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Old 01-26-2013, 03:32 AM   #409
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Re: Realistic - Ratings Based - Zero Sliders

Quote:
Originally Posted by KBLover
And here's Tyvon Branch showing you how to waste 88 MCV.

He has 95 SPD, believe it or not. Did that 85 AGI betray him? Was it the fact I was in the 46, making him expect run? Whatever it was, he was behind and looked anything but like 95 SPD vs an 87 SPD WR (Morgan has 90 AGI).

Josh Morgan again - this time in timing and rhythm with Rodgers on the out.

It's funny that you mention branch I got a video uploading of him.
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Old 01-26-2013, 03:48 AM   #410
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Re: Realistic - Ratings Based - Zero Sliders

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Originally Posted by wordtobigbird
It's funny that you mention branch I got a video uploading of him.

again, volume check, my bad.

Here the timing of the throw is off and its overthrown. Just wanted to show he reaction of the DBs and how they look at everything. And some pass blocking. Baker does a nice job, still some suction even at 5 PBK. Maybe i'll try 1 lol.

But Branch has 3 receivers in front of him. He looks at each one and the QB and watches as the play unfolds in front of him and reacts. He could have jumped one of those routes earlier focused on White but he didnt thats where the ratings come in. I never know how a DB will play each play.

I have had that same pass intercepted plenty of times as well. Branch has 76 play recog and 76 zone coverage. He's just fast. He doesn't know what to do in coverage really and just swats the ball and almost swats it right into my hands.
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Old 01-26-2013, 04:03 AM   #411
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Re: Realistic - Ratings Based - Zero Sliders



One more had to give McClain some love for this stop to force a FG.
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Old 01-26-2013, 11:56 AM   #412
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Re: Realistic - Ratings Based - Zero Sliders

I just tested your most recent update from the first page, and I have some comments/questions.

There was discussion about Intentional Grounding and it was adjusted in a previous set. Is there a reason you are leaving it at 50 now?

I just played Week 1 of my new CCM as the Jags against the Vikings, and AP ran 21 times for 70 yards. He had maybe 2 runs that went 8+ and was stuffed numerous times. I ran all over them and ended with 31 carries for 148 yards with MJD.

The Vikes had also signed Vince Young, who suddenly had the ability to be pinpoint on 3 deep passes (we are talking 40+ yds downfield) and finished 21-27 for 278 yards. He was nearly unstoppable throwing the ball.

I did end up with the W (thanks to a couple of INTS) but I have to say I didn't feel the realism and difficulty that I felt with your previous setting. There were times when Gabbert would miss a throw and the ball would zip by a defender in a zone and they would just watch it go by, almost like they didn't even notice the ball was flying right at them. Good for me, but not realistic.

I'll play a couple more games like this, but I think the DPI at 100 is useless and messes with the DB play. I didn't get one DPI called, in fact there were no penalties called whatsoever. I liked it better at 0.

I love the work you are doing here. I am going to go back to your previous all-madden settings and see if I notice a difference after a couple of games.
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Old 01-26-2013, 04:06 PM   #413
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Re: Realistic - Ratings Based - Zero Sliders

Quote:
Originally Posted by Topher171
I just tested your most recent update from the first page, and I have some comments/questions.

There was discussion about Intentional Grounding and it was adjusted in a previous set. Is there a reason you are leaving it at 50 now?

I just played Week 1 of my new CCM as the Jags against the Vikings, and AP ran 21 times for 70 yards. He had maybe 2 runs that went 8+ and was stuffed numerous times. I ran all over them and ended with 31 carries for 148 yards with MJD.

The Vikes had also signed Vince Young, who suddenly had the ability to be pinpoint on 3 deep passes (we are talking 40+ yds downfield) and finished 21-27 for 278 yards. He was nearly unstoppable throwing the ball.

