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Old 07-28-2019, 12:49 AM   #1
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Matt10's Madden 20 Sliders

Matt10's Madden 20 Sliders

Background: I just love sliders, or gameplay customization, in general. It's been a huge part of my digital presence. From editing individual stats in Madden 2004, to creating NCAA sliders with the OS community back when my oldest boy (who's 6 now) had a front row cradle on my computer desk. I'm an old MaddenMania guy, but I'm very proud of how long I've been part of OS. I was big into Dynasty/Franchise reporting, and since I've gone more of a YouTube route, that's been placed a bit in the backburner. I have goals for this "20" season though.

Focus of the Sliders: It's always about animations for me. Animations are the confirmation of whether logic exists or not. They can be triggered and recreated through a proper sequence, but with sliders the source of finding those sequences could be an endless battle. I love it though, and I love seeing different animations play out. From there it's making sure they are contextual to the goal at hand. So, in addition to animations, of course I want there to be realism. The reason I like realism is because that now creates a sense of challenge, which is usually the whole point of all this.

For those that followed my Madden 19 Sliders , you may see some similar theories applied. I took a real big deep dive into default values and tested a lot on finding isolation points. I exited Madden for the first time today, already logging 40 hours since I got it on the PC.

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Slider Update Log
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4/3/2020: This is an update to the All-Pro version of the sliders. I've done a rework from the ground up with them, and am quite happy with the results.

The goal was to make All-Pro feel similar to All-Madden, but still maintain the benefits that AP has always brought, which is adhere to player ratings (and gameplay sliders) a lot more than All-Madden. The biggest issue though, especially this patch update, is how much more of a push-over the AP difficulty has been in Madden 20. From the CPU QB holding onto the ball too long, or running backs not hitting their holes with any conviction, and defenders not taking advantage of poor decision making from the user.

These have each been addressed, and as a result some values are more extreme than others, but also some may not stand out as obvious until you start playing the games. Of course, I've explained my decisions for the values in the sub section of the gameplay slider.

Enjoy!

Note: I've also made a note of Fatigue and how I've personally been using it at 52. I still believe the set is best at 50, but if you want a bit more depth tested and maybe a calmer feel to a low threshold set, the fatigue as a modifier is always a good route. I am weary of it because of my past experiences throughout the sets on this thread though, which is why 52 is the max I'd raise the value.

VERSION 42 - 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

Rosters: EA Default (Active or Preseason)

Auto-subs: Default

Game Style: Simulation

Quarter Length: 13 minutes
• This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.

Accelerated Clock: On, 15 secs
• I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.

Superstar Abilities: On
• As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).

Gameplay Helpers

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: 5 in Main Menu; 45 in Franchise Menu
• This value remains intact. I spent a lot of time using it as a modifier for foot planting and reducing jogging animations at random on higher thresholds.

Fatigue: 50 (personally, I am using 52, explained below)
• Let's say that 50 is the safe value and has the most sample size. However, I personally use 52 for the sake of testing my roster depth, in particular getting the RBs to switch out at the right times, regardless of auto-subs (I haven't touched them this year). I also like the aspect of truly wearing down a defense on a long drive or deep into the game. It brings that sense of athleticism of mental and physical toughness that could make or break a player.

Speed Disparity Scale: 40 (previous: 52)
• I've said a bit about this value, and I feel that the most important takeaway is that players are free of distraction and can now remain focused on their assignments at hand. Such as a DB in man coverage who chooses to react to the route as it is run versus how it is on higher thresholds where the route is assumed before it happens - the over-aggressive issue. This isn't to say the animation does not happen at all anymore, but the DB can recover from it in time (ratings dependent of course).

Player/CPU Skill Settings
*Community PC file: "Matt10_v41" (pending, tbd)
*Community PS4 file: "Matt10_v41" (pending, tbd)

QB Accuracy: 50/48 | 48/50 (Previous: 50/48 | 50/50)
• All Madden: Reviewed this value mainly for the CPU on All-Madden and determined that 48 was a good spot. I tested 45 as the lowest value, which would create a good variety in throws, but it prevented the CPU QB to heave the ball long on 4-verts, so they'd wait for a receiver to come back 20 yards each time. As long as pass coverage remains intact, the CPU will try all sorts of passes, and yes - completion percentages.

