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Join Date: Apr 2006
Location: Overland Park, KS
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Re: Matt10's Madden 20 Sliders
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Slider Update Log
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8/23/19 - This patch has been great so far. It has really enhanced the set on its own. However, I did want to address some areas that would've most likely been adjusted without the patch. So, we're headed into Version 10, with some subtle adjustments that should solidify the set for a while. Posting entire set as well.
Quarter Length: 11 minutes (Previous: 9 minutes)
• This is a personal preference. You can use whatever combination of Quarter Length and Acc Clock on/off that suits your style. I take a bit of time to pick plays, but also have noticed that at 9 minutes was getting just shy of 110 plays total. Raised it up and now seeing a good balance of about 130-140, but again play style determines that as well.
QB Accuracy: 40/30 | 30/45 (previous 40/20 | 30/45)
• All-Madden: CPU QB gets a bump to help them increase their risky throws. Coverage is quite good post-patch, and tight throws need to be made. I've seen, and others experienced, that the CPU offense will stifle sometimes as a result of dumping off passes in critical downs, instead of taking some chances on contested catches.
Fumbles: 55/50 (previous 55/55)
• I mentioned this earlier that post-patch the fumbles are much better managed. I wanted to drop this for the CPU only because I felt the runners were covering up the ball too soon, and not attempting to perform certain skill traits. I wanted to ensure the logic of hitting the hole first was a priority. Yes, fumbles can occur, but like anything there needs to be a risk/reward.
Interceptions: 30/30 (previous: 25/25)
• Slight bump to interceptions to help the brick hands. They still happen, but the intent is to get them to catch the ball in obvious positions. Think this is the perfect blend.
Penalties
False Start: 60 (previous: 55)
• Using an old NCAA method of getting better OL/DL interaction here. Less patty-cake as a result, but this will also help some aspects of the run game in getting a bit more resistance at the LOS. Has to be paired with a higher Offside, which I was planning to do anyways.
Offside: 55 (previous: 40 | 15)
• Both All-Madden & All-Pro: This value needed to go up because the coverage is much better post-patch, not perfect, but better. The routes are being covered well, for the most part, and the reactions intact. However, with the offside value under 50 I started to see too many static watching of the ball animations by the DBs. I'm fine if they track the ball all the way to the intended target, but in this animation they would just stop and almost freeze. Raising the offside value, and pairing with the False Start, will help the interaction of the OL/DL to look a lot more organic. Blocks will be shed, but not in an instant shedding animation, and there will be decent amount of push, even if a really good OL holds the DL off.
VERSION 10 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 11 minutes (Previous: 9 minutes)
• This is a personal preference. You can use whatever combination of Quarter Length and Acc Clock on/off that suits your style. I take a bit of time to pick plays, but also have noticed that at 9 minutes was getting just shy of 110 plays total. Raised it up and now seeing a good balance of about 130-140, but again play style determines that as well.
Accelerated Clock: Off
• Have always thought this just makes the game a bit smoother and more measured. This year though, the game is sped up in transition as it is, so I'd say it is personal preference, in which I prefer this value set to off.
Superstar Abilities: On
• It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Ball Carrier Special Move: Manual
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
• This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50
• Have not seen any further benefits of fatigue being adjusted. If anything, I'm starting to see slow jogs in the wrong spots of coverage. Putting this back to default to be safe.
Speed Disparity Scale: 85
• Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
Player/CPU Skill Settings
*Community PC file: "Matt10V10" (pending, tbd)
*Community PS4 file: "Matt10V10" (pending, tbd)
QB Accuracy: 40/30 | 30/45 (previous 40/20 | 30/45)
• All-Madden: CPU QB gets a bump to help them increase their risky throws. Coverage is quite good post-patch, and tight throws need to be made. I've seen, and others experienced, that the CPU offense will stifle sometimes as a result of dumping off passes in critical downs, instead of taking some chances on contested catches.
Pass Blocking: 40/40
• Raised this up for All-Madden CPU because the change in holding penalty value, which means the blocks are let go just a bit sooner. Helps the screens, RPO's and draw plays too. See much more variety as well, without adjusting QBA for the CPU. More downfield, more sidelines, less dump offs when not necessary.
• 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.
