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G's Madden 21 Sliders (Gameplay & XP) User VS CPU

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Old 09-20-2020, 09:42 PM   #1
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G's Madden 21 Sliders (Gameplay & XP) User VS CPU

These sliders have been developed to ensure the same rates of occurances are occuring at the same average rate as in the nfl (drop %, run stuff %, YAC, YBC, QB adjusted accurancy, injuries per game, penalties, int rate, and many more)

I can elborate further on how the data is collected as the thread grows.

The sliders were built tracking stats and monitoring game play to ensure the user has a challenge on offense, passing lanes are tight as well as coverage but achievable and more rewarding. The CPU qb will be more willing to take shots (low user coverage + high user pass react). The run game will not be automatic and lanes will close quickly, you will notice when you play a genuinely good d line. On defense the run game must be schemed against, know your opponent and how to attack the run lanes, can you stop the run only rushing 4? If not user must consider run blitz. Pass d is challenging as well, well called plays based on the situation and coverage adjustments are crucial to stopping good qbs. The high fatigue sliders make the game more realistic by providing both user and cpu auto subs occuring during long drives. At default fatigue, most non-QB starters never leave the game, only a handful of non-QB players in the nfl can claim they dont come off the field for any snaps on their side of the ball, now that stamina rating will have some weight, and must be considered in player acquisition.

The following house rules are for ensuring fair team building between CPU and users, use them if you choose, ive found following these ensures consistent competition.

1. TRAINING

All training must be simmed, and not changed from default choices. The CPU is also only granted bronze and can not differ from the default selection for training based on their algorithms. This also ensures even distribution of practice awarded XP across position groups.

2. CONTRACTS

When signing or resigning players, the user can only adjust the total length of the "fair offer" contract by +/- 1 year. Therefore if the initial contract negotion default "fair offer" is only for 2 years, the player can chnage to 1 or 3 or keep it at 2 years. This is to prevent user from signing young high ceiling players to long term cheap contracts for unproven players, its not realistic and would present a major advantage for the user over CPU.

3. TRADES

A) User may only trade up in the draft by offering only one player, the rest of the trade offer must include draft picks.

B) Users may not trade a player in the first year of his contract unless that player is a rookie.

C) For a user to trade one of their players, they must use the trade block, no manually trading your own players.

D) To aquire players, the user may only trade for players on the trade block (user may accept CPU players from the CPU's trade block offers).

E) To trade away picks, they must be traded only when the user is given the opportunity to view trade offers for the pick at the time of the pick in the draft. The user may also offer picks for players that are on the trade block.

CFM LEAGUE SETTINGS (that differ from default)

*leave main menu settings defult*
**Adjust the following settings in CFM**

Skill Level: See below, all pro sliders are complete, currently working on an all madden set.

Game Style: Simulation

Quarter Length: 13 min

Accelerared Clock: On, 16 sec
(These time settings ensure the User games finish with the same average snaps as the simmed games)

Superstar Abilities: Off (the goal of these settings/sliders is to make ratings matter enough that the elite players stand out without this arcade feature)

XP Sliders:
QB 130
HB 150
FB 140
WR 100
TE 130
OT 150
OG 150
OC 150
DE 120
DT 135
MLB 115
OLB 115
CB 120
FS 130
SS 130
P 100
K 100

Gameplay Sliders:

ALL MADDEN SET:

(UPDATED 10/19)

USER / CPU. (Previous balance)

QB Acc: 56 / 6 (57 / 7)
Pass Block: 0 / 7 (3 / 3)
WR Catch: 100 / 45
Run Block: 0 / 25 (2 / 33)
Fumble: 43 / 49 (43 / 48)
Pass D React: 100 / 0
INT: 48 / 17 (47 / 18)
Pass Coverage: 0 / 0 (48 / 0)
Tackle: 35 / 0 (40 / 0)

*I personally sim all special teams, as the kicking meter is too easy to master in short time that gives a large advantage to user IMO, like the house rules this is optional, but why i have not touched the ST sliders*

Kick Power: 50
Kick Accuracy: 50
Punt Power: 50
Punt Accuracy: 50

Penalties:

Offside: 99
False Start: 25
Holding: 99 (97)
Facemask: 75 (74)
Def PI: 53 (52)
Block In Back: 50 (53)
Roughing Passer: 50

Gameplay:

Threshold: 100
Injury: 35 (32)
Fatigue: 100


ALL PRO SET:

(UPDATED 9/23)

USER / CPU

QB Acc: 19 / 23
Pass Block: 0 / 52
WR Catch: 90 / 70
Run Block: 0 / 65
Fumble: 45 / 48
Pass D React: 100 / 75
INT: 41 / 41
Pass Coverage: 0 / 100
Tackle: 0 / 20

*I personally sim all special teams, as the kicking meter is too easy to master in short time that gives a large advantage to user IMO, like the house rules this is optional, but why i have not touched the ST sliders*

Kick Power: 50
Kick Accuracy: 50
Punt Power: 50
Punt Accuracy: 50

Penalties:

Offside: 99
False Start: 50
Holding: 84
Facemask: 71
Def PI: 50
Block In Back: 54
Roughing Passer: 50

Gameplay:

Threshold: 100
Injury: 31
Fatigue: 100


Enjoy and feel free to ask any questions or concerns, would love feed back.

All Madden set is now being developed, ive found running the ball on all pro to be little challenge, so those sliders will remain the same unless i come back to revist after testing all madden.

Last edited by guff; 10-19-2020 at 09:53 PM.
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Old 09-20-2020, 10:05 PM   #2
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Re: G's Madden 21 Sliders (Gameplay & XP) User VS CPU

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Old 09-20-2020, 10:12 PM   #3
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Re: G's Madden 21 Sliders (Gameplay & XP) User VS CPU

What cameras do you use for your sliders?
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Old 09-20-2020, 10:39 PM   #4
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Re: G's Madden 21 Sliders (Gameplay & XP) User VS CPU

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Originally Posted by TopSide83
What cameras do you use for your sliders?
Standard on both sides, which is default
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Old 09-22-2020, 08:06 AM   #5
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Re: G's Madden 21 Sliders (Gameplay & XP) User VS CPU

One quick correction I would make is that the cpu does get varied medals on training. It has been this way for a couple of years now.

A quick test of this is to go into week one of preseason of a new franchise. When you add another coach and check training it will sometimes be bronze, silver, or gold.

This doesn't have any long term effect since you are recommending simming training but I just wanted to let you know.
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Old 09-22-2020, 10:42 PM   #6
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Re: G's Madden 21 Sliders (Gameplay & XP) User VS CPU

Great Sliders! I used these on All-Madden and had my best game yet.
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Old 09-23-2020, 07:58 AM   #7
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Re: G's Madden 21 Sliders (Gameplay & XP) User VS CPU

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Originally Posted by Clintonkobe24
Great Sliders! I used these on All-Madden and had my best game yet.

Glad to hear they worked for AM.


Im fine tuning this set for all pro and will begin working on a separate set for all madden over the next week.
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Old 09-23-2020, 02:45 PM   #8
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Re: G's Madden 21 Sliders (Gameplay & XP) User VS CPU

I know you have these paired with 99 threshold but how do you think they’d work on default threshold?


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