• All Pro: Reduced the value for the user just a bit as the sense of inaccuracy needed to be increased based on the sensitivity of leading passes and touch. The CPU QB honors the variety of throws at 50 so there is no need to change their value.

Pass Blocking: 48/48 | 30/40 (Previous: 48/48)
• All Madden: Had to review this value quite a bit too, but similar to QBA, kept within a 5 point range. As mentioned in the version 41 findings, and other previous sets, the PBL value controls the QB's behavior just as much as QBA does itself. This value cannot go too low as it will create the quick snap and pass/throwaway. The lower threshold also allows the block shedding to be intact, so the high pass block value helps that perception the QB needs to make a variety of throws.

• All Pro: Lowering PBL seems questionable, but if there's anything I've learned this patch update is that the PBL controls how the CPU QB plays. It makes sense because when addressing the value relative to the All-Madden set, each time I lowered the PBL value, the CPU QB would release the ball quicker - increasing their completions. However, on AP, the CPU QB holds onto the ball too long and is usually waiting on receivers to come back out of their routes to make completions. With the PBL at 40, the CPU QB is forced to be decisive and makes all types of throws that are relative to their ratings and capabilities. It is also rewarding though for when you have a stout defensive line that can break through the OL to put pressure on the QB in the right fashion.

WR Catch: 49/45 | 45/55 (Previous: 49/45 | 49/49)
• All Madden: The change here was for the CPU WRC because simply put they were catching everything, and everything in traffic. I did not feel bad lowering this value at all. This will reduce those one handed catches as well.

• All Pro: Pretty straightforward approach in getting the CPU receivers to catch and hold onto the ball a bit better. Even at 55 the ball can get jarred loose, but there will always be the chance of solid catches in traffic, etc. It's not as arcade-like as I expected though, and the variety of catches are a breath of fresh air all things considered. The lowering for the User value is simply to even out the interactions. The receivers can still catch plenty, and are threats to the CPU's coverage no matter what.

Run Blocking: 30/35 | 20/40 (Previous: 30/35 | 30/40)
• All Madden: One of the big decisions was to either raise or keep the CPU RBL from 35 to 40. On the higher thresholds, I felt this was necessary, but instead, it was easier to re-raise Roughing the Passer (RTP) back to 50 to calm things down a bit. The combination of the penalty values serve to create that dynamic OL/DL interaction as well - and the lower threshold creates that sense of anything can happen at the second levels.

• All Pro: Lowered the user's side just because the blocks were being held a bit longer, and I did not want to increase the tackle slider too much higher than where I have changed it to (58) as every tackle will be a bit too much like WWE body-slams. One would think raising the value for the CPU is obvious, but I couldn't go too high on the value because a lower threshold means the OL releases their blocks earlier and go upfield sooner, basically leaving their RB in the dust after the snap.

Fumbles: 50/50
• No changes here.

Pass Defensive Reaction: 40/50 (Previous: 40/50 | 50/50)
• All Madden: One of the more significant changes the set was to reduce the PDR value from 50 to 40. I played around with this value the most when exploring thresholds in general. I found that having it too high was contributing to the distracted pass coverage as mentioned earlier. As I lowered it, the more the swat animation appeared, along with a variety of other attempts in defending the pass. I believe 50 actually plays like a 60, a bit hyper-aggressive, so lowering it to 40 essentially normalizes it to play like a 50.

• All Pro: Decided to make the PDR value the same as the All-Madden because of what I mentioned above. The distracted pass coverage reared its ugly head when the value was at 50, so just being safe with what I know and have seen with the 40 value. Still plenty of pass deflections all over the field - quite enjoyable to see the interactions overall.

Interceptions: 35/30 | 35/50 (Previous: 35/30 | 30/30)
• All Madden: Just a slight change here for the sake of simply allowing the user to catch more picks compared to the All-Madden CPU. I'd like to say it helps the pass coverage, but it's not really that effective.

• All Pro: A more significant bump for the CPU as it brings in the sense of risk/reward when throwing the ball. That split decision of heaving a pass into the heavens or dumping it off could be a real key to the game scenario for the user. Nothing outrageous either as a result, and no warping interception animations that I had feared initially when moving this value up so high. User also got a bump to help with some of the very obvious picks that should be made by elite players. I started to see too many obvious drops that didn't punish the CPU. I want a challenge, sure, but not by making my players worse.

