Interception slider
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Interception slider
Does the pass coverage slider dictate interceptions for both the CPU and user or just the CPU only? Heard the interception slider itself is broken and doesn't work properly.Tags: None -
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Re: Interception slider
Okay that's what I thought. I'm starting to think the interception slider is used for how aggressive players are when they are going for interceptions when a user is not controlling the player or the CPU itself. Not really sure though, just a thought.Comment
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Re: Interception slider
On CG, the pass coverage slider was completely broken, IMO, and therefore, int was where u had to adjust things. In NG, pass coverage slider is extremely responsive and has more to do with getting INTs than the int slider itself. The way I see it is the pass cover slider controls where the players are on the field in relation to other players. So, higher coverage means that d players will be closer to o players and will be in position to int more. The int slider sort of controls whether or not they actually make the int and/or go for the int or simply butterfingers drop it. If your coverage is too good and the d is always in position, they will intercept regardless of the int slider. But, if you've got coverage low or just about right, tweaking the int slider can make the difference between seeing 5 picks a game or 1. So, IMO, you start by tweaking the coverage slider, then fine tune it a little bit with the int sliders. I've found for me, coverage at 60-63 goes from decent to hard real quick with int around 45.
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Re: Interception slider
Its crazy how much the pass coverage controls a lot of things. It's actually how often interceptions are caught and I think the user pass coverage (high) dictates how much the CPU holds onto the ball which results in taking sacks.On CG, the pass coverage slider was completely broken, IMO, and therefore, int was where u had to adjust things. In NG, pass coverage slider is extremely responsive and has more to do with getting INTs than the int slider itself. The way I see it is the pass cover slider controls where the players are on the field in relation to other players. So, higher coverage means that d players will be closer to o players and will be in position to int more. The int slider sort of controls whether or not they actually make the int and/or go for the int or simply butterfingers drop it. If your coverage is too good and the d is always in position, they will intercept regardless of the int slider. But, if you've got coverage low or just about right, tweaking the int slider can make the difference between seeing 5 picks a game or 1. So, IMO, you start by tweaking the coverage slider, then fine tune it a little bit with the int sliders. I've found for me, coverage at 60-63 goes from decent to hard real quick with int around 45.
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Re: Interception slider
Ya it sure does. I'm testing right now with my all madden sliders and I have pass reaction at 100 and coverage at 10 and see a lot of really nice swats and hardly no int, really liking it. I believe the holding penalty slider dictates the cpu play calling. With it under 50 makes them hardly ever run and over high 50s makes them pass and pass, with it around 53, 54 seems to balance them out more,needs more testing though.OS needs a Thumbs DOWN button
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Interception slider
Yeah, I found a strange mix of hum cov, CPU QB ACC, CPU pass Blk in CG that allowed for a really nice timing window for the QB to throw. I was only getting 2-3 sacks a game. Similarly, in NG, I think u have to find that same combo. And, it's not so much whether or not the coverage is legitimately there or that the pass blocking is actually excellent, it does feel like some of thes sliders just dictate when the QB throws or how long he holds onto it. Hum pass cov definitely affects this, but I believe CPU pass Blk does as well, so hopefully u can find the balance.
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Re: Interception slider
Here is how I have read the Interception and Pass Cover Slider to work:
The interception increases interception rate in relation to the pass cover slider.
The Pass cover slider determines how aware the DB/LB is to where the ball is - ie, the player's ability to look back for the ball...At a Pass Cover rating of 100 a defender will look back and/or be aware of the ball 100% of the time...The further you lower the pass cover slider the less often a defender will locate the ball once it is thrown. Also, the lower the Pass Cover, the less likely the defender will have the psychic ability on the ball, therefore you can throw the ball when the defender has his back to the QB and increase your chances of completing the pass....The Pass Cover does not effect the quality of pass coverage....If you want responsive defenders, LBs and DBs, then the reaction time slider should be raised - this may also effect how quickly LBs and DBs respond to teh run too.
So theory is - http://www.operationsports.com/forum...ts-resuls.htmlLast edited by 4thQtrStre5S; 01-14-2014, 11:15 PM.Comment
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Re: Interception slider
Anybody willing to try these sliders out? Been testing some things and here is what I came up with:
Settings:
Difficulty: All-Pro
Quarter Length: 10 minutes
Accelerated Clock: 20 secs
Auto Strafe, Heat Seeker, Ball Hawk, Switch Assist: Optional
Injuries: 50
Fatigue: 50
Threshold: 50
Game Speed: Normal
Sliders:
(HUM/CPU)
QB Accuracy: 10/10
Pass Blocking: 50/50
WR Catching: 50/50
Run Blocking: 0/25
Fumbles: 50/75
Reaction Time: 100/0
Interceptions: 35/35 (Not really sure what this slider does. It does not whether interceptions are caught or not)
Pass Coverage: 35/35
Tackling: 50/50
Special Teams: Default
Penalties: Default
I will work more on special teams and penalties. Just using this slider set as a start then I will work in special teams and penalties.
NOTE: I have the reaction time at 0 because I believe the slider is backwards. While in practice mode, I ran curl routes against a cover 1 with no press. I let the WR turn around first before I threw instead of throwing it right away and the DB was able to react and either swat the ball or caught/dropped the pick. Although I completed some passes, every pass threw was contested. When I tested the reaction time at 100, I was able to complete curl routes with no contest at all.Last edited by NBA Bound25; 01-15-2014, 08:22 PM.Comment
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Interception slider
This is definitely true for CPU. I have no doubt that their pass reaction is reversed but for USER I'm almost positive it's not reversed and works properly. I've been using CPU/HUM 10/90 and see a great mix of really solid coverage and some blown coverage (mostly by LB and less talented DB).Last edited by tc020791; 01-15-2014, 07:57 PM.Comment
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Re: Interception slider
Wow I just checked that out and you're right. I did my same test and let the CPU run curl routes and my DBs kept backpedaling. That's crazy that EA can't get this stuff right lol. Thanks for letting know about this man!This is definitely true for CPU. I have no doubt that their pass reaction is reversed but for USER I'm almost positive it's not reversed and works properly. I've been using CPU/HUM 10/90 and see a great mix of really solid coverage and some blown coverage (mostly by LB and less talented DB).Comment
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Re: Interception slider
Also are you playin on all-pro or all-madden?This is definitely true for CPU. I have no doubt that their pass reaction is reversed but for USER I'm almost positive it's not reversed and works properly. I've been using CPU/HUM 10/90 and see a great mix of really solid coverage and some blown coverage (mostly by LB and less talented DB).Comment
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