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

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Old 12-18-2012, 10:53 AM   #1161
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Originally Posted by R0ver
Did you play the rest of the game or did you just quit from there? I haven't had much fumble problems with the set actually, make sure you press L2 to cover up the ball, dont overuse the R stick and if anything, I don't see enough turnovers in my game.

Thanks for having my back bud.... You hit the nail on the head..... I am NOT SEEING fumble-itis in NONE of my games...

I do see that if I do not cover the rock, a fumble is IMMINENT .... Abusing the trucking and fighting for the extra yard too much will also create a situation of, "uh-oh", and the rock will be tumbling on the ground....


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Old 12-18-2012, 11:25 AM   #1162
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Had a great game against the Patriots last night with these sliders. Won 24-20 coming back from a 20-3 half time deficient. CPU ( Pats) rushed for 150 yards, I ( Skins) rushed for around 107… . Brady & Welker were killing me all game but I made adjustments at half and slowed them down In the 2nd half. Sealed the game with a De Angelo Hall pick during a game winning drive my Brady, his only pick of the game.

I did drop tackling to 45 because there was almost no broken tackles at 55 but overall these played very well game. Might play around with the Threshold because DL were running down RGIII so I wasn’t able to get the zone reads going. Overall very good sliders though
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Old 12-18-2012, 12:09 PM   #1163
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Originally Posted by noplace
I did drop tackling to 45 because there was almost no broken tackles at 55 but overall these played very well game. Might play around with the Threshold because DL were running down RGIII so I wasn’t able to get the zone reads going. Overall very good sliders though

I also dropped tackling to 45 and man what a difference! So much more realistic. Weight matters. Running backs fall forward, more gang tackling, less unreralistic NFL Blitz type tackles on every play.

Slider Wiz I would strongly reccommend at lowering your tackle slider. World of difference.

A couple other observations. The CPU defense plays a ton of zone defense with these. No idea why but they do... They just sit in Cover 2 all day...

Also, I played aganist Aaron Rodgers and he threw the ball out of bounds 8 times. Might need to raise that CPU QB accuracy. Thats ridicolous!

Last edited by skillzlikewhoa12; 12-18-2012 at 12:12 PM.
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Old 12-18-2012, 12:24 PM   #1164
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Originally Posted by skillzlikewhoa12
I also dropped tackling to 45 and man what a difference! So much more realistic. Weight matters. Running backs fall forward, more gang tackling, less unreralistic NFL Blitz type tackles on every play.

Slider Wiz I would strongly reccommend at lowering your tackle slider. World of difference.

A couple other observations. The CPU defense plays a ton of zone defense with these. No idea why but they do... They just sit in Cover 2 all day...

Also, I played aganist Aaron Rodgers and he threw the ball out of bounds 8 times. Might need to raise that CPU QB accuracy. Thats ridicolous!
I didnt see much zone in the game I was playing but I guess it depends on your play calling. It seems the CPU runs man and zone against certain kinds of plays. The AI cheating as usual.. I think Brady threw the ball out of bounce only once or twice.
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Old 12-18-2012, 12:28 PM   #1165
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Originally Posted by Sturzinator
FWIW, one of the few slider related questions that was coaxed out of Emmdot (EA rep) when he was visiting the boards was that the INT slider only affected the probability of the player catching the INT, nothing else.

Has this jibed with your testing Whiz or is there more to it?

Sturz: I will share with you what my lab data supports.... Interpret it as you see fit....


PASS REAC SLIDER: It impacts the defender in pass coverage... The farther you go away from the slider setting of "25" (I call this the neutral "factory" setting in All-Madden), the more pronounced the defender in pass coverage, ATTRIBUTE WEAKNESSES', become.... So let's say that the attributes for your defender are LOW AWR/PRC, AGI & ACC (the "holy trinity of suck", aka the definition of a crap defender, typically will play for the Faiders), by beginning to raise your PASS REAC higher, after a few clicks, you will begin to see weaker defenders show their "true colors" as they will not be able to "mirror" or match the agility, acceleration of the receiver... I distinctly remember one game where I played as the Faiders v. Chargers.... Gates BLEW up.... My LB's got CHEWED UP trying to cover Gates, he stomped the Faiders for 11 receptions and 150+ yards and 4 TD's... Ouch.

