Most realistic Madden 22 current gen experience

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  • 83evans
    Pro
    • Feb 2009
    • 662

    #1

    Most realistic Madden 22 current gen experience

    83evans
    Pro

    OVR: 9
    Join Date: Feb 2009
    Most realistic Madden 22 current gen experience
    This may seem extreme but here it goes


    All Madden

    60 fatigue
    60 player threshold


    CPU and Human

    Pass accuracy- 40
    Pass blocking- 1
    WR catching- 48
    Run blocking- 60
    Fumble- 40 (I increase the starting QB carrying by 30 before the game)
    Pass reaction time- 1
    Int- 45
    Pass coverage- 1

    FG power 55
    Accuracy 50
    Punt power 50
    Accuracy 45
    Kickoff 55

    60 offsides
    55 fallstart
    55 illegal block in back
    100 DPI

    Everything else 50


    Just trust me. It works very well


    You do need to get rid of the ball fast but it's realistic. You get about 3-4 seconds left. Also with the catching/int/coverage/Pass reaction all so low, it basically eliminates most unrealistic ball in air moments



    Another thing I do and it's just to add uniqueness to the players

    When I'm in franchise mode I turn every player who's in the 90s to superstar X factor abilities and every player in the 80s to superstar

    I also give every QB superstar X factor abilities. This just is a way to make every QB feel different and every player to be more unique. Every good player has a unique trait about him when you do this and it makes the plays seem more like their real life counterparts
  • Hubie
    Rookie
    • Dec 2008
    • 366

    #2
    Re: Most realistic Madden 22 current gen experience

    Interesting about the SS and SSX. By doing this is there a lot of them? Also how do you decide being the 3 XF?
    Sutton A&B Specialist (Accounting & Bookkeeping) https://www.facebook.com/suttonabspecialist

    Comment

    • 83evans
      Pro
      • Feb 2009
      • 662

      #3
      Re: Most realistic Madden 22 current gen experience

      Originally posted by Hubie
      Interesting about the SS and SSX. By doing this is there a lot of them? Also how do you decide being the 3 XF?


      Just whoever has a 90 rating gets SSX and whoever's in the 80s gets SS

      Each team has about 15-20 in the end but I think it's pretty cool because now most starters have something that makes them unique which is based off their individual ratings anyways


      I give ever QB SSX because QBs are so unique anyways. This allows each QB to play and feel like they do in the NFL



      I may have to adjust some things because most games the QB is getting 70 cpt


      I'm trying to find a balance that makes the QB get the ball out within 3-4 seconds. the low pass blocking is meant to force the ball out of your hands and avoid the ability to run around like crazy. But I may need to adjust the pass coverage reaction time


      I may do 100 pass coverage and 0 pass reaction. The pass reaction seems to keep the defenders from acting super human and ends most warped pass breakup

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