Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

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  • Playmakers
    Hall Of Fame
    • Sep 2004
    • 15355

    #1

    Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

    Switching Coaching Adjustments to the following options for USER Games

    Offense
    Deep Ball Catching-Aggressive
    Intermediate Catching-Conservative
    Blocking-Aggressive (Allows for a few more penalties per game for the USER)
    Ball Carrier-Conservative

    Defensive Coach Adjustments Still Testing

    "HYBRID ZERO SLIDERS BASE SET" (Updated as of 09/25/21)

    GAME OPTIONS
    INJURIES-10
    FATIGUE-65
    MIN PLAYER SPEED THRESHOLD-25

    ALL ON FIELD HELPERS HAVE BEEN TURNED OFF

    USER /CPU
    QB Accuracy: 5/90..................(No Changes to Original Base Setting)
    Pass Blocking: 0/0...................(Original Base Setting was 0/50)
    WR Catching: 40/65.................(Original Base Setting was 40/60)

    Run Blocking: 0/0....................(Original Base Setting was 0/65)
    Fumbles: 5/100.......................(Original Base Setting was 5/50)

    Pass Reaction: 25/75................(Original Base Setting was 50/50)
    Interceptions: 25/50.................(Original Base Setting was 35/65)
    Pass Coverage: 40/90...............(Original Base Setting was 10/90)

    Tackling: 25/75.......................(Original Base Setting was 10/50)

    FG Power: 65
    FG Accuracy: 40
    Punt Power: 65
    Punt Accuracy: 60
    Kickoff Power: 60

    PENALTIES

    Offside - 99

    False Start - 99

    Holding - 95

    Facemask - 99

    Defensive Pass Interference - 99

    Offensive Pass interference-ON

    Kick Catch Interference-ON

    Illegal Block In The Back - 65

    Intentional Grounding-ON

    Roughing The Passer - 50

    All other penalties are toggled “On”
    ---------------------------------------------------------------------

    CPU VS CPU SLIDER SECTION

    CPU vs CPU "HYBRID ZERO SLIDERS" (LAST UPDATED 09/28/21)

    SS ABILITIES ON (This is Optional but I personally don't think they are overpowered)

    QTR/MINUTES
    12 MINUTES/20 SECOND RUNOFF

    GAMEPLAY HELPERS
    AUTO FLIP DEF PLAY-ON
    BALL HAWK-ON
    HEAT SEEKER-OFF
    DEF SWITCH ASSIST-ON

    GAME OPTIONS
    INJURIES-10
    FATIGUE-65
    MIN PLAYER SPEED THRESHOLD-0

    CPU
    QB Accuracy: 65 (Recently increased this up from 60)
    Pass Blocking: 0
    WR Catching: 40

    Run Blocking: 0
    Fumbles: 25

    Pass Reaction: 25
    Interceptions: 40
    Pass Coverage: 25

    Tackling: 40

    FG Power: 65
    FG Accuracy: 40
    Punt Power: 65
    Punt Accuracy: 60
    Kickoff Power: 60

    PENALTIES

    Offside - 99

    False Start - 99

    Holding - 95

    Facemask - 99

    Defensive Pass Interference - 99

    Offensive Pass interference-ON

    Kick Catch Interference-ON

    Illegal Block In The Back - 65

    Intentional Grounding-ON

    Roughing The Passer - 50

    All other penalties are toggled “On”
    Attached Files
    Last edited by Playmakers; 09-30-2021, 09:08 PM.
    NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
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  • tommycoa
    MVP
    • Nov 2008
    • 4982

    #2
    Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

    Thanks for the compliments. Means a lot coming from the slider guru. You need any help, let me know. Always awesome brainstorming with you on this game.

    Glad someone’s putting out some quality stuff for the cpu/cpu guys. Kind of strange, you come back to the forums, and I’m kind of stepping back.

    Still playing Madden 21 and 20 on a regular basis.

    Originally posted by Playmakers
    Welcome Back Fellas for another year of Pro Level Sliders.

    This will not be a long introduction as you guys already know my in's and out's on Pro Level since we've been rolling with this level for almost a decade now

    I've only just now started playing this years game but so far I don't think we will need a drastic change from Madden 21 Pro Sliders. So my starting point will be last years sliders and I will adjust when needed.

