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M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Old 10-28-2012, 04:46 PM   #809
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by BrianU
Oh Joy! I had enough listening to the Dolphins embarrass my Jets times like this make me grateful of Madden!

I personally play a lot of Man defense with my DBs as the Jets do IRL. I was worried about the whole forcing myself to use AskMadden on Defense as my favorite thing is to choose which personnel to send on the field and create a defensive gameplan. I feel I call plays sim-like, obviously im going to call a run blitz on an obvioius running situation. Id like more clarification on your last post, I want to be able to call my own defense but I don't want to cheese and its actually possible for people to cheese without knowing it (like when I used to abuse Total Control Passing)

1. So if its say 3rd & 3, they come out in a 2 RB 2 TE set are you saying I shouldn't call Thunder Smoke which rushes 7 guys and leaves my CBs and Ss in man to man? What other play would I call in that situation? I certainly wouldn't call a zone passing defense. What if you limit yourself to only calling a run blitz on situations where the CPU needs 3 yards or less, maybe 2 or less if needed. Maybe picking my own plays until the CPU needs 3 or less yards then using an AskMadden play from 3 or less yards needed? Just wanting some clarity on what to call in those situations the CPU is obviously going to run but not wanting to pick something that is cheese. I do see at times how successful the run blitz is at stopping the CPU so I see why you have that rule.

2. I am enjoying using AskMadden on Offense I have no issue with that. The only negative is that it tends to call similar plays every game and it can get repetitive. I think I found a way around this however. In the great thread about using generic playbooks for the CPU team to fix their run/pass ratios (http://www.operationsports.com/forum...ne-ccm-11.html) there was a post showing every teams M13 Scheme they run. I use the Jets exclusively so the repetitiveness is more up front when you never use any other team. They are a Power Run scheme team. There are lots of other Power Run teams in the game as well such as Arizona, Atlanta, Baltimore, etc.. So what i've been doing is switching my offensive playbook to any of the power run teams. This gives you variety from game to game while still allowing you to play the style of your own team. Just an idea of something to try to keep things fresh while continuing to use AskMadden every game.

Before I get into your thread, a MEMO for the whole thread....



******************* VERY IMPORTANT ANNOUNCEMENT *******************

SPEED THRESH ON THE NEWEST SLIDER SET HAS CHANGED!!!!!!!!!!!!!!!

THE NEW SPEED THRESH IS 66 !!!!!!!!!!

---------------------------------------------------


Sorry brah, I just wanted to make sure that everybody got that important detail....

Now regarding your approach to offensive plays, that is a fresh approach, I like it, I may just go ahead an integrate that along with using the proper "Run / Pass" ratios that I get from the internet, for my chosen CCM franchise.

Regarding the Defense selection, your approach here is also fresh, so fresh that potentially it could be adoptable as House Rule to work around the glitch that definitely exists regarding the A.I. crash when the HUM defense dials up a BALANCED run blitz. The reason why I think that your approach makes sense is because you can as HUM DEF just as easily call a GOAL LINE defense on 3rd and short and I know for a fact that the CPU run game does not get annihilated when the HUM defense does this, in fact the CPU run blocking excels when facing a GOAL LINE defense....

Let's give your ideas a whirl.... Post your results, box scores, observations, I am intrigued!!



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Old 10-28-2012, 05:45 PM   #810
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

I have found that changing the playbook of the cpu to pass balanced etc with these sliders definitely causes some problems. I was having great games with the cpu using their respective playbooks, but then i changed atlanta's to pass balanced before playing them and matt ryan threw the balls 72 times and they ran the ball approximately 7 times. I think i'll continue to just let the cpu team use their specific playbook.
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Old 10-28-2012, 07:20 PM   #811
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by LoganSf
I have found that changing the playbook of the cpu to pass balanced etc with these sliders definitely causes some problems. I was having great games with the cpu using their respective playbooks, but then i changed atlanta's to pass balanced before playing them and matt ryan threw the balls 72 times and they ran the ball approximately 7 times. I think i'll continue to just let the cpu team use their specific playbook.

LOL..... That is funny.... Per 2013 stats, the number of times that the Falcons are throwing the ball in 2013 is 60.8% (64.67 avg. plays per game, 388 total offensive plays through six games, 236 total passing attempts through six games: 236/388= .608247).

So extrapolating this to your game, you had apparently 79 or so offensive plays (which tells me that you are not following the house rules or slider settings to the "T").... On 79 or so offensive plays, you should have passed approximately 48 times or 12 times a quarter, and ran approximately 31 times...

