Hello Madden Nation!!! So yes, I know I said I was sitting out of the slider arena this year and rolling with All-Pro Default. I can’t say I didn’t try. I did, and I just was not feeling that. However I did learn some great theories from my compadre JoshC1977. He does incredible work and is a great asset to our community here. We trade lot’s of notes and thoughts and really approach sports games the same. So I am implementing some of his work into this set. I highly encourage you to read his slider thread and how he utilizes the game prep method to prepare his team and his opponents team before he plays them. This greatly helps play calling for the CPU. It works great. Also setting the proper scheme for your opponent that week is a big plus to enhance the gameplay. So check out his page for all those details!!!
So let’s talk about Madden 18. Overall the game is a finely tuned version of Madden 17 in many aspects. However as I am sure many of you may know they did not address the CPU QB AI that plagued Madden 17. But let me tell you this. Thanks to a viewer on one of my streams (Imac2307) he made a very astute observation about the statue QB issue. It comes only when the CPU calls 4 verticals and screens. Other than that, they will move around in the pocket and scrambling QB’s will also take off sometimes. So IMO it is tied to certain play calls. Now if EA could jump on that and patch it......that would be marvelous. But let’s move on from that. Let’s talk about all the positives.
The game is stunning on the PS4 Pro on a 4K TV. The new engine is the real deal in terms of visual beauty and player physics. I love the weightiness of players now. I can feel the difference between a big physical player and a speedster. RB’s drag tacklers, TE’s can bowl over DB’s. WR/DB interactions are improved, the running game is awesome. So there is a lot to like.
Off the field I already did some simulations and can confirm that free agency logic has been really improved (big names hitting the market and leaving to new teams) and draft logic has been also greatly improved. Also preexisting injuries work and the IR bug from Madden 17 has been fixed! SO if you want real life preexisting injuries for your CFM (eg Tannehill for my Dolphins being gone for the season as well as McMillan and Lippet) you can do it and they will be available next season to play with. On 17 they would be stuck on the IR and you could not get them off. Not on 18!!!
A huge thank you to JoshC1977 for his valuable advice and friendship. He is a heck of guy everyone and a tireless slider freak!!! He finds things I would never even think of. Also to TDawg for his tireless XP slider effort. I love using his XP sliders and a link to those will be the CFM House Rule spoiler section below.
I also after patch 1.09 moved up to All-Madden and developed a killer set of sliders for those that want the ultimate simulation challenge vs the CPU on Madden 18.
So let’s get to it.
As always the core goals of the set will be:
1. Fun
2. Realistic stats and gameplay
3. Great animations and every game feeling organic and unique
4. Dice roll results driven first and foremost by player ratings and a focus on team building via the draft and realistic XP development
Some "House Rules" I use to enhance the Madden game playing experience.
1. I employ a strict "No Switch Rule" on offense and defense - I play a strict no user catch rule on Madden. Both offline and online (10 Yard Fight). Player ratings determine the outcome!!! On defense I utilize the defensive cam almost exclusively and also from time to time I will use the broadcast cam (because it looks so damn pretty!!). Playing from the defensive cam adds an incredible layer of realism, challenge and fun IMO. If you want a real challenge, play defense from this view. I am developing the sliders based on the exact settings I employ so it is niche type thing in that regard. Use the values as a base and adjust them to your skill level and playing style.
I also never switch. This is another key component of how I develop my slider set. If I play as the MLB on a given play I stay as the MLB all the way through to the whistle is blown. What that does is put a focus on player ratings, player awareness and you depending on your teammates to make a play you are not involved in or away from. This also at times will strengthen the CPU and make it more of a challenge to play against them. I can tell you it is very hard playing defense this way and can lead to some ugly games if your defense is tired or having an off day. Timely sub packages like bringing in a fresh DL is a big feature of this set. If your defense has been on the field alot, pay attention to their fatigue levels and sub accordingly!!
2. Use your playbook - mix up your plays. Use the entire playbook. Don't go for it every time on 4th and 1 with a FB dive or QB sneak. In other words don't cheese the CPU. Keep it real. On offense I tend to use coach suggested and strategy suggested plays 90% of the time. On defense I call all my own plays. I also mix up my RB's and use formation subs to get other guys carries and keep things realistic. From time to time if my back is hacing a special day....so be it. But those are not often. Just like IRL.
3. When on defense I will user pick, swat and strip of course. I will use pass rush moves on the DL and with my OLB's. I will use my full arsenal and stick skills on the player I control without switching.
4. On offense I will control who ever has the ball. I will use moves, jukes etc. What I will not do however is take control of a potential receiver of the football. I do not user catch at all. I let the ratings determine the catch type always. Once the ball is caught I will take control of the ball carrier and do my thing.
5. I play with all visual aides turned off. The cleanest screen possible is what I employ for the best possible broadcast presentation and also challenge. This year we have tackle battles and they cannot be turned off. It is a QTE event and so it's not a big deal. The prompts are needed to employ this feature which from what I have seen looks like fun. Also gap assignments are previewed and can not be turned off as of release. Of course they could patch in the ability to turn them off (or not).
That's basically it as far as approach and playing style. I truly look forward to providing a great base set of sliders at the "All-Pro and “All-Madden" level for you to play with. Please use it as a starting point to tweak to your hearts content. Everyone has different skill levels and there is no "one size fits all" slider set. People all play the game slightly differently or may have varying levels of skills and stick skills. So don’t think you can’t tweak values to find your sweet spot. Just use this as a guideline base set and if it works for you with the OP values......awesome. If not simply move a certain value up or down 1-2 clicks to start.
Sliders are very responsive and if you stray too far it will change the gameplay in unintended ways. So don’t go to crazy in one direction or the other.
This year the game is tuned pretty well out of the box and thus far in my testing I am practically at default save for a couple of gameplay sliders for the CPU and HUM. Penalty sliders have been tweaked to my style of play and believe me....you will see flags.
Injuries also are going to be different this year. We have off-ball injuries!!! Also the injury setting for playing games will be different from when you advance your week. I will explain that on the slider value settings section.








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