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GJD23 & WTBB's Madden 25 All-Madden Sliders

This is a discussion on GJD23 & WTBB's Madden 25 All-Madden Sliders within the Madden NFL Old Gen Sliders forums.

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Old 03-01-2016, 11:35 PM   #10425
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Re: GJD23 & WTBB's Madden 25 All-Madden Sliders

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Originally Posted by jp18
Ps3 I did see his in the roster section but is that only for Xbox?
Yeah he's only xbox. lol
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Old 03-01-2016, 11:45 PM   #10426
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Re: GJD23 & WTBB's Madden 25 All-Madden Sliders

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Originally Posted by Netnalp5611
I have mine off too.

The Giants Oline for that Bills game I used is stacked. I think it's just a matter of getting used the change compared to the ease of running with the OP settings.
You sir are correct, I don't have an answer as to why that would be easier by the way it's set up but for some reason it is. I believe part of it is 0 threshold, I would take that set and try to simulate open field speed in comparison to a 40 time. Now we know the game is not played at 40 yards at a time so I broke it down by 10 and 20 yards as well. At 0 for whatever reason the gap between a guy who runs a 4.5 and one that runs 4.6 was to large at 10 20 and 40 yards in comparison to real life. Now I have my own system in franchise and in practice to get the speed that I believe is pretty accurate. I spent hours upon hours testing just speed, desperation and what threshold does high and low (much like I did in NCAA) I have read where it's said acceleration has no bearing on times but after changing hundreds of speed and acceleration ratings and testing the acceleration plays a vital role. The second part is having sliders at extremes one way or the other it just doesn't seem to work (for me anyway) one would think with fumble at say 5 and tackle at 100 with rb at 15 user running would be difficult however I had the exact opposite happen. Makes me think in game that the software just can't handle extremes and starts to act all out of sorts.
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Old 03-02-2016, 12:05 AM   #10427
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Re: GJD23 & WTBB's Madden 25 All-Madden Sliders

Quote:
Originally Posted by jp18
You sir are correct, I don't have an answer as to why that would be easier by the way it's set up but for some reason it is. I believe part of it is 0 threshold, I would take that set and try to simulate open field speed in comparison to a 40 time. Now we know the game is not played at 40 yards at a time so I broke it down by 10 and 20 yards as well. At 0 for whatever reason the gap between a guy who runs a 4.5 and one that runs 4.6 was to large at 10 20 and 40 yards in comparison to real life. Now I have my own system in franchise and in practice to get the speed that I believe is pretty accurate. I spent hours upon hours testing just speed, desperation and what threshold does high and low (much like I did in NCAA) I have read where it's said acceleration has no bearing on times but after changing hundreds of speed and acceleration ratings and testing the acceleration plays a vital role. The second part is having sliders at extremes one way or the other it just doesn't seem to work (for me anyway) one would think with fumble at say 5 and tackle at 100 with rb at 15 user running would be difficult however I had the exact opposite happen. Makes me think in game that the software just can't handle extremes and starts to act all out of sorts.
Here we go jp gonna get me testing **** all night. AGAIN. welcome home lol.

I have rondos, roster the first one and the updated one. But lost the draft classes. Where do I find the draft classes

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Old 03-02-2016, 12:20 AM   #10428
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Re: GJD23 & WTBB's Madden 25 All-Madden Sliders

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Originally Posted by ncromnd
Here we go jp gonna get me testing **** all night. AGAIN. welcome home lol.

I have rondos, roster the first one and the updated one. But lost the draft classes. Where do I find the draft classes

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How updated? What's the gamertag?
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Old 03-02-2016, 12:35 AM   #10429
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Re: GJD23 & WTBB's Madden 25 All-Madden Sliders

Just finished

NYG 48
DAL 17

They threw 3INTs to my one and had 2 Fumbles.

But this was a depleted Dallas team. 10 starters out to injury and the backups were real garbage. Due to the injuries their starting RB 62 OVR, their Nickel/Dime CBs 66 & 61 OVR.


My WRs ate them up. The Dallas team I played only had good depth on the defensive line. Like 80+ players 3 deep for every spot on the Dline. But being a 3-4 team, there aren't enough on the field to make a difference and they are mostly run stoppers not pass rushers.

I only had 3 sacks. I may adjust CPU coverage if I shred better teams. Running game was back on with 128 yds.
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Old 03-02-2016, 12:44 AM   #10430
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Re: GJD23 & WTBB's Madden 25 All-Madden Sliders

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Originally Posted by jp18
You sir are correct, I don't have an answer as to why that would be easier by the way it's set up but for some reason it is.
Might be part of the coverage and reaction time. The OP had both at 100. In my testing it seems that coverage reaction improves as the number gets lower. If that's the case maybe with your sliders the defense is reacting faster.

I find I have to follow my blockers more. I may raise my threshold. I never tested it. I just found 12 took the edge off enough so I couldn't just burn defenses all the time.
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Old 03-02-2016, 12:53 AM   #10431
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Re: GJD23 & WTBB's Madden 25 All-Madden Sliders

I need to pay attention to the impact having fatigue at 64 does. I like it because I have great depth and get the developmental guys more exp.

But on the flip side, it might be hurting the CPU with it's lack of depth. That is if fatigue impacts User and CPU equally.
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Old 03-02-2016, 12:56 AM   #10432
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Re: GJD23 & WTBB's Madden 25 All-Madden Sliders

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Originally Posted by Netnalp5611
I need to pay attention to the impact having fatigue at 64 does. I like it because I have great depth and get the developmental guys more exp.

But on the flip side, it might be hurting the CPU with it's lack of depth. That is if fatigue impacts User and CPU equally.
That is a huge issue. You are exactly right, the cpu suffers at high fatigue. 58 is about as high as you can go without losing players at end of games. I like 50.
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