hey guys i have been a slider guru for a long time. I also have a slider set that takes another approach, but that is not why i am chiming in. What is funny about the slides is this:lets say that for the human sliders you choose AllMadden. then under the cpu aspect you choose the default of 50 for all attributes. the game will play very hard and almost impossible to win ( at least for me anyway). Now lets take that same scenerio and go back to human sliders. Switch from All Madden to custom and make the sliders have the same value as an All madden setting ( i beleive it's 75 for all 4 slider sets. ) NOT SUBSETS). keep the cpu at 50. You will find that the two games will play entirely different,,,,,,why, i have no idea, but picking the default setting as opposed to an equal value on a custom setting does create an entirely different game.
here is another tidbit of knowledge........if you play on allmadden and lower the cpu attributes to 0 you will see really no difference in gameplay.
certain sliders take a greater deal of lowering or raising to have an effect on the game
human pass rushing...there is no difference in small areas of change here.
Here is a break down of certain attributes at diff default levels
pro all pro all madden
cpu pass blocking 100 50 0
cpu defensive pass reaction 100 50 0
cpu pass rush 100 75 0
cpu defensive run reaction 100 75 0
cpu shed blocking 100 50 0
cpu tackling 100 50 25
cpu run blocking 100 50 0
cpu qb accuracy 50 25 5
* if its not on the list use 75 for pro, 25 for all pro and 5 for all madden
Sorry this is so long but I hoped I helped at least one person.
Since I had the time last year (madden10) with these sliders to test every one of them I have been able to get a basic idea of what each does to an extent. They are working the same for Madden 11. How did I do it, well it took me 4 days about 6 to 8 hours a day. I must thank an injury that kept me home for three weeks last August/ early September that I had the time to do this. For each slider I tried two tests, I took one slider each and placed it on 100 while everything else was at 0 so for example if QB acc was at 100 everything else was at 0, then I played 2 minn qtrs 0 acc clock. All I was doing was seeing how it played out. I did this for every single slider. Then I reversed it and did 0 to 100 for everything. Since giving the results of everything would be a 10,000 page report I will give you the basics of what I have been able to see as to how each slider works and what I have found seems to be a good balance.My balance is for coach mode, but having an idea of how each work you can create a better slider set for yourself to have much better games against the CPU.
Pass Acc- at 0 the QB misses his receivers badly, at 100 he hits them perfectly all the time at 0 with pressure the QB fails to avoid the sack and makes bad throws, at 100 he will avoid the sack or throw the ball away or make a perfect throw. The QB accuracy seems to get much better after 5 but once over 50 its makes 3rd string QB’s look like Johnny U.
Balance 25 to 35 Pass Blk- at 0 the OL misses some blocks at 100 they block everything and suck guys in from yards away. This slider only effects when the block will happen, meaning at 0 you have to be in the right spot or a defender will blow by, at 100 you can block a guy you don’t even see coming or suck him in. Once the pass block has begun the pass rush slider takes effect. This Slider also effects the Punt/ field goal blocking.
Balance 10 to 30 WR catching- at 0 the WR has a lot of drops and jammed badly after the snap and struggles to get free. At 100 he will catch everything and blow up press coverage. This Slider effects both catching and how the WR gets off the line against the defender.
Balance 30 to 45 Brocken tackles- (until they fix this with the up coming patch it is not working correctly) this slider effects whoever has the ball, even after a pass is caught the WR is now consider rushing the ball. At 0 you barley break a tackle at 100 you can break most. In the NFL most times once a defender has you its over and your going down. Once the tackle has begun this will determine if you get stopped or if you break out of it.
Balance 10 to 20 (until it gets fix 0 to 5) Run Blocking- like pass blocking at 0 the OL misses some blocks but at 100 they block everything and get suction blocking. Once the run block has begun the block shedding tackle takes effect. The higher you rank this it will help your run game because more unrealistic blocks will happen, example suction blocks where a guy should have blown by the defender gets sucked in. This Slider also effects the kick return game.
Balance 15 to 35 Fumbles- I am not sure if this is broken as well this year, but at 0 it barley happens at 100 it happens more frequent.
Balance 15 to 25 (yet this year seem to be 5 to 15) Pass Def Reaction- at 0 the defender gets beat by the receiver in press coverage, and the defender takes too long to cover receivers in their zones. At 100 on man and zone coverage the defender is stride for stride with the receiver no separation.
Balance 25 to 35 INT’s- Just like fumbles but INT slider is working. At 0 less likely at 100 more likely.
Balance 20 to 30 Pass Rushing- At 0 the DL is inept and basically gets no push or pressure to the QB. At 100 the DL is deadly, the QB has about 2 seconds even in shoutgun. (If you like to drop back 30 yards then maybe you will have longer) The higher the setting the faster the DL will push back the OL and break free.