Pass Coverage: 50/50
• No changes here. Highly volatile value that attributes to the overly aggressive coverage issues. One would think lowering it would reduce its effect, but it doesn't - it just makes the coverage more passive. Overall, a useless value as its been all year.

• All Pro: Same as above for the AP set.

Tackling: 49/49 | 42/58 (Previous: 49/49)
• All Madden: No changes here. With the special running moves by the backs it becomes very tricky to modify this value to go lower. I love lower tackling with a low threshold, but each game would be a breakout with very little plays per drive I imagine.

• All Pro: Another significant change here is to establish the run game for the CPU, and a bit more resistance for the user. The lowering for the user is obvious, but even at 42 the tackles are quite solid. The key was not changing the value so much that every first tackle is a broken one. It also helps with those jet sweeps and screens by the CPU to get a bit more forward movement versus just being tackled for a loss each time. On the CPU side, the max value I felt comfortable with was at 58 in which the quality of tackles are one thing, but so is the pursuit angles and swarming to the football. Tackles can still be broken, and if your decent at running the ball, there is still a good sense of risk/reward.

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: 50/50
• Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.

Kickoff Power: 50/50
• No changes here. It's just about right, with plenty of variety when the wind blows.

Penalties

• Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:

- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.

Offside: 75 (Previous: 70)
• Had to raise this value back up to get the OL/DL interaction intact for the lower thresholds as I did not want to lower run blocking anymore.

False Start: 75
• No change here as it is part of the offside and holding values to create the dynamic effect in the trenches.

Offensive Holding: 70
• No changes as the value holds up in this version. Good offensive lineman will not get called too often, while the lower rated ones will have a tendency to get caught. All depends though and there are no exemptions to being called. This value compliments the offside and false start to allow the block shedding to be timed in a more realistic fashion, relative to the ratings going head-to-head of course.

Defensive Pass Interference: 55 (Previous: 50)
• Simply raising this value to get more DPI called as I did not see many on the last couple of sets.

Intentional Grounding: Off
• No changes here. Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.

Roughing the Passer: 50 (Previous: 5)
• The value that was the star for a while needs to go back to normal as it was a big factor to a lot of the run game inconsistencies. The main issue I was having with it was how aggressive it made the defense overall, and in some spots that's good - but other spots, like pass coverage, it's bad. With the lower threshold though, it allows me to normalize it back to 50 as now the aggression will be at the mercy of the playcaller rather than the animations of overcomitting and taking poor angles.

*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.

All Other Penalties Set to Default 50 or ON
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Defensive Tips
=================================

Quote:

Originally Posted by Carl23
I’ll add a few things that I’ve seen in my experience:

Zone coverage is better for forcing the QBs to make short passes underneath the coverage, but is more likely to give up a completion. If the offense is in a tight formation zone coverage is better since tight formations typically have short slant plays. The idea behind playing zone is to give up yards but prevent a first down.

Man coverage is better for letting your players make plays on the ball to get an interception, but is more likely to give up big gains down field. Consider Man coverage when wideouts are lined up wide on both sides and there are still a lot of yards ahead of the offense. If receivers are all on one side then man may or may not be a good idea, but that can be determine based on the situation. The idea of man coverage is to allow your dbs a chance to out play the wrs and hopefully get a pick. Expect to give up chunk plays in man coverage.

Pressing makes coverage better on wideouts(not TE or HB) in the short term, this is only helpful if you believe you can pressure the QB quickly. It’s good to press in the red zone especially in zone coverage because there isn’t a lot of room. Also it’s safer to press against tight formations since all your defenders are all relatively closer to who ever might receive the ball.

Lastly pressure on the QB is what makes this all work. Typically once one of your D line sheds a block the cpu QB is going to try and dump off a pass, this also happens when there is a defender running freely unblocked towards them. Your going to want to generate this on every pass play as quickly as possible, otherwise you’d be lucky to not give up a first down. If you can do this with only 3 DL men your going to have a lot more success in pass coverage, so it really helps to have DL men that have great block shed, also a speedy defensive end can go completely around the oline if controlled by the user. If your having trouble getting pressure you might call some blitz plays. Zone blitz plays are safer, but will likely still give up short to medium passes, man blitz plays are a big gamble that can result in a turnover or a td if it fails.
Quote:
Originally Posted by seanstephans
I’m going to be very direct here. If you don’t want to hear an “I told you so,” stop reading now...

