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Old 12-22-2011, 04:47 AM   #113
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Re: Madden 12 coach mode sliders

Quote:
Originally Posted by xirtamehtsitahw
My sliders seem to be producing realistic numbers with 8 minute quarters. 5 minutes per quarter was just too short.

I'm playing as the Seahawks against the Chargers. The Chargers are winning, but Matt Hasselbeck is producing some pretty impressive numbers--102.5 passer rating, with a completion percentage of 63. He's thrown for 125 yards, and it's into the second quarter.

Philip Rivers, the Chargers' starting quarterback, is dominating the QB-stats game right now, with a 146.7 passer rating (114 yards, 6-9, 66 percent completion).

The current score: Seahawks 10, Chargers 17

I think the scores are a bit high for this early in the game (true, some NFL games score this quickly, but not every one), so I decided to decrease the CPU's offensive sliders to the HUM levels, and increase the HUM defensive sliders to the CPU levels. Maybe this will solve the problem of too many points being scored too early.

Besides, Coach Mode sliders should have the same values for both HUM and CPU settings. This keeps the game "fair" for both the CPU and human players. Also, I found that All-Pro difficulty produces more realistic stats with these sliders than All-Madden. All-Madden difficulty enhances the CPU's abilities while "dumbing down" human abilities. This makes it a nightmare when it comes to finding realistic All-Madden sliders, not to say that it's impossible to do so.

However, what I said in an earlier post still stands: All-Madden difficulty doesn't make the computer "cheat", at least not in the PSP and maybe the PS2 version of Madden 12. Instead, all it does is give the CPU-controlled team a decided advantage over human-controlled teams.

Here are the updated values for my All-Pro (no longer All-Madden) Coach Mode sliders:

The values are the same for both HUM and CPU sliders.

8 Minute Quarters
Coach Mode on
Auto-Assist options on (this seems to work for both the human and CPU players)

QB Accuracy--6
Pass Blocking--16
WR Catching--11
RB Ability--10
Run Blocking--10

Awareness--8

Knockdowns--14
Interceptions--4
Break Block--5
Tackling--7

FG Length--10

FG Accuracy--8
Punt Length--8
Punt Accuracy--20
Kickoff Length--10


With these sliders, the QB passer ratings are going down a little bit, but Philip Rivers' completion rate has gone up to 75 percent (!) That is a bit higher than what is to be expected in a real QB. Maybe I should reduce QB accuracy to compensate, though it is already at a low level of 6. Of course, I could knock off a couple of points from the WR catching slider, but that could result in too many dropped passes. My sliders are at the point now where fine tuning is a bit tricky, because if I tune them too much, I could easily damage the realism I have tried so hard to achieve. Would appreciate any suggestions you guys might have.

My sliders are nearly perfect, because the offensive yards are fairly even, the T.O.P. is fairly even, even the passing yards are almost even. However, both the CPU and my team are having trouble gaining rushing yards. The 'Hawks only have 16 (!), whereas the Chargers have 80. Maybe if I tweak the RB ability slider up a few notches, this discrepancy will go away...at least I hope.

Update: both my and the CPU's rushing game has benefited from my latest tweak to my sliders. The Seahawks still only have about 46 rushing yards, but that's quite a bit better than 16. The Chargers have 99.

Update: Seahawks won the game, 25-20. Both teams put up some pretty good stats, which were fairly realistic--except for the QB ratings! They were a dismal 8 for Whitehurst, and Volek had an abysmal 1.9. To compensate, I upped the QB accuracy and WR catching sliders to 10 for both sides. As far as I could tell, the rushing game was pretty good.

I'm playing my second game with these sliders, the Bucs against the Chiefs. The Bucs quickly put up some decent numbers, but the Chiefs struggled at first, but they're starting to "warm up."

Current score: Bucs 26, Chiefs 10

Offensive yards: Bucs 274, Chiefs 243
Rushing yards: Bucs 48, Chiefs 20 (this issue again? oy...)

I'm going to try 20 for both pass blocking and run blocking, and +2 to the RB ability slider for both HUM and CPU, because I don't see how a true NFL game could have this low of rushing yards by this point in the game (4:24 left in the 3rd quarter). I think the average rushing yard total for the average NFL game is somewhere around 120 to 150, though slightly lower totals are common, as well (90s to low 100s).

Update: I just finished the Bucs-Chiefs game, and I was shocked by how many yards of offense both teams racked up--over 500 apiece! However, the rushing game for the Chiefs was beyond abysmal--a mere 26 yards--FOR THE ENTIRE GAME!! That is definitely NOT normal. Plus, the QB rating for J. Johnson (the Bucs 2nd quarterback) was only 18.8. I wonder if it has to do with the Game Fatigue toggle. If I turn fatigue off, maybe I'll get more realistic QB ratings.

I'm going to try to play the game on Pro difficulty, with 7 minute quarters, and pass assist, run assist, and catch assist turned on. My next game is going to be the Cardinals versus the Raiders. I am playing as the Cardinals. So far, the Cards have scored a field goal, and it's the Raiders' ball.

Update: the dumb game froze on me, so I lost all my Franchise progress! BOO!!! Flag on the play! LOL
What system are you using to find these numbers? PS3 has 0-100...
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Old 08-25-2015, 06:33 PM   #114
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Re: Madden 12 coach mode sliders

Bumped for coach mode fans of '12.
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