Balance 65 to 80 Rush Def Reaction- was not able to see what this effects other then defenders reacting to where the RB is headed. For the most part I did not see a huge difference from 0 to 100. I did notice that it seems to work with block shedding slider. I tend to get best results in setting this slider equal to what I set for Block Shedding. Block Shedding- is equal to the pass rush. At 0 defenders can be locked into a run block for a long time, at 100 they can’t be stopped and are in the backfield before your RB has the ball.
Balance 0 to 15 Tackling- Most think this slider affects the ability to tackle someone and stop them. In fact it only has a small effect on that, it is mostly where and how the tackle takes effect. At 0 you have to be in the perfect spot, at 100 you can start your tackle 3 yards away, and tackle a power back running full speed with one arm. Once the tackle has begun the broken tackle slider takes over.
Balance 15 to 30 (with broken tackles not working and until the patch 40 to 50 seems to be best)
All of these settings will work with each players rating specifically at each skill, for example if a defender with a 95 ranked block shed is match up against an OL guy with a 70 ranked pass block rating, well is it really surprising to see him blow right past the guy and get into your back field? Of course not. That’s where you may have to shift your better OL guys to better block better defenders. There is however one slider that does effect the outcome of the results on the field. It effects not only the scoring but also how the game plays out and flows. That is the threshold slider.
This slider at 100 faster guys still gets separation, but the slider is designed to make up the difference with the gap in speed. Take a 40-yard dash, if the faster guy would beat the slower guy by 8 yards in real life, with 100 threshold it closed it to 4 yards. As a receiver gets separation of 8 yards and slows down a bit to catch the ball and take off (accelerate) again, with 100 threshold the DB is going to catch up to him and tackle or deflect the ball. At 50 threshold well that 8 yards just became 16. Take a 95 ranked or higher guy speed and match him to a 80 ranked guy, run a hail marry with threshold at 100 and 50 and watch the separation on the field as they run. In 40 yards the 99 guy should have gain 10+ yards or so on him. At 100 threshold he will stay within 5, yet at 50 he will gain 20 or so yards.
This slider also effects the way defenders react to the pass in zone and man coverage, it also effects how the defenders catch up to the RB, and it will effect how the OL blocks defenders on blitz’s. At 100 you just gave a slow OL guy the ability to make up ground and block a blitzer he should not get to. To me I find this slider works best set between 70 to 80.
I am no expert on these. I jsut wish EA and the madden designers would come out and tell us what each slider effects. These setting may not be for everyone but as I said I hope I helped someone tend to get a better idea of what each slider does so you can create your own slider set with knowledge of what you are effecting so hopefully you can create better game play for yourself. just remember the lower the more life like (not counting pass rush, that has to be higher).
I am done and if you made it to hear congrats.
Great post, this seems to be the most accurate slider assessment imo. This man's on to something here.
The only counter I might make, after having tested tirelessly as well, is that I've found QB Acc still "believably realistic" around the 22 mark. What I mean is that when I lowered to 21, my QB would miss an open receiver and throw it nowhere near him and sometimes directly to a Defender that was nowhere near the play. At 22, I sometimes will miss the open receiver but sometimes hit him in stride as well.
However, Pass Rush sliders can also affect QB Acc. I believe. If your CPU Pass Rush is hardcore, then your QB Acc. might have to be raised to compensate (which if true is kinda cool b/c that would be pretty realistic). I also might contend that the FUMBLES slider and TACKLING slider may affect one another greatly, but that's just a theory of mine, I may be way wrong on that one. But, nonetheless, great great post and your slider ranges are spot on IMO.
Trying to get back on topic, if Im understanding these correctly...
The 4 overall sliders effect game difficulty lowest to highest(0-20) increases difficulty?
And the 3 sub sliders in each overall slider effects game play with lowest to highest(0-100) increases difficulty as well?
Now could someone explain a few other points, do sliders work in conjunction(which I have read numerous times)? if so how?
And how if at all does game speed & threshold enter into the equation?
I too am trying to create a slider set for myself, however Im unsure of where to start the set and I am in a quest to find a way to improve user controlled pass rush( anyone know what sliders effect the QB throwing the ball quickly?...read some place some one thinks high INT and one other slider might effect the QB decission making)
Its what I saw, the higher the rating the easier it was for the WR to break off the DB, the lower the rating the DB owned the WR at the line
That's really awesome to hear, I'll have to look into it. Every time I think I'm close to a set, I end up scoring 58 points in a game because Revis gets smoked off the press.
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Trying to understand these concepts as I understand it
the 4 slider groups effect game difficulty with degree of
difficulty moving low to high(0-20)
the 12 sub sliders effect game play with again the degree
of difficulty moving low to high(1-99)
few things I'm curious about how if at all does game speed
& threshold effect sliders?
Also I have read that some believe sliders work in conjunction
with one another could some explain this
last I'm curious what sliders effect pash rush some where I
read that high int effects the qb holding the ball longer any thing in this realm
would help thanks