    Last years thread for those who were not familiar with my Pro Sliders
    https://forums.operationsports.com/f...l-sliders.html

    I did get some input already from a few posters who had already plugged those sliders into Madden 22.

    Both User vs CPU & CPU vs CPU sliders will housed in this thread together.

    I'll be starting off with the User vs CPU sliders and then moving over to CPU vs CPU settings. Most of you who followed Tommy on CG who weren't able to make over to NG yet I'll try to assist as best I can but keep mind NG seems to operate a little different than that version of the game based on what I noticed in Madden 21.

    I can in know way replace Tommy's outstanding CPU vs CPU breakdown because the man is a machine when it comes to CPU vs CPU gameplay.

    But I have worked on CPU vs CPU Sliders dating back to the old NCAA days and some Madden years.

    My only house rule is NO SWITCH ON DEFENSE (Stick to one defender as much as possible)

    Lets have some fun with Madden 22 or at least as much fun as EA will allow us to this year (Patches, bugs ect)
    For an alltime legends team on xbox, search usertag haughtypine7723

    The file is called xboxassantesgreatestever.

    Teams finished:
    Bears, bills, browns, KC, Dall, Miami, Philly, ATL, SF, NYG, Jags, GB, NE, OAK, Rams, Ravens, WASH, NO, PITT, broncos, Texans, panthers, vikings, colts

    Comment

    • Jweaver421
      Rookie
      • Feb 2021
      • 137

      #3
      Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

      Should I use your Madden 21 CPU vs CPU sliders for now, or even though Tommy plays on PC should I use CPU vs CPU sliders?

      Comment

      • Playmakers
        Hall Of Fame
        • Sep 2004
        • 15355

        #4
        Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

        Thanks Tommy

        As for the gameplay here's what I've observed so far in Play Now mode which I know is totally different from Franchise mode but I always like to start here 1st just to get a feel and see how things play out.

        Penalties on this level do exist in Play now mode. In fact as a DL I was able to draw 2 separate holding calls in the 1st QTR of my last game vs the Dolphins. I saw illegal block in the back and false start vs them.

        Again this was just Play Now mode but I'm hoping just like in years past on Pro level you'll get the penalties because players seem to be more mistake prone on the lower level.

        Threshold IMO continues to be a key slider on this level especially for the CPU because it tends to open up their offensive players separation vs the Human player. Keep in mind the Human player has the advantage out of the box so at default 50 most CPU RB's just aren't getting any separation vs the USER defenders and then combined as always with the default tackle slider Human Players react to everything perfectly making the CPU running game out of the box non-existent.

        They can't juke or power run vs the Human player unless you tweak tackling.

        Same thing with the QB's who like to scramble and move around they can't avoid defenders if tackling is up so high. I'm convinced that additional rating EA gave them for break a sack more tied into sliders while playing.

        Low QBA still seems to be the way to go for Human player...

        Higher QBA still seems to also play apart in decision making for CPU.

        I know EA calls it accuracy and they have never mentioned anything about it translating to AI QB awareness but I just see too many things they do differently with it up higher as opposed to lower (avoiding sacks, throwing ball away & taking deep shots).

        In terms of coverage since I've always used it high on this level for the CPU and toned down the USER WR Catch slider I honestly haven't seen guys running wide open at least not yet in the early testing stage.

        90 Coverage is still my Default for the CPU....worst case scenario EA patches something and we just have to lower the slider for them a little later. But 90 just helps them to execute their coverage/assignments better and you still can pick on the lower rated DB's.

        Run Block is still over powering IMO for Human...especially when you start using the game planning for running the ball. I'll continue to roll with 0 Run Block same as last year and see if the CPU can hold up long term with a higher tackle slider to stop Human running game from becoming dominant.

        Human might get a slight bump up in Fumble Slider as I don't see too many broken tackles this year which is why I set it so low in Madden 21.

        Those are my early observations after a few play now games...
        NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
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        • Playmakers
          Hall Of Fame
          • Sep 2004
          • 15355

          #5
          Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

          Originally posted by Jweaver421
          Should I use your Madden 21 CPU vs CPU sliders for now, or even though Tommy plays on PC should I use CPU vs CPU sliders?
          Naw stay away from those because there's a new HFA feature this year that had no effect on gameplay last years game.