I have personally found that letting the clock tick down to at least 3 seconds before starting the play, has really helped my games find realism with regards to total plays....

Also, since I know, PRIOR TO THE GAME, what my run / pass ratio is, I make sure that my "gameplan" tries to be within 5% of the run / pass ratio that my indicated team is following for the 2013 season. THIS little tweak has been a GAME CHANGER for me to go along with being BALANCED in my play calling and following my House Rules for Offense and Defense.

Appreciate the feedback, let us know how the newly tuned sliders work out for ya!

Lates...


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Old 10-28-2012, 07:20 PM   #812
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

$$$$$$$$$$$$$$$$$$$ UPDATED ON 10/28/2012 - RE-POST OF POST #805 $$$$$$$$$$$$$$$$$



"NEW SPEED THRESHOLD: 66" AMONG OTHER THINGS......



Without further ado, ladies, I present you the sliders that bring us to the precipice of the Holy Grail that we have all been chasing ever since EA gave us sliders...

Are they perfect? Almost.

Go at them, enjoy them, but like always, if you use them, ya gotta come back and post your comments, experiences, and box scores. You guys created these beasts thanks to your detailed feed back that you have provided this thread thus far, so don't stop now, BRING IT!!!!!


"Booo-waaaa-hahahaha...They are ALIVE!!!", exclaimed the mad scientist's wing man......






BETA SLIDERS, POST-PATCH, V.6 (....wow...)


Skill Level: ALL-MADDEN

House rules:
(1) ASK MADDEN ONLY for both OFF & DEF play calling. This rule is a GAME CHANGER!!!!!!! However, you can switch to calling your own offensive plays at the 2 minute mark of each half. Defensive plays ARE ALWAYS called by ASK MADDEN or an audible, NO EXCEPTIONS.
(2) DO NOT USE the right analog stick when there is a run or pass play. In other words, do not use the right analog stick DOWN for a run play by the CPU as the play begins and vice versa, do not push UP with the right analog stick when there is a pass beginning to develop.
(3) On DEF, control ONLY one player, NO SWITCHING on run plays by the CPU. If the CPU call a pass play, you are allowed to switch, ONLY AFTER THE RECEIVER catches the ball (I control the FS, since my hand eye coordination is not that good to tackle as a LB).
(4) On OFFENSE, no hot routes.
(5) Consider having two controllers plugged in when you start your CCM game. Consider for your opponents playbook to switch it to BALANCED, or RUN HEAVY or PASS HEAVY, depending on the type of team you are playing if run / pass ratios have you tripping (I tend to leave it alone, because House Rule #1, addresses the play calling problem by the CPU, in my humble opinion).
(6) After starting your game, hit pause after the kickoff return is done and set your DEF audibles. Be smart on which ones you pick. Make sure you have at least a few that are balanced DEF calls. Make sure you have at least one for short yardage, long yardage, and a good defense against screens.
(7) Before you even start a CCM franchise, or before you re-start a pre-existing CCM franchise, set your OFFENSIVE audibles for your CCM franchise’s offense. Make sure you pick at least one screen, one draw, and two play actions for the two most common sets your offense runs (usually a one TE and two TE set), have one streak, and one zone flood pass.
(8) USE ONLY the right analog stick when attempting field goals, anything else, and you are a CHEESE.
(9) DO NOT SNAP THE BALL until there is less than 5 secs on the clock... This guarantees you a perfect range of plays between 130-145 plays.


Quarter Length: 15 min

Accelerated Clock: On and min. play clock set at 14 or 15 (I USE 15)

Auto Strafe:ON
Auto Sprint: ON

Play Calling: For Offensive and Defensive play calling, ASK MADDEN ONLY!!!!! Only exception is when you reach the 2 minute mark of each HALF!!

Injury: 45 still testing … (if ya don’t like it, you can set this at 35 and fatigue at 65)

Fatigue: 55

Speed: SLOW



THRESHOLD: 66





Game Play Sliders: User/CPU


QB Accuracy 7/7
Pass Block 0/0
WR Catch 55/55

Broken Tackles 4/8
Run Block 0/25
Fumble 5 or 6 (I use 5) /5

Pass reaction 0/0
Int 25/25
Pass Rush 0/0

Rush reaction 0/25
Block Shedding 0/5
Tackle 0/5




Special Teams

FG Power 54
FG Accuracy 44 (the way that I kick is that I just use the right stick in Kicking. I don't aim with the left stick.)
Punt Power 52
Punt Acc 72
Kickoff Power 47


Penalty

False start 75
Holding 52
Face Mask 54
Clipping 54
Roughing the passer 53

The rest are 99 (Please note, I have seen 4 defensive passing interference calls over the last 38 games I have played in the lab, so they do call it, occasionally)


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Old 10-28-2012, 07:22 PM   #813
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

##### HOUSE RULES FOR ABOVE SLIDERS, CAN BE AVOIDED#####



Ladies:

If you keep the "Pinky Promise" that I discussed in Post's #801 & #802, these sliders can work IF you desire to call your own defensive and offensive plays.

