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Speed parity?

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  • utorde
    Pro
    • Aug 2005
    • 929

    #1

    Speed parity?

    I know this is technically a slider question, but I prefer when we don't fill that page up with questions and use it only for people's sliders. If you need to move this there, that's ok.

    So anyway, I want player's speed attribute to matter and it kinda play realistic , but I cannot figure out where to put it. I had it set to 58 on Madden 18 & 21, but now looking back, I don't think I was very happy with that. I looked through numerous slider sets here and also just Googled this subject. Well, that got me no where, as everyone has them set all over the place. I've seen 0, 25, 100, 75, 40, 54, and I don't know what all else. I'm quite positive that there is no way 100 would work, and really don't believe 0 would either. I'm guessing somewhere between 40 and 54 might get my game where I would like it. I'm gonna mess around with it here in a bit, try it in several different spots, and I guess go into Practice and run a ton of plays to see what I can tell from there.

    However, I would like to hear from you guys on where you have yours at and why? Like how are the players running with where you have it set. I'll check back from time to time to see what all has been said. Thanks guys/gals!
    Last edited by utorde; 09-20-2021, 08:51 AM.
  • Pokitren
    Rookie
    • Sep 2021
    • 7

    #2
    Re: Speed parity?

    Try different ones and you'll find your style of play sooner or later.

    Comment

    • Mcgibblets82
      Rookie
      • Sep 2017
      • 451

      #3
      Re: Speed parity?

      Originally posted by utorde
      I know this is technically a slider question, but I prefer when we don't fill that page up with questions and use it only for people's sliders. If you need to move this there, that's ok.

      So anyway, I want player's speed attribute to matter and it kinda play realistic , but I cannot figure out where to put it. I had it set to 58 on Madden 18 & 21, but now looking back, I don't think I was very happy with that. I looked through numerous slider sets here and also just Googled this subject. Well, that got me no where, as everyone has them set all over the place. I've seen 0, 25, 100, 75, 40, 54, and I don't know what all else. I'm quite positive that there is no way 100 would work, and really don't believe 0 would either. I'm guessing somewhere between 40 and 54 might get my game where I would like it. I'm gonna mess around with it here in a bit, try it in several different spots, and I guess go into Practice and run a ton of plays to see what I can tell from there.

      However, I would like to hear from you guys on where you have yours at and why? Like how are the players running with where you have it set. I'll check back from time to time to see what all has been said. Thanks guys/gals!

      There is a thread by Aestis in the slider forum that goes into great detail about this. Long story made short, 95 is supposedly the most realistic. Feel free to go there and read all about it.

      Comment

      • utorde
        Pro
        • Aug 2005
        • 929

        #4
        Re: Speed parity?

        Originally posted by Mcgibblets82
        There is a thread by Aestis in the slider forum that goes into great detail about this. Long story made short, 95 is supposedly the most realistic. Feel free to go there and read all about it.

        Wow, I don't see how 95 would work. The way it describes in the game the higher you go the closer everyone's speed ends up being. I'll definitely go try to find that thread. Thanks.

        Comment

        • utorde
          Pro
          • Aug 2005
          • 929

          #5
          Re: Speed parity?

          I just read all 8 pages of that thread, pretty interesting find. Thanks for telling me about it. I'm still gonna do some testing of my own to see what I like for myself, but i'll definitely be trying higher settings now after reading that, I very seriously doubt I would have tried anything above about 70 had you not turned me on to that write up. Once again, THANKS

          Comment

          • Therebelyell626
            MVP
            • Mar 2018
            • 2834

            #6
            Re: Speed parity?

            Utorde I sent you a PM when you get a chance

            Comment

            • canes21
              Hall Of Fame
              • Sep 2008
              • 22455

              #7
              Re: Speed parity?

              95 works well. I've always used a higher value since the slider was implemented in both Madden and NCAA. The slider essentially was a big play slider and I've always felt that both Madden and NCAA had big plays way too often.

              Reading adem saying that 95 was what EA internally had as the most authentic number only reinforced the idea to stay with a higher value and that's the number I've been using.