          Plus I'm thinking of experimenting with a little more with 0 Slider settings for CPU gameplay to see what results they might render now on NG.
          NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
          https://forums.operationsports.com/f...s-dynasty.html

          Follow some the Greatest College Football players of All Time in NCAA Football 14

          Comment

          • Playmakers
            Hall Of Fame
            • Sep 2004
            • 15355

            #6
            Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

            I'll spend another day testing on Play now mode then provide a base setting...

            Then move to CFM to see if the sliders play different. I'm willing to give EA the benefit of the doubt since this is NG that some of the older things we had to do with Sliders may not be that way on NG.

            Things I've settled on doing Play Now games so far....

            Both human blocking sliders are perfectly fine at 0. (No change from Madden 21)

            The addition of NG stats proves have usually been right on the money for time in pocket. Pockets still form beautiful for the Human player with it a 0. No suction by OL vs the DL so the CPU can really get off blocks in a realistic manner especially if your holding the ball too long.

            Run Blocking as mentioned yesterday is realistic in terms of OL sustaining their blocks and reading assignments. I see plenty of running lanes, you just have to be patient and attack it on time. Zach Martin seemed to win most of his battle for me while Connor Williams struggled at times so I think this is on the right track.

            Still looking at the Human Fumble Slider. Right now I'm using a setting of 15 as opposed to 5 from Madden 21. My observation is that setting allows for more break tackle animations based on RB ratings and the beauty is human RB's seem to their trigger their own animations at times.

            CPU Tackle slider is at 65 same as Madden 21.

            Pursuit to the ball for them seems solid and they take realistic angles and I don't see any unrealistic block shed animations. This could potentially go lower if I decide to lower the Human Fumble slider in effort to trigger the same animations for both sides.

            But I have to be careful because reducing the tackle slider for them could hinder pursuit angles vs the Human scrambling QB.

            Human WR Catch at 40 is spot on for the Human player. Maybe on higher levels you get the drops but not on Pro. For the most part I see guys that have low catch in traffic ratings usually in the 70's being the guys who are most effected by the 40 catch slider and personally I think 70 CIT is way too generous by EA.

            Pass Reaction, INT and Pass Coverage all have to be dropped below 50 on this level. Otherwise your defenders become elite players in coverage and the CPU will have an insane amount of coverage sacks and hold on to the ball.

            Reaction Time at 40 still allows Human non controlled defenders to react to the ball as long as they are in a position to make a play. What I like best about this slider is that your not going to see guys magically see the ball in the air if they are running with their back turned on the play.

            Int and Pass Coverage at the Moment are both at 35 this allows CPU top flight pass catchers to be targeted consistently and it helps the CPU QB spread the ball around.

            If the CPU knows he has time in the pocket he will challenge you deep. Last night Tue delivered a brilliant 66 yard strike down the sidelines vs me as I left Anthony Brown in man coverage vs Jaylen Waddle. Brown only has 75 man coverage rating and he couldn't make up the speed gap once Waddle caught in stride

            Which brings me to Player Speed Threshold being at 25 again.....

            The separation Waddle got on Brown looked totally realistic from start to finish on that play.

            Keep in mind I'm never going to be that guy to tell you which threshold is most realistic but I feel like on Pro Level using a lower threshold really benefits the CPU by allowing their fast players to truly stand out.

            Remember on this level we want to try and even up the playing field as much as possible to make the games field organic and natural as they play out.

            I'll touch on the CPU aspects later but one thing I'm impressed with is the QBA setting of 65 (No Change from Madden 21). I'm hoping this holds up once inside CFM because in Play Now mode you guys still miss open receivers at times especially on the mid range throws.
            Last edited by Playmakers; 08-24-2021, 01:41 PM.
            NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
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            • Darth Aegis
              Lord of Suffering
              • Jul 2012
              • 4169

              #7
              Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

              Looking forward to trying these out. I've been testing a few things on my own & haven't tested enough with momentum. I hoping the new momentum won't throw things off from week to week. I think for slider tweakers (like myself & others) this could get potentially frustrating. Thoughts?
              OS needs a Thumbs DOWN button