But you must heed this WARNING, if you tinker with UNBALANCED PLAY, MONEY PLAYS, CHEESING IT, it would be like putting your hands in the gears of a finely tuned and oiled machine....



You have been warned!!! Don't come cryin' to the thread with dis' or dat', if you can't honor the "Pinky Promise"!!!!

Most importantly, pay attention to the following "moving gears":

1) Balanced blitzing where the coverage is man-to-man with the DB's. So in other words, DO NOT select plays where both OLB's or both SAFETIES, or a COMBINATION of both, are blitzing the line. The A.I. for M13 "crashes" when you do this, and the CPU RB is toast, and/or the CPU Passing game stats go out of whack, and their goes the realism of your game.

2) Do not repeat the same play that made you money back to back. Obviously, you have come across a money play, so exploiting it, BACK to BACK or more than 2 times in the game IS NOT realistic football that is played on Sunday's in the NFL...

3) Choosing blitz packages where the DB's are in a zone coverage is fine, even if the way the play is schemed looks, or is balanced. JUST DON'T go and HOT ROUTE any additional blitzers!!!


What I am doing to get the max realism and achieve BALANCED PLAY for my own teams play calling, is that I GOOGLED the following phrase: "NFL Team Total Offensive Stats - 2013 " (typically the best data comes from "wiseguy" sites that are pimping sports betting), and then figured out the ratios of run to pass, for my CCM team, this 2013 year.

Then when I am playing the game, I MAKE SURE that I have the proper ratio of Passes to Runs that my team has so far this year. MAKES a world of difference and that is why I firmly believe that we are knocking at the door of the Holy Grail of Madden....


Enjoy them, I certainly am!!!



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Old 10-28-2012, 08:13 PM   #814
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Some more thoughts for ya amigo..

I took the liberty to look over the Gameplans of the NY Jets playbook. I did this to see how the CPU chooses plays as I believe they conform to these choices. The plays are broken down into ? and Short, ? and Medium, and ? and Long basically.

For the Short yardage plays which are mainly runs they consider under 3 yards to be short. For Medium yardage between 3 and 8 yards, and long is 8+ yards. The language is a little confusing but I am assuming it considers short to be 1 yard or 2 yards to go, and 3 yards to 7 yards as medium, and 8 yards or more as long.

I haven't gotten around to playing much today with the games on and other stuff and this week is busy so it may not be till the weekend but going forward with my modified house rules I will be using my own defensive plays until the CPU needs 2 yards or less then picking one of the AskMadden plays in that situation. I played a little with V6 and am interested to see how others feel the USER rushing is, I found it quite difficult but I am not the greatest in the world so I will be sticking with it and upping my game if others find it is hard but not impossible to run. I like challenges. I felt V5 was too easy to run and prefer it to be too hard than too easy. If any change is needed at this early stage I would say possibly raise USER Run Blocking maybe to 2 or 3 but I am waiting to see others feedback. Thanks for all your hard work Wizkid we are looking good!
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Old 10-28-2012, 09:44 PM   #815
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by BrianU

2. I am enjoying using AskMadden on Offense I have no issue with that. The only negative is that it tends to call similar plays every game and it can get repetitive. I think I found a way around this however. In the great thread about using generic playbooks for the CPU team to fix their run/pass ratios (http://www.operationsports.com/forum...ne-ccm-11.html) there was a post showing every teams M13 Scheme they run. I use the Jets exclusively so the repetitiveness is more up front when you never use any other team. They are a Power Run scheme team. There are lots of other Power Run teams in the game as well such as Arizona, Atlanta, Baltimore, etc.. So what i've been doing is switching my offensive playbook to any of the power run teams. This gives you variety from game to game while still allowing you to play the style of your own team. Just an idea of something to try to keep things fresh while continuing to use AskMadden every game.
I like that idea brian! That is a pretty good way to switch it up so that ask Madden wont get repetitive. I like to use GB playbook but would not mind using other offensive play-books that are similar to their style.
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Old 10-28-2012, 09:45 PM   #816
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

I'm about to plug these sliders in and give it a whirl. lol, im sooooo ready to start my season already!
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