was definitely lop-sided as the CPU didn't experience this, and instead saw more patty cake, early in the games, than I would like.
• All-Pro notes: CPU gets a slight raise here for the AP set to give the QB some time when usering DL. Coverage is tighter for user and receivers do not make as many plays as AM, so this will prevent CPU from chucking up for nothing or taking bad sacks. If you do see sacks, most of the time they are coverage ones, or just poor playcalling.
Tackling: 48/48 | 46/48
• With the adjustment to the speed disparity/threshold from 35 to 85, I knew the tackle value would need adjusting to humanize the players on the field just a bit more. There are still moments in which the carrier can be pushed back in a single tackle, but my preference is more apparent gang-tackling or at least some finishing tackles where the carrier is stopped by one player, then another defender comes to finish the job. The adjustment to tackling also allows the ball carrier to have a chance to cover up when that first momentum stopping tackle comes into play, which should reduce those unrealistic fumbles overall. This also allows the screen game to open up a bit as pursuit vs a blocker is a bit more difficult, while still allowing the ball carrier to use their "stick skills" in isolation.
• All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Offsides: 35 | 15
• This is one of the key values to change for Version 5. I went through every gameplay slider to help coverage, and I believe that's hit its max with a fairly sensitive game. The offsides value controls how a player jumps towards an opponent (LOS before the snap), so in cover and in the air, they are paying attention to staying closer to their mark. Now, when the value is lowered, it means the will get away with it more often. This is the critical portion that brings those in coverage much more in-sync with the routes. You will definitely still see over-momentum in coverage due to the issues of M20 in general, but when that does happen, the defender will be able to recover in a much shorter timeframe. All sliders are relative though, so this value change paired up with the defensive holding and speed disparity/threshold allow this offsides value to work in harmony.
• All-Pro notes: This penalty value gets a nod lower because the CPU pass coverage is a bit lacking. Separation, despite the threshold, is fairly easy - especially on slants and comebacks, so I wanted to get as close as possible to mirroring routes in the same animation level of what a lower PCV did last two years in Madden, and previously in NCAA. Based on the description above, true to form, the offside value plays its role in getting the defenders to breach much sooner.
Damn! That coverage looks on point and legit in this video clips! I'm foregoing my attempt at accurate penalty sliders if I can get some gameplay like that. Nice!
Just wish there was a way to make it tougher. Me and my two buddies are in season 2 of a franchise, and I am finding the set enjoyble and am .500 with the Ravens.
My buddy is 12-0 with the Browns, and hardly had a close game, and its frustrating because I want it to be realistic, but he seems to have no trouble winning with the #1 offense in the league.
I have had to completely tone down HUM Running. As my 2 freinds in the league were over 6.5 YPC with Kareem Hunt at 7.7 halfway through the year.
About ineligible receiver downfield, even when its turned off by default in games the penalty still gets called so I'm not sure that this setting does anything at all.
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North Carolina Tarheels ▪ Carolina Panthers ▪ Carolina Hurricanes ▪ Charlotte Hornets
Just had my first attempt at the all pro sliders, everything as posted (even the penalties) with the only difference being the clock (13 minutes with 15 second acceleration).
Great game!
I have always said that I enjoyed the all pro sliders more because I am not very skilled and these gave me an enjoyable challenge. Not once did I feel like I had the game in the bag and that is good because Jacksonville's defense matches up very well with KC's offense being that My weapons are covered by their weapons and I would have to find ways around that. I managed to pull off a win thanks to some good ground and pound and Travis Kelce's catching ability and although I did see a few things that shouldn't have happened (weird wide receiver movements to catch a ball (two times) the game overall felt great.
The great thing is, one games worth of stats on 13 minute quarters with a 15 second accelerated clock produced some great results. Human generated sacks were a little high but I think a slight adjustment to the CPU pass blocking could improve that. I give a little leeway on how close the stats should match but they all pretty much reached those ranges. I'm going to run about 4 more identical games tomorrow and see how everything looks and if good against this team, I will check the results with another team. If all looks well, and I am sure they will, I may just create Cody Thompson myself and begin a franchise...finally.
Kansas City Chiefs at Jacksonville Jaguars
Sep 8, 2019
1ST
2ND
3RD
4TH
SCORE
Kansas City Chiefs (0-0)
7
7
3
7
24
Jacksonville Jaguars (0-0)
0
7
3
12
22
Team Stats Comparison
KAN
JAC
Total Offense
370
333
Rushing Yards
118
141
Passing Yards
252
192
First Downs
18
21
Punt Return Yards
51
29
Kick Return Yards
81
40
Total Yards
502
402
Turnovers
3(-1)
2(+1)
3rd Down Conversion
5-10
5-13
4th Down Conversion
0-0
0-0
2-Point Conversion
0-0
0-1
Red Zone Touchdowns/Field Goals
3/0
1/1
Penalties
1
1
Posession Time
26:03
25:57
Scoring Summary
FIRST QUARTER SCORING
KAN
JAC
1:22
(KAN) P. Mahomes, 4yd Run (Butker Kick)
7
0
SECOND QUARTER SCORING
KAN
JAC
7:49
(JAC) J. Ramsey, Returned Fumble 83yds (Lambo Kick)
7
7
4:01
(KAN) T. Hill, 11yd Pass from P. Mahomes (Butker Kick)
14
7
THIRD QUARTER SCORING
KAN
JAC
7:13
(KAN) Butker, 54yd FG
17
7
4:37
(JAC) Lambo, 44yd FG
17
10
FOURTH QUARTER SCORING
KAN
JAC
7:35
(JAC) Lambo, 36yd FG
17
13
2:56
(KAN) D. Williams, 14yd Run (Butker Kick)
24
13
1:01
(JAC) Lambo, 51yd FG
24
16
0:14
(JAC) K. Cole, 13yd Pass from N. Foles (2pt failed)
Just wish there was a way to make it tougher. Me and my two buddies are in season 2 of a franchise, and I am finding the set enjoyble and am .500 with the Ravens.
My buddy is 12-0 with the Browns, and hardly had a close game, and its frustrating because I want it to be realistic, but he seems to have no trouble winning with the #1 offense in the league.
I have had to completely tone down HUM Running. As my 2 freinds in the league were over 6.5 YPC with Kareem Hunt at 7.7 halfway through the year.
You can make it harder. Just make adjustments you see fit. Matt made good posts as to which sliders will and won’t impact gameplay too much.
Hey Matt10 I think your sliders are great I really enjoy the challenge they give me. I'm doing a CFM right now with two of my buddies and I'm using set 6 bc those were the most recent when I started the CFM. Right now the biggest challenge in the preseason are throwing the ball accurately. I noticed that you lowered the player QB accuracy going back to set 5 that you recommend currently, does that make passing even more difficult or do other sliders effect it to make it similar or more accurate? I guess what I'm really trying to figure out is what will change if I go to set 5 instead of 6 as far as difficulty goes.
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