              Playing:

              Comment

              • LocDawg5050
                Rookie
                • Jul 2012
                • 338

                #8
                Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

                Playmakers....thanks a bunch man. The break down of ur observations really help me make my decision to try these. I like Pro Level my self and I was looking for a set that helps the CPU be more competitive. I like to lab in pra

                Sent from my SM-N975U using Tapatalk

                Comment

                • Playmakers
                  Hall Of Fame
                  • Sep 2004
                  • 15355

                  #9
                  Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

                  Originally posted by Milticket
                  Looking forward to trying these out. I've been testing a few things on my own & haven't tested enough with momentum. I hoping the new momentum won't throw things off from week to week. I think for slider tweakers (like myself & others) this could get potentially frustrating. Thoughts?
                  Yeah that's my biggest concern to is momentum once inside CFM from week to week.

                  But I'm hoping on this level since the sliders won't allow much of a boost to the human side once put together it should help things stay consistent.
                  NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
                  https://forums.operationsports.com/f...s-dynasty.html

                  Follow some the Greatest College Football players of All Time in NCAA Football 14

                  Comment

                  • Playmakers
                    Hall Of Fame
                    • Sep 2004
                    • 15355

                    #10
                    Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

                    Originally posted by LocDawg5050
                    Playmakers....thanks a bunch man. The break down of ur observations really help me make my decision to try these. I like Pro Level my self and I was looking for a set that helps the CPU be more competitive. I like to lab in pra

                    Sent from my SM-N975U using Tapatalk
                    Well remember for the CPU side of things boosting up sliders doesn't really make them freakish.

                    They still make regular mistakes the sliders are just a modifier on top of the ratings for them and after reading some of the feedback Mill provided in the impressions thread last week about the computer mod guys being able to see hidden things we couldn't with sliders that was really helpful in giving me a general idea just how much of an advantage the human player is initially given in this game on certain levels.
                    NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
                    https://forums.operationsports.com/f...s-dynasty.html

                    Follow some the Greatest College Football players of All Time in NCAA Football 14

                    Comment

                    • tommycoa
                      MVP
                      • Nov 2008
                      • 4982

                      #11
                      Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

                      Originally posted by Playmakers
                      Well remember for the CPU side of things boosting up sliders doesn't really make them freakish.

                      They still make regular mistakes the sliders are just a modifier on top of the ratings for them and after reading some of the feedback Mill provided in the impressions thread last week about the computer mod guys being able to see hidden things we couldn't with sliders that was really helpful in giving me a general idea just how much of an advantage the human player is initially given in this game on certain levels.
                      On qb acc slider. I always test these 3 settings first. 65, 90, and 81. these are usually the sweet spots with these sliders. i always try to make 90 work first. they just throw the ball away more and somehow make overthrows, if you can balance the other pass game sliders with it.
                      For an alltime legends team on xbox, search usertag haughtypine7723

                      The file is called xboxassantesgreatestever.

                      Teams finished:
                      Bears, bills, browns, KC, Dall, Miami, Philly, ATL, SF, NYG, Jags, GB, NE, OAK, Rams, Ravens, WASH, NO, PITT, broncos, Texans, panthers, vikings, colts

                      Comment

                      • Gotmadskillzson
                        Live your life
                        • Apr 2008
                        • 23428

                        #12
                        Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

                        Gave these a try. Bucs(me) vs Chargers. I beat them 37 to 17. Chargers threw for 282 yards, 0 TDs, 1 INT. I threw for 241 yards, 0 TDs, 3 INTs. I had 99 rushing yards on 21 attempts. Chargers really didn't try to run the ball, they tried only 7 times.

                        The Good:

                        I put blocking at 0 for everybody. I like what I saw. No more weird suction blocking, once a blocker was beat, he was beat which was nice. Saw some nice low ball catch animations, way more then I ever saw at default sliders which was nice. Had tackle at 35 for both sides. Made for more break tackle occurrences and a more realistic tackle radius. At default 50 I felt as though defenders had magnets in their gloves and could tackle you from a distance way too often and the 1st attempt of a tackle was way too successful.

