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-   -   Question about speed scale (/forums/showthread.php?t=1024974)

kennylc321 10-09-2024 02:53 PM

Question about speed scale
 
Many of the well-respected slider makers on OS tend to have high values (60-80) speed parity scales. I, on the other hand, tend to keep mind low (15-20).

For those who prefer the higher number, what is your reasoning? EA suggests that the high number closes the gap; so I end up seeing far too many instances where LBs are two steps ahead of WRs on crossing routes.

What makes you guys prefer the high numbers?

EAisASS 10-09-2024 03:07 PM

Re: Question about speed scale
 
Quote:

Originally Posted by kennylc321 (Post 2050998238)
Many of the well-respected slider makers on OS tend to have high values (60-80) speed parity scales. I, on the other hand, tend to keep mind low (15-20).

For those who prefer the higher number, what is your reasoning? EA suggests that the high number closes the gap; so I end up seeing far too many instances where LBs are two steps ahead of WRs on crossing routes.

What makes you guys prefer the high numbers?

I like it at 95 because pass coverage feels more solid on both sides. Hasn't felt like everyone is fast either. Speedsters are still speedsters

cwadley 10-10-2024 06:56 AM

Re: Question about speed scale
 
Quote:

Originally Posted by kennylc321 (Post 2050998238)
Many of the well-respected slider makers on OS tend to have high values (60-80) speed parity scales. I, on the other hand, tend to keep mind low (15-20).

For those who prefer the higher number, what is your reasoning? EA suggests that the high number closes the gap; so I end up seeing far too many instances where LBs are two steps ahead of WRs on crossing routes.

What makes you guys prefer the high numbers?

I use 100 for two primary reasons. First, I have tested it in practice by running different players on "go" routes and the "gap" between faster and slower players at 100 seems more in-line with real-life 40 yard dash times. Second, I think default Madden makes faster players relatively more fast to create more separation and allow higher scoring and more offensive stats to make outcomes look more in-line with real life stats on default six minute quarters. I play 10 minute quarters, which results in a comparable number of plays to simmed stats. In doing so, I believe you need to decrease separation to promote realism.

Edit: I don't think it's accurate to say that a higher parity rating results in "instances where LBs are two steps ahead of WRs." Faster players are still faster. There is just slightly less separation.

timiville 10-16-2024 06:09 PM

Re: Question about speed scale
 
With the speed scale too low, it makes the stats worst imo, because there are too many long TDs. Long plays don't happen every other play in real life.

Kevin McKoy 10-18-2024 09:40 AM

Re: Question about speed scale
 
Default 50 isn't too slow, don't worry I brought receipts.

This Tyreek Hill and edited ObJ, I put his speed at 88,
Look at their times and the distance between them. It's realistic.

https://youtu.be/zYuGGrbbJEg?si=yKVY6TT3MnolejlZ

And as further proof, look at the recent patch update and how it tightened things up.
Now, I say this as a caveat, if you’re the type of player that uses everything at your disposal, so you come out and see a certain coverage, so you hot route someone to put stress on a certain defender, or use route stems etc, things the cpu can't do, you're always going to have an advantage.

If you ever read someone talk about how easy something is, keep this in mind. Because I have watched streams of sim players, who while they don't cheese, they do make said adjustments. So just be aware.

JessieBatesIII 10-18-2024 12:49 PM

Re: Question about speed scale
 
Pre patch I swore by a high speed scale (95). Post patch the game plays much closer to real football out of the box. Default speed scale is great right now

canes21 10-18-2024 02:40 PM

Re: Question about speed scale
 
I initially used higher values to better balance the game for the defense. A higher value leads to tighter coverage, quicker run fits, better edge contain, etc.

Then, years ago, this thread was created and only reinforced the idea.

https://forums.operationsports.com/f...threshold.html

BarfytheOwl 10-18-2024 03:06 PM

Re: Question about speed scale
 
Quote:

Originally Posted by canes21 (Post 2051001882)
I initially used higher values to better balance the game for the defense. A higher value leads to tighter coverage, quicker run fits, better edge contain, etc.

Then, years ago, this thread was created and only reinforced the idea.

https://forums.operationsports.com/f...threshold.html

Think you'll bite the bullet on Madden this year? I'd be interested to see what kind of sliders you come up with on this game

Sent from my SM-S127DL using Operation Sports mobile app


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