I did end up with the W (thanks to a couple of INTS) but I have to say I didn't feel the realism and difficulty that I felt with your previous setting. There were times when Gabbert would miss a throw and the ball would zip by a defender in a zone and they would just watch it go by, almost like they didn't even notice the ball was flying right at them. Good for me, but not realistic.

I'll play a couple more games like this, but I think the DPI at 100 is useless and messes with the DB play. I didn't get one DPI called, in fact there were no penalties called whatsoever. I liked it better at 0.

I love the work you are doing here. I am going to go back to your previous all-madden settings and see if I notice a difference after a couple of games.
Thanks man, this is what I need because we all play differently. I'm making ALOT of little edits to the first post as I test. You played with the CPU QBA at 15? I put it down to 15 because the CPU was throwing INTs on me a lot and I wanted to see if I put it lower would they make safer throws. So you're saying they are too safe and picking you apart unrealistically?

I left IG at default just to see how the game played if I didn't mess with anything. This is only my 3rd days on these and I know we can get the difficult because up I just need some feedback on how the CPU is playing. Get the CPU playing how you feel and let me know the settings that achieved it.

Did you play with User Rush reaction at 25? Seems like AP wasn't able to get those 2-3 20 yard runs he always gets. Was your pursuit really good or did your DLine/LBs hold him back? I moved human run blocking from 50 to 0 so I don't know if that was included in yours but I feel like I'm really bad at running so I moved hum rbk up to 50 but it got too easy, i put it at 0 and it felt more realistic like the Falcons running game. My LG broke his leg and his backup is in the 60s s its tough getting anything going on the ground. My backup RG is in too.

What did you mean "messes with the DB play"? I saw the DBs do some questionable stuff but I didn't know if it was because of the pass reaction or the DPI. Thanks for saying it could be DPI, I will put it on low.

Definitely tell me what differences you notice with the other set. I really appreciate it! I noticed some little differences from whats in my menu and the first post. I forgot to put CPU QBA back to 25, and Hum RBK to 0.

Going into a game vs the Cowboys with this set.

All-Pro
Fast.
Speed Threshold: 100

15 minutes
15 second accelerated clock
Injuries 25
Fatigue 25 (Testing for realistic fatigue on long drives)

HUM/CPU
QBA 15/25
PBK 1/1
CTH 75/75
BTK 0/25
RBK 0/100
FUM 100/75
PDRT 50/50
INT 25/75
PR 0/0
RDRT 25/100
BS 0/0
Tackling 100/100

AutoSubs Out/In
QB - 0/1
HB - 60/75 (Testing rotation or CPU)
WR - 0/1
FB&TE - 0/1
OL - 0/1

DT - 0/1
DE - 0/1
LB - 0/1
CB - 0/1
S - 0/1

Penalties

Offsides 1, DPI/OPI 1. Clipping 1. Roughing the Kicker 1.

The Rest 50.

Testing IG at 75 to get at 25.

Last edited by wordtobigbird; 01-26-2013 at 04:10 PM.
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Old 01-26-2013, 04:12 PM   #414
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Re: Realistic - Ratings Based - Zero Sliders

As to your point about balls going past players in zones. I just put DPI to 1 and on my first pass play Julio runs a curl and the 3 defenders around him have their eyes on the QB playing zone. The LB is watching me and If I throw it then I know he's going to pick it off, I've seen it happen plenty of times. But he turns his head and looks at the FB and I throw it and hes turning his head back to the QB as the ball is already in the air and he starts to locate the ball but its already past him so he goes for the WR. The S came down and hit me and I dropped it. The S was sitting back 10 yards from the WR's curl and watching the QB the whole time. As soon as I threw it he broke. He's half way there as the ball is half way there. I actually lead into the S coming down which probably cause the drop. but thats as realistic as it gets.

The head tracking REALLY matters and you have to look for it. DPI at 100 or 1 didn't change that.

2 yard run, 2 yard run, INC. Punting to Cowboys.

DeMarco Murry takes the first run. A draw, He cuts it inside and then left in front of the LT and Behind the LG and follows the LG's lead block, turns upfield right off the hip of the block and gets 10 before my nickle CB can catch him.