This game requires several pre-snap user inputs on nearly every defensive play. I’m reading about how some posters are continuing to see specific types of plays from the CPU offense that are easy enough to contain.

1. Adjust your DL/LB coverage pre-snap by shifting to the strong side if the CPU lines up any two of the following to one side: RB, TE, 2 WR tight. Take away their strong side game.

2. Adjust into a pre-snap press coverage on plays where you need time to rush the QB and you want to press their receivers -OR- if you expect them to move into a dump passing game where you will need lots of defenders to be right there for the tackle.

3. Use spy coverage or middle zone coverage if the QB has been beating you with short dump or drags over the middle.

4. If you are playing against a QB who likes to scramble or option, you MUST pre-snap your DL to QB contain almost every single play. This is what a real DC would have his team do. You give up a bit of the pass rush from your DE position but won’t get beat by a running QB.

5. Tighten or soften your zone based on down-and-distance. If it’s 3rd and 14+, I loosen the zone to ensure I’m not getting beat deep. I can typically get the tackle before the line to gain.

6. Call for pre-snap pass guess on obvious passing downs. This will help line your coverage up to avoid the play fake or double moves.

7. Only when the CPU has 3rd or 4th and short AND you feel like gambling, pinch your DL/LB pre-snap to take away the middle run. You may still get beat here but you’ll stop as many as you get beat on.

8. Don’t blitz every play. This one is a big one as I see the CPU being able to throw or run to the spot vacated by your blitzer more often than not. I blitz about every 6 - 8 plays on defense. I rely on my DL to create a pass rush or if I’m using a 3-man DL, I may send one LB.

9. Let them dink-and-dunk between the 20s. Your D can play faster and more aggressive in your red zone because they’re not going to get burned over the top.

10. Don’t go for big hits. Just tackle.

I genuinely hope this helps those of you who are struggling on defense. You should also keep in mind that in the modern game, QBs routinely make a very high percentage of their short and dump-off throws. This is what the CPU does to me to get their high completion percentage, but it rarely translates into them going for 300+ with 3 passing TDs. I’m happy to let Carr pass for 270 and 1 TD with his 17 of 20 completion percentage because I smoked his team to the tune of 38 - 14.
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Question and Answers!
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**I'll have more of these as the thread goes along**

Question: How can I tone down the CPU play overall?
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Question: The CPU QB is torching me. How can I lessen their completion %?
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Question: How can I lessen the human run game?
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Question: My receivers are dropping passes, what can I do?
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*********************

Slider Log Update - Archive

VERSION HISTORY POSTED HERE

Version 42 (pre-All Pro version update from 4/3)
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Version 41
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Version 40
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Version 39
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Version 38
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Version 37
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Version 36
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Version 35
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Version 34
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Version 33
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Version 32
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Version 31
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Version 30
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Version 29
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Version 28
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Version 27
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Version 26
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Version 25
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Version 24
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Version 23
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Version 22
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Version 21
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Version 20
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Version 19 (post-patch 9/3/2019)
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Version 18 (post-patch 9/3/2019) - Discontinued)
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Version 17 (post-patch 9/3/2019)
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"Final Version" (pre-patch 9/3/2019)
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VERSION 16
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VERSION 15
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VERSION 14
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VERSION 13
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VERSION 12
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VERSION 11
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VERSION 10
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VERSION 9
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VERSION 8
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VERSION 5 (improved)
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VERSION 7
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VERSION 6
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VERSION 5
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VERSION 4 (compiled Versions 1 thru 3)
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Last edited by Matt10; 04-03-2020 at 01:42 PM.
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Old 07-28-2019, 12:52 AM   #2
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Re: Matt10's Madden 20 Sliders

First lol Let's test these babies out... Get em Matt
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Old 07-28-2019, 01:37 AM   #3
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Re: Matt10's Madden 20 Sliders

Another year! Glad to have ya on board Matt!


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Old 07-28-2019, 02:36 AM   #4
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Re: Matt10's Madden 20 Sliders

I played one half as the vikings and played against the Falcons. Matt Ryan threw for 20/21 and scored on each drive. User gameplay is the best I've had.