Now, after a certain point of raising the PASS REAC, I believe it to be "40"+, you have now modified the A.I., regardless of the defenders player attributes.... You can see this by setting your PASS REAC to say "45" .... Now, call any pass play where there will be a sudden change of vector by the wide receiver... You will notice in INSTANT REPLAY-SLO MO cam, that at some point in the receivers route, the pass defender covering, will seem to stall/skate in place, for an ever so slight moment, allowing the potential receiver to gain a marked advantage over the defender, and the defender never quite recovers, creating a large "window" for the QB to fit the ball in.... This stall/ice skate animation by the pass defender was MORE pronounced the higher I set the SPEED THRESH slider (this may be why Jarrod21 can get away setting with setting his PASS REAC setting so high, since his SPEED THRESH is so low).... ALSO, don't quote me on the precise PASS REAC slider setting that screws things up, it could be lower or higher... This is because I did not isolate this slider when seeing/experiencing this phenomena, because my OPI/DPI ratios were already tweaked as well, but I would bet that setting the OPI/DPI sliders at factory setting "50", and futzing with the PASS REAC slider should reproduce the same effect, just maybe not as pronounced...

INT SLIDER: My data supports that the INT slider impacts the ability of the pass defender to "step/jump in front of the receiver" to go for a pick, AND, the ability of all pass defenders to catch the damn rock... So for example, when I set the INT to 25, quite often I would see average LB's being VERY HAWKISH (ie jumping approaching passes) which is not realistic... The LB's defensive strength and reason he is on the field in the first place, IS NOT TO pic the damn rock, but rather to make a sure tackle or cause a fumble or cause the receiver to develop a sudden case of "alligator arms" and drop the pass in traffic... Yet at 25 and higher (on high SPEED THRESH), average LB's turn into Revis... Not my cup o' tea....

My data suggests that INT triggers "hawkish" animations and boosts the catching success of a pic by a pass defender... All things being equal and balanced (meaning all sliders at default settings and INT jacked up), IT IS MY THEORY that INT can impact defensive coverage, from the stand point of the defender having to be/stay relatively close for the "hawkish" animation to be triggered... Thus the pass defender will "read" the play better at a higher INT setting, so that he can properly time his "hawkish" move, but if the INT setting is set too high, then ALL pass defenders become Revis....

In the end, as with all things M13, it's about picking your poison and making sacrifices.. We all know the A.I. is seriously flawed, but with intelligent tuning, YOU CAN make the game more interesting....

That is why Maddenites that are looking to pick the "best" slider set is a naive and silly approach.... What somebody picking a slider set must realize is that you first HAVE TO buy INTO the slider developers decisions and how those decisions impact the nuances of the game...

Mixing and matching slider sets WILL NEVER work to create a good set for yourself, because many of the sliders are inter-linked, so you must pick a set, buy into the slider developers decisions and the consequences they create, and then, from THAT BASE, tweak to fit your tastes.... But before I would start tweaking, I would ask the slider developer what affects what....For example in my current Beta set, I would not touch SPEED THRESH at all and I would not mess with PCI/RTK/PCI/DPI, if you do not know why they benefit the game and what their impact is to the game in the ratios they have been dialed in at...

Hint to all slider "shoppers".... SPEED THRESH and the "under 75 True Madden Sliders rule" are the most important decisions you need to make, PRIOR to picking a slider set to try... These two factors INFLUENCE the game MORE THAN ANY other decision a slider developer takes....

Just my .03 ....


Slider Wiz out.



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Last edited by MarketingWiz; 12-18-2012 at 12:56 PM.
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Old 12-18-2012, 12:36 PM   #1166
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by skillzlikewhoa12
I also dropped tackling to 45 and man what a difference! So much more realistic. Weight matters. Running backs fall forward, more gang tackling, less unreralistic NFL Blitz type tackles on every play.

Slider Wiz I would strongly reccommend at lowering your tackle slider. World of difference.

A couple other observations. The CPU defense plays a ton of zone defense with these. No idea why but they do... They just sit in Cover 2 all day...

