NJPapi's All Madden Sliders V1.0 (Post Patch)
Please make sure you look at the new changes on the sub in and out and on the special teams. The rest of the sub in and outs are default.
What's new:
This is my final Post Patch set and I have worked on for over 10 games since the patch came out yesterday. The DB and LB for the cpu are no longer super human with the patch and I tested it a lot. I put all the sliders at default on All Madden and then worked my way down or up depending on what I saw needed fixing. At default 50 for cpu awareness I noticed that the cpu was not as aggressive and this will be good for some but not for others like myself who mastered All Madden therefore I had no huge issues with interceptions since I had issues only with fumbles and cpu throwing picks. I feel with this set that the passing game is on point and not to easy and not to hard. I also feel that throwing over the middle is much improved now since LB and Safeties dont jump routes with ease.
I worked on making the game more defensive oriented and I have noticed much less fumbles after the first 2 games with the patch. The cover button works well now and I see less fumbles then before. I have played a few games that had scores in the low teens and high teens for both sides. I did not make huge changes to the human sliders because I feel they are where they should be. These sliders are more for the cpu side of things.
Weapons System Info: ON
This is still a must in order to get the chess match and to seperate the stars from the average rated players. The more I use the weapons the more I am impressed with the way it works
All Madden Sliders:
Here is my SUB IN and OUT:
RB Out 99
RB In 100
DT Out 97
DT In 98
DE Out 97
DE In 98
All Madden Sliders
Weapons On
Penalties: On
Fatigue: On
Quarter Length: 9 minutes ( Will give you about 120 plays between both sides if you do not skip the cut scenes which happens right after every whistle)
Play Clock: On
Off sides: 0 (This will help ease the high amount of jump snap penalties that the cpu gets. Is important because in order to avoid gettting sacked by the lineman jumping blitzes you need to hard count)
False Start:
60 (A poster brought up a point that by raising this we will be punished for using the hard count to excessive. Still use it on PA and short yardage)
Holding: 53 ( This was lowered a bit due to the high amount of holds made during kickoff returns)
Facemask: 100 (This slider does nothing since it is never called)
Offensive PI: 100 (If you try and bump the defender to get the ball you will be penalized)
Defensive PI: 60 ( This was lowered due to the fact that when the cpu play actions the linebackers hit the running back and the cpu qb throws to the RB and is called a PA all the time. That is bogus in my opinion since the cpu was doing play action)
KR/
PR Interference: 100 (Does nothing )
Clipping: 50 (At anything higher the return game is voided by dumb calls)
INT Grounding: 100 ( I have been called for 2 of these in my last game, I was being pressured and throw the ball away still in the pocket)
Roughing Passer: 40 (This was lowered because I got called a lot for hitting the qb late eventhough I dove as he was about to release the ball)
Roughing Kicker: 0 (I like to try and block kicks but I always seem to hit the kicker with my nails. Now is better but still called a lot for just breathing on him)
Human Offense:
QB Accuracy: 50 ( This should never be moved from default)
Pass Blocking: 100 ( This was maxed out in order to help those that have issues blocking but it will still get you sacked if you dont throw fast enough)
WR Catching: 100 ( Believe it or not you will still drop a few but now you wont drop passes just because you were hit)
RB Ability: 50 ( The human run game is just way to easy even with the patch so just leave this at default to base the actions on skills of the runner)
Run Blocking: 0 (This has to be lowered to this because if you raise then is to easy to run for 150 every game with any back)
CPU Offense:
QB Accuracy: 70 ( I raised this because I started to get cpu qb's with at least 2 picks every single game)
Pass Blocking:
90 ( This will not allow you to exploit the nano blitz or full blown LB blitz and get easy sacks)
WR Catching: 0 ( This still allows the cpu to catch almost all passes but they do drop big passes here and there or when being hit on the spot of catching the rock)
RB Ability:
75 ( I feel that anything higher will result in at least 1 o 2 long runs by the cpu where they become god... (This has worked great)
Run Blocking: 100 ( The run blocking will be felt nicely at this set and if you guys use your swing move and power moves on blockers, you will be able to free yourself)
Human Defense:
Awareness: 0 (This slider has to be at 0 if you do not want to pick the cpu off 5 times a game. If you play the right coverage and play smart you will still be able to shut down teams with a solid defense)
Knockdowns:
100 ( This will allow you to swat more balls but not as many as I would like. The key to swatting the ball is not to use sprint while doing it or it wont work)
Interceptions: 0 ( This as everybody knows should be at 0 )
Break Block: 0 ( This is fine at 0 which will lead to major battles vs the power run teams)
Tackling:
80 ( This will help in making tackles vs elusive backs and power backs, just make sure you straff and let go of that hit stick)
CPU Defense:
Awareness:
55 ( This takes into affect the post patch affect. Now you will be able to throw over the middle more and have less super cpu efforts. The cpu will still be aggressive on All Madden but now is more of the users bad throws)
Knockdowns:
55 (This will help the cpu challenge deep throws and the much easier to complete post and outs)
Interceptions: 0 ( See human side of things)
Break Block:
25 ( This helps the cpu stop the run and lowers the sack totals against you)
Tackling:
45 ( The cpu at this level does a good job making the tackles they should and not have all tackles bee huge hits like this was Blitz)
Human Special Teams:
FG Power: 15 ( At this level I find enough of a challenge for me but feel free to test your own skill set)
FG Accuracy: 25 ( This will allow more accuracy on long field goals)
Punt Power:55 ( This will give the defense a chance to stop a long return)
Punt Accuracy: 50 (Standard slider)
Kickoff Power: 10 ( This will kick the ball to the middle of the endzone and is up to you to kick it lower in power to have a return or just kick it if you think the scores are to high and you dont want the cpu to start at the 40 all the time)
CPU Special Team:
FG Power: 15 ( This has worked fine for me as I have seen missed field goals and some easy field goals being missed)
FG Accuracy: 25 ( Cpu was missing way to many easy field goals wide left)
Punt Power: 55 ( See human side)
Punt Accuracy: 50 ( See human side)
Kickoff Power: 10 ( You gonna take it out of the endzone anyway...)
Ok guys remember some things:
The passing game should be more realistic now and if you like to roll out a lot then you will still see super human LB and DB's and that is just the level beign tough on roll outs. If you stay in the pocket and step up in the pocket you can see huge seperation on crossing routes and deep patters with the pump fake as well.