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Charter04's Madden 13 All-Madden Sim Sliders

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Old 09-07-2012, 07:03 PM   #625
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Re: Charter04's Madden 13 All-Pro Sim Sliders

Quote:
Originally Posted by Roncatto
Sorry, didn't make that very clear.

In Coaching Schemes it has how you would like you players to be of a certain type. I'm only guessing here, but i was thinking not only do you try and fit a scheme round the players you have, but that the type you set them will affect what they do.

EG:

My 2 MLB were set on tacklers. Against the Giants the rushes came more from the edge and from Safety's and they covered the middle and were the first to the ball after being caught.

Against Seattle i thought to change them to run stoppers. IT might be pure coincidence but Gameplan then chose a lot of crossing rushes and MLB lining up at the line of scrimmage.

Another EG on offense this time.

The Cowboys have all there WR's defaulted as Speed guys. Well i changed that to Bryant (red zone threat), Austin (Possesion) and 3rd WR to Balanced. Also TE was set as receiving not blocking and FB to blocking from Running Receiver.

So now Witten NEVER stays in to block and my FB if in will always lead in or stay in to block.

Bryant is my out ball and Austin does the slant routes.

This may all be conjecture and i've not read anything about this but so far just seems to fit.
There has to be some reason for being able to change those settings. I think you might be on to something.

Last edited by charter04; 09-07-2012 at 07:43 PM.
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Old 09-07-2012, 07:15 PM   #626
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Re: Charter04's Madden 13 All-Pro Sim Sliders

Quote:
Originally Posted by charter04
There has to be some reason for being able to change those settings. I think you be on to something.
What got me originally thinking about this is that the Cowboys use a 3-4. Ratcliff the original DT might be a 93 overall, but he was down as a prototype athletic DT. I thought, hang on, don;t most 3-4's have a big goon (no offense to anyone lol) sitting in the NT position to take on the Centre and one of the Guards whilst the large DE's stuff the run. Well a 287Ib athletic DT aint going to do that is he?

SO i traded him for a 2nd round pick, got in erm... Greg Kelly a 340Ib concrete wall, changed the position on the coaching scheme to Nose Tackle and hey presto, all game he sits in the middle and takes the strain so to speak.

Maybe this is why the Cowboys IRL struggled last year hahahaha
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Old 09-07-2012, 07:44 PM   #627
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Re: Charter04's Madden 13 All-Pro Sim Sliders

I think CCM is deeper than some think.
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Old 09-07-2012, 07:47 PM   #628
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Re: Charter04's Madden 13 All-Pro Sim Sliders

I really don't think thats how it works. Your FB isn't going to block more or less based on his player type in Coaching scheme that is all controlled by the play you call. I too am curious how the player types under Coaching scheme impact USER played games but no ones figured it out.

I know if you match the Coaching scheme player types to the players types in their player card it gives an overall boost which in turn improves their performance in simmed games.

From what I can tell it only impacts USER teams if you let the CPU autoprogress your players, scout or draft for you. If you set your QB #1 to West Coast Offense then autoprogress your starting QB the CPU will select to buy the attributes which are good for a West Coast style QB such as short pass accuracy. Same for any other type you select. I do not believe anything in Coaching scheme has an impact ingame but that is just my theory.
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Old 09-07-2012, 08:12 PM   #629
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Re: Charter04's Madden 13 All-Pro Sim Sliders

Quote:
Originally Posted by Roncatto
Sorry, didn't make that very clear.

In Coaching Schemes it has how you would like you players to be of a certain type. I'm only guessing here, but i was thinking not only do you try and fit a scheme round the players you have, but that the type you set them will affect what they do.

EG:

My 2 MLB were set on tacklers. Against the Giants the rushes came more from the edge and from Safety's and they covered the middle and were the first to the ball after being caught.

Against Seattle i thought to change them to run stoppers. IT might be pure coincidence but Gameplan then chose a lot of crossing rushes and MLB lining up at the line of scrimmage.

Another EG on offense this time.

The Cowboys have all there WR's defaulted as Speed guys. Well i changed that to Bryant (red zone threat), Austin (Possesion) and 3rd WR to Balanced. Also TE was set as receiving not blocking and FB to blocking from Running Receiver.

So now Witten NEVER stays in to block and my FB if in will always lead in or stay in to block.

Bryant is my out ball and Austin does the slant routes.

This may all be conjecture and i've not read anything about this but so far just seems to fit.