              95, or any high value, improves the game in many areas. Coverage is tighter, pursuit angles are better, the deep ball is more realistic, the running game is more realistic, etc.

              Sent from my SM-N950U using Tapatalk
              “No one is more hated than he who speaks the truth.”


              ― Plato

              Comment

              • MizzouRah
                All Star
                • Jul 2002
                • 8433

                #8
                Re: Speed parity?

                I don't think there is a wrong answer, people like to use different values for this slider.

                I used 75 up until M21 next gen when I went back to default 50 and I've been using default ever since.

                For M22 they have improved pursuit angles and I like seeing the CPU attempt those long passes at times to their speedy WR's.

                I enjoy a few big plays in the games I play, but to each their own.

                Comment

                • tyler28
                  MVP
                  • Sep 2012
                  • 1717

                  #9
                  Re: Speed parity?

                  Im not seeing a drastic difference in values this year, like years past. I mainly use threshold to tune the secondary coverage

                  Sent from my SM-A716U using Tapatalk

                  Comment

                  • NoleFan
                    Hall Of Fame
                    • Aug 2002
                    • 12867

                    #10
                    Re: Speed parity?

                    I've been playing with 95 based on the recommendation of some here. In my head, if speed is closer then it helps WR cuts, for example, become more effective in creating separation while also nerfing some of that make-up speed DBs having in coverage.
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                    Comment

                    • canes21
                      Hall Of Fame
                      • Sep 2008
                      • 22455

                      #11
                      Re: Speed parity?

                      Originally posted by MizzouRah
                      I don't think there is a wrong answer, people like to use different values for this slider.

                      I used 75 up until M21 next gen when I went back to default 50 and I've been using default ever since.

                      For M22 they have improved pursuit angles and I like seeing the CPU attempt those long passes at times to their speedy WR's.

                      I enjoy a few big plays in the games I play, but to each their own.
                      The CPU still throws deep plenty with the threshold at 95 in my experience. The higher threshold actually helps with the fact that you no longer need a guy to be clearly faster than the DB to get in position deep.

                      For example, with a default threshold, or a lowered on, an 89 speed WR will literally never beat the 94 speed DB on a deep route. With a threshold at 95 the 89 speed WR will win some of the deep routes if the right criteria are met like if they have good deep route running, if the coverage is a bad match up for the route combination, etc.

                      Someone else said it best in another thread. In the past people put all of their stock into the speed rating and for good reason. The speed difference between players was exaggerated. A 95 speed player in Madden was clearly faster than a 90 speed player where as in real life those two players are going to be running nearly stride for stride in most instances.

                      Look at this picture for example. John Ross ran a 4.22. OBJ ran a 4.43. Julio Jones ran a 4.39.



                      In Madden the 4.22 will get you a 99 speed rating while the 4.39 and 4.43 will typically get you around 92-93. In Madden John Ross will smoke a 92-93 speed player, but as you can see here in real life the difference over 40 yards is literally one step.

                      If real life worked like Madden then John Ross would just have to run in a straight line every snap and he'd blow by any DB covering him. We know that isn't how it works. Guys that are technically slower than him can stay stride for stride with him for different reasons. One being he can't run precise deep routes. Another reason is DB's know how to use their hands and technique to cover for any difference in speed. In Madden the speed rating has traditionally been so strong that even if a guy has 99 man coverage and the WR has 60 deep route running, the faster WR will still get open because speed trumps all. Raising the threshold eliminates that type of cheese and also makes it to where the guy with 91 speed and 92 deep route running can get open downfield against the 96 speed DB covering him.

                      EDIT: So my post is not misread. I am not trying to say you are wrong and 95 is the only way to play the game the right way. I am simply stating my case for why I prefer a 95 threshold and how it provides an authentic experience. It makes it to where speed isn't king anymore, but it also still makes speed important. If you have 2 WR's who are rated the exact same except one has 95 speed and the other 90 speed. The 95 speed WR will be the better WR in the long run even at 95 threshold. The 95 threshold just makes it so the 90 speed WR is the type of threat he is in real life compared to where on a default threshold his speed rating often can make it where a less rated DB can shut him down simply because the DB has the higher speed rating.
                      Last edited by canes21; 09-20-2021, 04:19 PM.
                      “No one is more hated than he who speaks the truth.”