Also, I played aganist Aaron Rodgers and he threw the ball out of bounds 8 times. Might need to raise that CPU QB accuracy. Thats ridicolous!
I'd agree with a reduction in tackling. After a few more games I went ahead and started another new ccm, and I am using the preseason to test a couple of ideas out. I did lower the tackling as well, but to 48 instead if 45. Still seeing the improved realism that you mentioned, but solo tackles still occur when they should imo. But with the lower tackling, I have a feeling that fumbles will also need to be lowered to keep pace. Not making the change yet, just something I'll watch.

Was Rodgers under a lot of pressure? If so, it's his awareness telling him to throw it away instead of taking the sack.
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Old 12-18-2012, 12:43 PM   #1167
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by noplace
Had a great game against the Patriots last night with these sliders. Won 24-20 coming back from a 20-3 half time deficient. CPU ( Pats) rushed for 150 yards, I ( Skins) rushed for around 107… . Brady & Welker were killing me all game but I made adjustments at half and slowed them down In the 2nd half. Sealed the game with a De Angelo Hall pick during a game winning drive my Brady, his only pick of the game.

I did drop tackling to 45 because there was almost no broken tackles at 55 but overall these played very well game. Might play around with the Threshold because DL were running down RGIII so I wasn’t able to get the zone reads going. Overall very good sliders though

Welcome to da Wiz's house of M13 bliss.... Get yourself familiar with my lingo and theories by reading as much of the blog as possible, THERE ARE a lot gems I have dropped and some pretty hilarious smack for levity....

I understand your take on dropping tackling to "45".... Be careful... I would not recommend going lower than that number, because then your running game will be OfF dA HoOk .... In my humble opinion, it will be TOO EASY for the CPU and HUM running game...

I actually spent well over a whole week working on the TAK slider.... I started at 40 and went up ONE click from there and played 3 "lightning round" (5 min quarters) games with best and worst running teams based on EA attribute settings... What personally bugged me, was the amount of missed tackles by the STUD LB's.... Kid you not, I was the SeaHawks one game against the Titans, and Johnson STEAMROLLED my LB's as if HE WAS Lynch... WTF, I said to myself?!?!!? Johnson's BTK attribute is garbage, yet he was tossing my LB's as if they were Pee-Wee football players just outta' diapers.... Soooooo, I ended up settling at 55.... Statistically, 55 is just about right for true tackling percentages from your stud LB's, BUT, it also tames, trucking (falling forward after a tackle), broken tackles by inferior tacklers, big CPU/HUM runs up the gut or off tackle due to bad angles by the defenders, too name just a few things...

At the end of the day, it is what YOU perceive to create the most realistic experience to what you see on Sundays, and if that means seeing more broken tackles, more falling forward, more big runs due to bad routes by the LB to the ball carrier, SO BE IT, I am way cool with that as long as I have made your M13 experience more enjoyable...

In closing, THANK YOU for dropping in and giving me your takes... THANK YOU for the PROPS, after ALL THE HOURS IN THE LAB, props go a LOOOOOOOOOOOONG way to me considering doing this again maybe next Madden.... Lates.


Slider Wiz out.



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Old 12-18-2012, 12:49 PM   #1168
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by skillzlikewhoa12
I also dropped tackling to 45 and man what a difference! So much more realistic. Weight matters. Running backs fall forward, more gang tackling, less unreralistic NFL Blitz type tackles on every play.

Slider Wiz I would strongly reccommend at lowering your tackle slider. World of difference.

A couple other observations. The CPU defense plays a ton of zone defense with these. No idea why but they do... They just sit in Cover 2 all day...

Also, I played aganist Aaron Rodgers and he threw the ball out of bounds 8 times. Might need to raise that CPU QB accuracy. Thats ridicolous!
I concur here with what "noplace" stated ....

I am not seeing in my games the CPU QB throw the ball out of bounds with that much frequency.... If it bums your high, you can consider raising QB ACC to 8 or 9, and maybe even 10, but it is going to get very, very difficult to achieve "coverage sacks" or even "LE beast glitch sacks"....


Slider Wiz out.



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