I've been debating starting a thread on this, but just really don't have the time to "host" one...

My experience:

I set those Scheme "styles" to the way I thought I wanted my players to play and it was "negative help"

Then:

I set my depth chart

Went to the Progression interface to see what "styles" were assigned by EA to my starters / backups

Went BACK to Scheme and mirrored the default setting to the scheme

Effect:

BOOM

All my players played better and smarter when their default style was mirrored in the Scheme section...

Best example:

My TE is "receiving" at default...I mistakenly set him to "blocking" to get some extra attention in that regard...

His play was awful...seldom ran a decent route and had open passes bounce off his helmet...

When I re set his Scheme style to receiving, he now is often open and catches almost everything...

It's a huge difference to "Scheme" to your existing lineup...I even tweak for injuries that make a second string guy start who has a different default "style"...

Here's the Big Bang (part of this) Theory:

Because six of my Bills are set at default style to play some kind of run D (4-3 Run D at LE / Run Stopper at RDT / OLBs AND MLB set to "Defend Run" / CB2 is "Run Support" with DT1 set to "Balanced" I'm GUESSING the CPU playcall AI "senses" I'm overloaded personnel - wise to stop the run so...

THEY PASS MORE...

I played my Bills v Jets twice with setting that sought to make my guys defend the pass and the Jets ran 80 percent...

I switched to "mirror" their default run based setting and the split was 50 / 50...many passes on first down / playaction / screens / Wildcat...

Completely different gameplan...

What happens if you try and "force" the CPU to pass by setting your defenders to "run" based styles when those aren't their actual styles?

I don't know...

This could be a huge development in any event...

I know "mirroring" helps overall gameplay...

Just not sure if / how it changes the CPU gameplan yet...

Have at it, gents!
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Old 09-07-2012, 08:18 PM   #630
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Re: Charter04's Madden 13 All-Pro Sim Sliders

Quote:
Originally Posted by BrianU
I really don't think thats how it works. Your FB isn't going to block more or less based on his player type in Coaching scheme that is all controlled by the play you call. I too am curious how the player types under Coaching scheme impact USER played games but no ones figured it out.

I know if you match the Coaching scheme player types to the players types in their player card it gives an overall boost which in turn improves their performance in simmed games.

From what I can tell it only impacts USER teams if you let the CPU autoprogress your players, scout or draft for you. If you set your QB #1 to West Coast Offense then autoprogress your starting QB the CPU will select to buy the attributes which are good for a West Coast style QB such as short pass accuracy. Same for any other type you select. I do not believe anything in Coaching scheme has an impact ingame but that is just my theory.


Actually, this year the "Scheme" section works like "Style / Priority" used to work...

Except "Priority" has been replaced by "Importance" which you can't adjust...

Anyway:

As far back as the 2003 Prima guide it's been concluded that the "Style / Priority" section wasn't just for draft, but determines how and to what level of degree the AI controls HUM players that you're not currently controlling...

Here's a thread from last year that breaks this all down in exhaustive detail:

http://www.operationsports.com/forum...g-schemes.html

This year's "Scheme" setting are this year's equivalent...

Game changer?

Well...yes, actually...
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Old 09-07-2012, 08:29 PM   #631
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Re: Charter04's Madden 13 All-Pro Sim Sliders

Quote:
Originally Posted by KingV2k3
Actually, this year the "Scheme" section works like "Style / Priority" used to work...

Except "Priority" has been replaced by "Importance" which you can't adjust...

Anyway:

As far back as the 2003 Prima guide it's been concluded that the "Style / Priority" section wasn't just for draft, but determines how and to what level of degree the AI controls HUM players that you're not currently controlling...

Here's a thread from last year that breaks this all down in exhaustive detail:

http://www.operationsports.com/forum...g-schemes.html

This year's "Scheme" setting are this year's equivalent...

Game changer?

Well...yes, actually...
CCM is an entirely new mode built from scratch was my impression unless a dev says something directly I don't think we can use last years logic or findings and the devs pretty much tell us nothing
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Old 09-07-2012, 09:05 PM   #632
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Re: Charter04's Madden 13 All-Pro Sim Sliders

I like your auto sub settings. You should only see your running back and defensive line come off the field on a regular basis and all other positions should stay on the field unless hurt or on very long drives except for the offensive line which should stay on for the whole game. A lot of people think that they should see a regular rotation of all positions and this is just not true. You would never want to see a back up corner going up against Calvin Johnson right?
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