Note: I had superstar abilities ON, I also increased fumble slider to 80, otherwise anytime a player with superstar abilities did the hit-stick animation, it would be a fumble.

There is a decent chance that RoboQB could be from superstar abilities on, I will provide feedback after I've done some testing if you would like.
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Old 07-28-2019, 02:58 AM   #5
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Re: Matt10's Madden 20 Sliders

Can superstar abilities be turned on... I like the SA idea and i think with your sliders it can work wonders
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Old 07-28-2019, 03:00 AM   #6
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Re: Matt10's Madden 20 Sliders

Quote:
Originally Posted by Spelunker_
I played one half as the vikings and played against the Falcons. Matt Ryan threw for 20/21 and scored on each drive. User gameplay is the best I've had.

Note: I had superstar abilities ON, I also increased fumble slider to 80, otherwise anytime a player with superstar abilities did the hit-stick animation, it would be a fumble.

There is a decent chance that RoboQB could be from superstar abilities on, I will provide feedback after I've done some testing if you would like.
Dang I hope not lol... I want use the SA with these sliders
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Old 07-28-2019, 03:28 AM   #7
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Matt10's Madden 20 Sliders

Don’t have time for a full game Tonight but halftime Ravens Vs Dolphins (me) it is 20-14. Lamar Jackson is 13/18 122 yards 2 TDs. Definitely no robo QB here. He has missed passes actually and had some broken up. I think with your slider set with superstar abilities will work just fine. It also isn’t too uncommon anymore to see guys in the 75% completions anymore or maybe even a little higher for elite guys like Brees, Brady, etc. with Rosen right now I am 9/15 and has already missed some passes. Especially deep passes. But again, need more sample size and a few full games under my belt to confirm.

Also I’m not sure if you are plugging in sliders in main menu and importing or leaving main menu default, but I did do a test game before this currently and I left injuries in main menu at 10, plugged in everything else as threshold, assists off, fatigue. Played a game and coverage seemed really wonky. Going off of some info I got from JoshC. I backed out and did 50/50 injury. Main menu and cfm and notice instant improvement so just throwing that out there...

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Last edited by MvPeterson2828; 07-28-2019 at 03:31 AM.
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Old 07-28-2019, 08:04 AM   #8
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Re: Matt10's Madden 20 Sliders

Quote:
Originally Posted by Spelunker_
I played one half as the vikings and played against the Falcons. Matt Ryan threw for 20/21 and scored on each drive. User gameplay is the best I've had.

Note: I had superstar abilities ON, I also increased fumble slider to 80, otherwise anytime a player with superstar abilities did the hit-stick animation, it would be a fumble.

There is a decent chance that RoboQB could be from superstar abilities on, I will provide feedback after I've done some testing if you would like.
Thanks for testing them out. I'm not too sure about Superstar Abilities, and if they are the point to isolate. RoboQB is a strange one and in my testing it's been more for the fact that a discrepancy between the Main Menu and CFM. If you can determine Superstar Abilities works, definitely let me know. I'll test as well, but it won't be the highest priority before I get even more sample size of the set in hand. Thanks!

Quote:
Originally Posted by MvPeterson2828
Don’t have time for a full game Tonight but halftime Ravens Vs Dolphins (me) it is 20-14. Lamar Jackson is 13/18 122 yards 2 TDs. Definitely no robo QB here. He has missed passes actually and had some broken up. I think with your slider set with superstar abilities will work just fine. It also isn’t too uncommon anymore to see guys in the 75% completions anymore or maybe even a little higher for elite guys like Brees, Brady, etc. with Rosen right now I am 9/15 and has already missed some passes. Especially deep passes. But again, need more sample size and a few full games under my belt to confirm.

Also I’m not sure if you are plugging in sliders in main menu and importing or leaving main menu default, but I did do a test game before this currently and I left injuries in main menu at 10, plugged in everything else as threshold, assists off, fatigue. Played a game and coverage seemed really wonky. Going off of some info I got from JoshC. I backed out and did 50/50 injury. Main menu and cfm and notice instant improvement so just throwing that out there...

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I will include a bit more in-depth instructions regarding the Main Menu and Franchise Menu set up. You are right, any type of discrepancy between the two, can cause issues. I edited it in the OP after publishing the post initially. However, I think more specific instructions (not just difficulty) should be made clear.

Thanks, buddy.
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