                      ― Plato

                      Comment

                      • Heisman
                        Pro
                        • Dec 2007
                        • 527

                        #12
                        Re: Speed parity?

                        Originally posted by canes21
                        The CPU still throws deep plenty with the threshold at 95 in my experience. The higher threshold actually helps with the fact that you no longer need a guy to be clearly faster than the DB to get in position deep.

                        For example, with a default threshold, or a lowered on, an 89 speed WR will literally never beat the 94 speed DB on a deep route. With a threshold at 95 the 89 speed WR will win some of the deep routes if the right criteria are met like if they have good deep route running, if the coverage is a bad match up for the route combination, etc.

                        Someone else said it best in another thread. In the past people put all of their stock into the speed rating and for good reason. The speed difference between players was exaggerated. A 95 speed player in Madden was clearly faster than a 90 speed player where as in real life those two players are going to be running nearly stride for stride in most instances.

                        Look at this picture for example. John Ross ran a 4.22. OBJ ran a 4.43. Julio Jones ran a 4.39.



                        In Madden the 4.22 will get you a 99 speed rating while the 4.39 and 4.43 will typically get you around 92-93. In Madden John Ross will smoke a 92-93 speed player, but as you can see here in real life the difference over 40 yards is literally one step.

                        If real life worked like Madden then John Ross would just have to run in a straight line every snap and he'd blow by any DB covering him. We know that isn't how it works. Guys that are technically slower than him can stay stride for stride with him for different reasons. One being he can't run precise deep routes. Another reason is DB's know how to use their hands and technique to cover for any difference in speed. In Madden the speed rating has traditionally been so strong that even if a guy has 99 man coverage and the WR has 60 deep route running, the faster WR will still get open because speed trumps all. Raising the threshold eliminates that type of cheese and also makes it to where the guy with 91 speed and 92 deep route running can get open downfield against the 96 speed DB covering him.

                        EDIT: So my post is not misread. I am not trying to say you are wrong and 95 is the only way to play the game the right way. I am simply stating my case for why I prefer a 95 threshold and how it provides an authentic experience. It makes it to where speed isn't king anymore, but it also still makes speed important. If you have 2 WR's who are rated the exact same except one has 95 speed and the other 90 speed. The 95 speed WR will be the better WR in the long run even at 95 threshold. The 95 threshold just makes it so the 90 speed WR is the type of threat he is in real life compared to where on a default threshold his speed rating often can make it where a less rated DB can shut him down simply because the DB has the higher speed rating.
                        I understand the logic, but say you have a Tyreek Hill and you call plays to get him the ball like a WR screen or reverse, would an 86 speed lb or safety be able to make a play on him 95% of the time? I feel like you need the threshold lower to make it more of a 50/50 chance of getting a nice stop vs a big gain.
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                        Comment

                        • canes21
                          Hall Of Fame
                          • Sep 2008
                          • 22455

                          #13
                          Re: Speed parity?

                          Originally posted by Heisman
                          I understand the logic, but say you have a Tyreek Hill and you call plays to get him the ball like a WR screen or reverse, would an 86 speed lb or safety be able to make a play on him 95% of the time? I feel like you need the threshold lower to make it more of a 50/50 chance of getting a nice stop vs a big gain.
                          Explosive players are still explosive with a 95 threshold. I throw screens to McLauren all of the time and LB's are not making the tackle 95% of the time. Unless a block is missed or the throw is poor, if I have the right look my screens to McLauren are always a nice gain and are one missed tackle away from being an explosive play.

                          Here is a play from one of the games in our test franchise. You can see with 95 threshold it doesn't make the LB's turn into super athletes that hawk anything down. McKissic still blows into open field and gets in untouched. He's no Hill. Hill would still be a very explosive player with a 95 threshold.