WR Catch: 45/45
• A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
• For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/50 (previous 55/55)
• I mentioned this earlier that post-patch the fumbles are much better managed. I wanted to drop this for the CPU only because I felt the runners were covering up the ball too soon, and not attempting to perform certain skill traits. I wanted to ensure the logic of hitting the hole first was a priority. Yes, fumbles can occur, but like anything there needs to be a risk/reward.
Pass Defense Reaction Time: 52/52
• Took a lot of time for me to get back to this slider value. I knew the coverage was there for the most part, but it was the reactions that seemed to be a bit too static. I didn't want to raise this so far that things become too predictable and also didn't want canned swat animations to take place. There is also no guarantee that this value alone affects what animation can appear, so I didn't want to spend too much time down that rabbit hole. The adjustment is subtle, but should be noticeable right away.
Interceptions: 30/30 (previous: 25/25)
• Slight bump to interceptions to help the brick hands. They still happen, but the intent is to get them to catch the ball in obvious positions. Think this is the perfect blend.
Pass Coverage: 50/50
• Some strange things this year with coverage in general, and this value is the obvious one to blame. However, I beg to differ. This value has very little impact on how the game plays when adjusted. I've had it at 0, 5 and moved into increments of 5 all the way to 100. The only time it stands out is when I had it at 0 and the old Madden 19 stop with back turned in the endzone animation appears. I think there is something built within this year's Madden that wants to keep player ratings completely intact, and the Pass Coverage + Reaction time are those that are better left alone to allow those play out.
Tackling: 47/47 | 46/48
• A very slight notch down, but makes such a difference. I hate arbitrary numbers as much as anyone, but 48 had a bit too many drive down tackles, and 46 had too many broken tackles. Found that 47, relative to this set, is exactly the best blend of what I want to see. More momentum based tackles that look organic, more gang-tackling, which helps push towards negative or positive yardage.
• 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.
Special Teams
FG Power: 50/50
• They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
• With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
• Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 48/48
• Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
• No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
False Start: 60 (previous: 55)
• Using an old NCAA method of getting better OL/DL interaction here. Less patty-cake as a result, but this will also help some aspects of the run game in getting a bit more resistance at the LOS. Has to be paired with a higher Offside, which I was planning to do anyways.
Offensive Holding: 55
• The goal is to get this called more often, but understanding its effect on gameplay, the gameplay sliders as mentioned above had to be adjusted.
Facemask: 45
• Reduced this simply because it happens too often. It still happens, just not as much.
Offside: 55 (previous: 40 | 15)
• Both All-Madden & All-Pro: This value needed to go up because the coverage is much better post-patch, not perfect, but better. The routes are being covered well, for the most part, and the reactions intact. However, with the offside value under 50 I started to see too many static watching of the ball animations by the DBs. I'm fine if they track the ball all the way to the intended target, but in this animation they would just stop and almost freeze. Raising the offside value, and pairing with the False Start, will help the interaction of the OL/DL to look a lot more organic. Blocks will be shed, but not in an instant shedding animation, and there will be decent amount of push, even if a really good OL holds the DL off.
Defensive Holding (Only in CFM Menu): 45
• Dropping this value a tad because it will mean defensive holding doesn't get called as much, which it wasn't to begin with, but now the defenders will hold on just a little bit longer onto the receivers. This improves the DB/LB/WR/TE interaction to such a better level, which then makes the passing sequence even more important, but be sure that, depending on rating, the receiver will not have acres of space constantly.
Ineligible Receiver Downfield (In-Game Pause Menu): Set to "ON" in-game
• I discussed this in the video above. I've mentioned other penalty values should be on, but this one seems to default to "Off" when you've started any Franchise game. So, to ensure there is no discrepancy, make sure to keep this on throughout. So that means in MM and the CFM paused menu. Very strange, but not surprised with Madden 20's discrepancies this year.
Intentional Grounding: OFF
• For any slider veterans, they know that IG is a value that controls the quarterback's decision making. In NCAA it was a value of 1 thru 99 (fun to sift through), and in recent Maddens thankfully this has been an on/off value. The negative part of turning it off is that the penalty isn't called, but even when it was on, it was 1) rare and 2) only called on the user. What this value being off does is help the CPU QB get rid of the ball just a tad quicker, even if it means making a bad throw.
All Other Penalties Set to Default 50 or ON
Last edited by Matt10; 08-23-2019 at 10:40 AM.
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