Sucks to see that AP only got 8 on you. I think the changes I made to get the all-pro balanced make a big difference. I had too much like my All Madden set and I forgot the CPU is at a disadvantage AI wise. I think run reaction at 50 for Hum was just too high and had my LBs playing like they were great and they are not. They should be getting caught up and blocked up and allowing biggers runs because thats what they do. When I had it higher the D were getting 10+ TFL's a game. My DEs were like JJ watt in the backfield on most runs.

On his next run he takes the hole between the RT and RG but my LB's are coming to fill that hole, he hard jukes to the fight and his lead FB is able to get just enough of the safety that had outside contain and he gets through the mess for 7 before trying to get away from the other safety with no luck.

THe balance of having CPU Fum at 75 and BTK at 25 gives the combination that avoids all contact 100%. With FUM at 100 they dont mind running into people. On this settings I just had Murray avoid all contact with Olineman and lineman going through actual gaps and then taking it outsides or inside. Please let me know what you see from your CPU RBs.

However I just had Romo take a RTshed sack so I really need the CPU getting rid of the ball when they see someone or i'm going to have wayyy too many sacks. IG is going to help me with that.

Last edited by wordtobigbird; 01-26-2013 at 04:26 PM.
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Old 01-26-2013, 05:10 PM   #415
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Re: Realistic - Ratings Based - Zero Sliders

The running game.

CPU: BTK 25, RBK 100, FUM 75. RRT 100 BS 0 TKL 100
HUM: BTK 0, RBK 0, FUM 100. RRT 25 BS 0 TKL 100



Notice on my first run my MLB is too slow to keep up with murray. Murray picks a hole, gets around the block, then goes away from the cb he sees coming for him.

On the second run he picks a hole and my only good lb comes flying in and he jukes out to the outside and the S couldn't keep contain because the lead FB got him. And the OLB got sealed out. Notice the momentum of the S and this juke at the end and how the tackle finishes.

That -5 yard run is a toss to the left where that LB who was shooting in on the last play gets thru the gap and makes the tackle. Great play by my best LB. Dont run to his side.

On my run you see my blockers are idiots. Thats RBK at 0 in action (trying to avoid 0s), they see the guy but don't initiate anything. #66 is a rookie but cmon. Also see how Ware fights through the weak block of the receiving TE like the beast he is but has to loop around. In the end its the same play, he sheds the TE block, beats rookie RG and gets an easy tackle. The only thing I am working on is the interactions. I have been editing the cpu to try and fix that loop but I think it is the 100 fumble for me that makes them just a little hesitant to lay me on my ***. Going to put my fumble at 75-99 and if that loop is fixed I'm good. But look how I am able to stay on my feet even with my lineman pushing into me. Look at the RBs feet. if Ware isnt there im still going.

On the Wild cat run I want you to see the reactions of my S against the wildcat and how he shoots the gap. And how Murray hits a wall and trys to cut back the other way but gets stopped. Imagine a different safety in this same scenario over and over. What does a 70 rated safety do? What about Pollard or Gholston? My safety is a big hitter I think and is in the 80s. Also look at the LB following Murray right into that pile and collision that happens. My safety doesn't make any hesitation. He flows, sees, reads, reacts and gets a nice stop. Also I could user that safety and ruin it or cause a fumble who knows.

Last edited by wordtobigbird; 01-26-2013 at 05:12 PM.
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Old 01-26-2013, 05:35 PM   #416
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Re: Realistic - Ratings Based - Zero Sliders

I believe the same applies to this years game as last years. The lower the CPU pass block the better QB play you get from the CPU. Last year it was believed to have sped up the clock of the QB because he knows his protection is weak. The higher you set CPU pass block, the longer he will take to throw and will ignore the open receivers right off the bat.

Also testing threshold to see if it has any effect on QB play. Will see how the CPU reacts at 0, 50, 100.
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