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                          “No one is more hated than he who speaks the truth.”


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                          • khaliib
                            MVP
                            • Jan 2005
                            • 2841

                            #14
                            Re: Speed parity?

                            This slider isn't just a "Speed" per say.

                            Touching this will monkey with the entire animation triggering system across the board beyond just how fast a player may look when running.

                            In Madden, player's perceived on-field SPD functions through (3) paths depending on if it's a Run or Pass.

                            Run:
                            1) An Offensive player's perceived SPD will flow through a Defenders Pursuit (PUR) rating.
                            - PUR rating is the "catch-up" SPD rating
                            - 93+ PUR will hawk down every ball carrier, even if they're a "99" SPD (dependent on Stamina Reserve)


                            Pass:
                            1) An Offensive player's perceived SPD will flow through the Route Run (S/M/D) ratings before ball is thrown
                            - once a player becomes a ball carrier, the Run above takes over


                            Stamina Reserve (yellow meter under player):
                            1) impact is weighted more towards Offensive players from any performed moves as a ball carrier.

                            Just some info to keep in mind on the subject.

                            Comment

                            • MizzouRah
                              All Star
                              • Jul 2002
                              • 8433

                              #15
                              Re: Speed parity?

                              Originally posted by canes21
                              The CPU still throws deep plenty with the threshold at 95 in my experience. The higher threshold actually helps with the fact that you no longer need a guy to be clearly faster than the DB to get in position deep.

                              For example, with a default threshold, or a lowered on, an 89 speed WR will literally never beat the 94 speed DB on a deep route. With a threshold at 95 the 89 speed WR will win some of the deep routes if the right criteria are met like if they have good deep route running, if the coverage is a bad match up for the route combination, etc.

                              Someone else said it best in another thread. In the past people put all of their stock into the speed rating and for good reason. The speed difference between players was exaggerated. A 95 speed player in Madden was clearly faster than a 90 speed player where as in real life those two players are going to be running nearly stride for stride in most instances.

                              Look at this picture for example. John Ross ran a 4.22. OBJ ran a 4.43. Julio Jones ran a 4.39.



                              In Madden the 4.22 will get you a 99 speed rating while the 4.39 and 4.43 will typically get you around 92-93. In Madden John Ross will smoke a 92-93 speed player, but as you can see here in real life the difference over 40 yards is literally one step.

                              If real life worked like Madden then John Ross would just have to run in a straight line every snap and he'd blow by any DB covering him. We know that isn't how it works. Guys that are technically slower than him can stay stride for stride with him for different reasons. One being he can't run precise deep routes. Another reason is DB's know how to use their hands and technique to cover for any difference in speed. In Madden the speed rating has traditionally been so strong that even if a guy has 99 man coverage and the WR has 60 deep route running, the faster WR will still get open because speed trumps all. Raising the threshold eliminates that type of cheese and also makes it to where the guy with 91 speed and 92 deep route running can get open downfield against the 96 speed DB covering him.

                              EDIT: So my post is not misread. I am not trying to say you are wrong and 95 is the only way to play the game the right way. I am simply stating my case for why I prefer a 95 threshold and how it provides an authentic experience. It makes it to where speed isn't king anymore, but it also still makes speed important. If you have 2 WR's who are rated the exact same except one has 95 speed and the other 90 speed. The 95 speed WR will be the better WR in the long run even at 95 threshold. The 95 threshold just makes it so the 90 speed WR is the type of threat he is in real life compared to where on a default threshold his speed rating often can make it where a less rated DB can shut him down simply because the DB has the higher speed rating.
                              Excellent post and I've reading stuff like this, so thank you.

                              I was wrong, I checked my sliders and I'm using 75 which like you said with 95, I can still out sprint slower players but I typically can't run around them, if that makes sense, like I can with say Dalvin Cook on default 50.

                              I might try 95 at some point but as long as I'm having really fun games, I'll stick with 75 for now and will try 95 next preseason.

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