NJPapi's All Madden Sliders V2.0 (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:
Ok guys I tried to post these changes to the other thread but for some reason it won't let me edit my thread. This is my new set which hopefully makes the game even more enjoyable.
I have tried to balance the human passing game to allow much more realistic in terms of hitting your open receivers. Before the patch I had the cpu awareness down to 15 and now with the patch I had to raise the slider to make the cpu play tougher then it did before the patch. I believe that I have come up with the good slider set for the defense on the cpu side. It is very important that you as a qb do not throw bad passes or try and avoid sacks by throwign the ball because it will force bad throws that will most likely get picked off. I know many players are afraid to get sacked in All madden so they relegate to scrambles as soon as they get the snap. This is a major no no because scrambling out of the pocket to buy time will lead to the defense reacting faster as it does when you use sprint as the running back. Madden does not have the best pocket presense but is still there and if you learn to step up and kind of guide your blockers to defensive lineman you will see huge seperating from your receivers against the defense.
In terms of the run game you must not use the sprint button at all unless you are clear and nobody infront of you. I know this is hard to do at first but the more you do the better you will get at it and the better results you will see.
It is also very important to remember that you must use your hard counts because in All Madden the cpu defense loves to jump the snap and this leads to many sacks and tackles in the backfield.
I played around with the penalty sliders to allow the hard count not to be abuse in terms of getting easy first downs because at times the cpu goes into this mode that they want to jump the snap on every down for like a whole series and if you hard count they will jump like 3 straight times. With the new penalty set I allow the human player to get penalized for abusing the button a lot as there lineman will jump early and you will get a false start.
Those that love the play action plays I suggest you use the hard count because if they jump the snap and you dont hard count then is an easy sack. If you hard count and they dont jump then quickly snap the ball and it should give you the time you need to make the read.
Also if you are in shotgun I suggest you use your running back to block or your tight end to block as this will provide more time against the blitz.
In terms of the cpu offense I made a few tweaks to the qb accuracy and that is about it. The biggest flaw in madden in terms of the cpu offense is that the cpu can have a great game in terms of passing yards and completion percentage but they will throw 3-4 picks a lot of the time. This is horrible and makes the game really unrealistic because you can be in many games by jus scoring on defense.
I am gambling by raising the qb awareness because that will lead to higher percentages but less picks. I prefer to see higher percentage because unlike madden last year the cpu does not kill you over the top. If you look at the stats after the game you will see that their average per pass is less then 10 yards. I remember last year when playing madden that the cpu qb would have 350 yards on like 10 completions because they threw deep more often then not. I would love for EA to make the cpu pass deep once in a while but they dont this year and this leads to longer drives which is good for stats but make the cpu passing predictable which leads to easy picks.
I think with the slider i have now you will see less picks for the most part as there are still times it will happen but not every game and you can play good defense and see the cpu qb miss on passes.
The cpu run game has to be raised because they just cant run the ball. The way I have it now seems fine but backs that are big and strong or fast like LT can gash you if you use the hit stick and dont straff. Big backs have to be gang tackled and you must not attack them alone.. Use your straff and hit him and switch to another defender and finish it off. The fast backs you must straff and not allow them to juke you or hit the outside. Containtment is the key here guys.
The special teams is only changed in terms of the the human and cpu kick accuracy. to many easy made field goals and not enough clankers and missed wide left or right. I hope this fixes this for the most part.
Weapons System Info: ON
This only means the smart weapons as the others mean nothing. But smart weapon must be on so that smart players can pick on on tendencies.
All Madden Sliders:
Here is my SUB IN and OUT:
RB Out 97
RB In 98
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: 5 (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:
73(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: 54 ( 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: 20 (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:
49 ( This will prevent dead accurate throws on the run and off the back foot with the lowering of the cpu defensive sliders)
Pass Blocking:
100 ( This was raised 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 to easy if you dont use turbo therefore this will make it harder to have easy 150 yard games like I am having)
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:
49 ( I put this at this set becaue it kind of seperates the best from the worst and provies more balance)
Pass Blocking:
75 (Try not to abuse blitzes up the middle)
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:
68 ( 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:
95 ( 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:
95 ( 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:
46 ( 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:
40(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:
40 ( This helps the cpu stop the run and lowers the sack totals against you)
Tackling:
50 ( 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:
18 ( At this level I find enough of a challenge for me but feel free to test your own skill set)
FG Accuracy:
8 ( This will allow more accuracy on long field goals)
Punt Power:50 (Standard)
Punt Accuracy: 50 (Standard slider)
Kickoff Power:
8 ( 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:
18 ( This has worked fine for me as I have seen missed field goals and some easy field goals being missed)
FG Accuracy:
8 ( Cpu was missing way to many easy field goals wide left)
Punt Power: 50 ( See human side)
Punt Accuracy: 50 ( See human side)
Kickoff Power:
8 ( You gonna take it out of the endzone anyway...)