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Armor & Swords Custom Slow Speed Simulation Style M25 Sliders

This is a discussion on Armor & Swords Custom Slow Speed Simulation Style M25 Sliders within the Madden NFL Old Gen Sliders forums.

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Old 08-26-2013, 01:14 AM   #49
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Re: Armor & Swords Custom Slow Speed Simulation Style M25 Sliders

Hey Armor,

We meet yet again. Used fiddy's sliders to start. Blew out both teams I played by more than 30! Switched to your sliders for my latest game: 49ers vs. Eagles. I'm up 42-10 at halftime. I know the miners are good, and I know I'm an above average madden player, but this is ridiculous. Gonna attempt to play one more half before bed, and hopefully I see a better result. I know one game doesn't make a slider set, but I'd be lying if I didn't say I was worried.
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Old 08-26-2013, 01:22 AM   #50
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Re: Armor & Swords Custom Slow Speed Simulation Style M25 Sliders

Quote:
Originally Posted by itbeme23
Hey Armor,

We meet yet again. Used fiddy's sliders to start. Blew out both teams I played by more than 30! Switched to your sliders for my latest game: 49ers vs. Eagles. I'm up 42-10 at halftime. I know the miners are good, and I know I'm an above average madden player, but this is ridiculous. Gonna attempt to play one more half before bed, and hopefully I see a better result. I know one game doesn't make a slider set, but I'd be lying if I didn't say I was worried.
Keep in mind that these sliders were originally for the demo. The full game play quite differently, and I'm sure A&S will adjust his sliders accordingly.
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Old 08-26-2013, 09:22 AM   #51
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Re: Armor & Swords Custom Simulation Style M25 Sliders

I've been using those same house rules since Madden 10, glad I visited here, gives me a lot of hope.

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Old 08-26-2013, 10:40 AM   #52
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Re: Armor & Swords Custom Slow Speed Simulation Style M25 Sliders

I did not remember to record the stats, but so far I have been having a great time with these in play now and connected franchise. The running game is working quite well this year, I wound up with over 100 yards with Charles and AP, while Dwyer struggled to 75 yards against Arizona. The only problem I have so far is completing deep passes. I have only 1 deep completion without user catching so far. However it could just be my lack of skill. I think that the balance between knockdowns and int's is just about perfect. Great sliders!
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Old 08-26-2013, 11:43 AM   #53
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Re: Armor & Swords Custom Slow Speed Simulation Style M25 Sliders

Tomorrow around 5:30pm EST I will have my PS3 retail copy of M25 and will labbing all week.

I am going to go back to slow to work on these and see if it can happen. On the demo I experienced problems with pitch and toss plays (sometimes) with the RB getting "stuck in the mud" for a split second.


If this can be cured with sliders or if it is not prevalent on the retail copy....we will go back to slow as that is the preferred speed.


Also keep in mind the spirit of this slider set is to create a simulation like result. We accomplish this through the house rules described on page one. The most important thing to remember is not to abuse the AI as all of us Madden veterans know can be done easily.


I know it may seem silly to limit yourself in not calling curls and slants all day.....but this is the reality of NFL console football today.


With that being said by playing with your entire playbook and the no switch rule...I can almost assure you that you will have a blast playing this game. From all accounts CFM looks to be much improved with AI logic, drafting, and XP progression. There is a great Q/A thread on CFM and I encourage everyone to check it out. A ton of great info in there.


As far as the no switch rule on defense....it is your choice to switch after the ball is caught on a passing play to make the tackle down field. In my experience with the demo....my AI teammates were quite capable of making tackles, swatting passes etc. It was fun to just stick with one player.


A suggestion...if you anticipate a passing play down field....select the FS or SS and let the CPU move him in coverage...and take control when the ball goes in the air or after the catch. It is a challenge. If the play ends up being a run....you will have a great time giving run support and laying the wood with the hit stick. Sometimes you will miss.....and the CPU RB is off to the races.


On offense....do not user catch! This is huge in getting ratings based results. And the deep ball will be there...you just have to make the right reads and put the ball out there for your WR. It should be rewarding to hit a deep pass....not the norm. I do hot route sometimes when I feel in the spirit of the game it is called for....that is when you sometimes get a matchup or coverage you like in the right real life situation.....and bam you hit that post of streak for a big play. It is really fun doing that in the right spots and not all the time.


Anyway I am really looking forward to developing a rewarding slider set for myself....and sharing it with all of you.


BTW Roadman really provided a solid base that I am working from and he is owed much credit to the foundation of this set.


Stay tuned Maddenites....a lot is coming this week!!!
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Last edited by Armor and Sword; 08-26-2013 at 11:46 AM.
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Old 08-26-2013, 04:40 PM   #54
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Re: Armor & Swords Custom Slow Speed Simulation Style M25 Sliders

Yes, your set and Roadman's are very similar. Both sets work well in the CCM mode (I have been playing the early release version of the game).

I have made an observation after playing both sets: reaction time needs to be at 60 minimum, and pass coverage needs to be around 70 minimum. These settings in combination have allowed me to get realistic completion percentages for both my team and the CPU.

Just a thought as you continue to develop these. I think that the rest of the sliders are good to go, personally.
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Old 08-26-2013, 08:33 PM   #55
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Re: Armor & Swords Custom Slow Speed Simulation Style M25 Sliders

Quote:
Originally Posted by Trojan Man
Yes, your set and Roadman's are very similar. Both sets work well in the CCM mode (I have been playing the early release version of the game).

I have made an observation after playing both sets: reaction time needs to be at 60 minimum, and pass coverage needs to be around 70 minimum. These settings in combination have allowed me to get realistic completion percentages for both my team and the CPU.

Just a thought as you continue to develop these. I think that the rest of the sliders are good to go, personally.

Most of these slider relationships look a LOT like NCAA 14 mixed with M13, which does not surprise me...

The concern I have is CPU QB ACC...

It's looking like the lower values will create over / under throws, but when you drop them that low, the AWR takes a big hit and you end up with other issues...

I'm guessing the trick is going to be finding a way to make the CPU QB comp percentage realistic without dumbing down the AWR to the point where they only throw screens and checkdowns...

I found that to be the case in NCAA 14...values like 5-10 etc. just lead to very conservative high percentage passes...

When I went to 35-40 they took some shots at more difficult passes, which lowered the comp percentage and varied the pass selection...

Not going to be surprised if that's going to be the case here as well...

Interesting...
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Old 08-26-2013, 10:26 PM   #56
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Re: Armor & Swords Custom Slow Speed Simulation Style M25 Sliders

I think very low pass blocking and slightly lowered accuracy might be the way to go. Looking forward to trying these out soon.
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