                        The bad:

                        With WR catching at 40, still not enough drops. There were only 3 drops combined in the game. USER WRs still not actively going after the ball unless change the coach settings to aggressive catch deep and medium. Chargers QB didn't scramble, he instead would roll out and either throw it away, under throw a WR or over throw a WR. He has a balanced trait.

                        I'm not tripping off the score because on paper, the Bucs should beat the Chargers most of the time. Going to try to lower the catch to 35 to get more drops. Oh the Chargers pass percentage was 72%.

                        Comment

                        • tommycoa
                          MVP
                          • Nov 2008
                          • 4982

                          #13
                          Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

                          Try 37 catch. Ive more success with it than 35.



                          Originally posted by Gotmadskillzson
                          Gave these a try. Bucs(me) vs Chargers. I beat them 37 to 17. Chargers threw for 282 yards, 0 TDs, 1 INT. I threw for 241 yards, 0 TDs, 3 INTs. I had 99 rushing yards on 21 attempts. Chargers really didn't try to run the ball, they tried only 7 times.

                          The Good:

                          I put blocking at 0 for everybody. I like what I saw. No more weird suction blocking, once a blocker was beat, he was beat which was nice. Saw some nice low ball catch animations, way more then I ever saw at default sliders which was nice. Had tackle at 35 for both sides. Made for more break tackle occurrences and a more realistic tackle radius. At default 50 I felt as though defenders had magnets in their gloves and could tackle you from a distance way too often and the 1st attempt of a tackle was way too successful.

                          The bad:

                          With WR catching at 40, still not enough drops. There were only 3 drops combined in the game. USER WRs still not actively going after the ball unless change the coach settings to aggressive catch deep and medium. Chargers QB didn't scramble, he instead would roll out and either throw it away, under throw a WR or over throw a WR. He has a balanced trait.

                          I'm not tripping off the score because on paper, the Bucs should beat the Chargers most of the time. Going to try to lower the catch to 35 to get more drops. Oh the Chargers pass percentage was 72%.
                          For an alltime legends team on xbox, search usertag haughtypine7723

                          The file is called xboxassantesgreatestever.

                          Teams finished:
                          Bears, bills, browns, KC, Dall, Miami, Philly, ATL, SF, NYG, Jags, GB, NE, OAK, Rams, Ravens, WASH, NO, PITT, broncos, Texans, panthers, vikings, colts

                          Comment

                          • Playmakers
                            Hall Of Fame
                            • Sep 2004
                            • 15355

                            #14
                            Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

                            Thanks for the feedback guys

                            Will test Human WR catch tonight after work.

                            Lots of guys on EA's default roster has high CIT rating which results in very few drops.

                            I'll experiment with catch just slightly below 40 as suggested.

                            As for CPU tackle at 35 that's a new one for me since I've never lowered their slider only the Human tackle slider.

                            Will give it a shot and see what animations might trigger...
                            NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
                            https://forums.operationsports.com/f...s-dynasty.html

                            Follow some the Greatest College Football players of All Time in NCAA Football 14

                            Comment

                            • Gotmadskillzson
                              Live your life
                              • Apr 2008
                              • 23428

                              #15
                              Re: Playmakers Madden 22 NG Pro Level Sliders (User vs CPU & CPU vs CPU)

                              So replayed the same 2 teams only change was CPU QBA at 90 instead of 65 and both sides catching at 35. I threw for 202 yards, 0 TDs, 2 INTs. Chargers threw for 142 yards, 2 TDs, 0 INTs. Chargers also had a 39% completion compared to last time of 72%.

                              The Good

                              Chargers QB scrambled 4 times with QBA at 90. At 65 he didn't scramble at all. Also this time he was more concerned with trying to find an open WR instead of instantly throwing it away like before. So that I love. WR catch at 35, there were 12 drops in the game combined. Only 1 or 2 of those drops were wide open drops, the rest were contested drops. I am totally fine with contested drops.

                              I won again, 24 to 14. Was a pretty close game until the second half of the 4th Quarter.

                              The Bad

                              Other then the USER WR and DB not going for the ball unless you put them on aggressive, nothing really. I do wish the defensive ends generated more of a pass rush. Other then that, a solid game. Plenty of flags, mostly holding and roughing the passer.

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