People do not believe this but that level makes the cpu tougher and their play calling and performance is much better. You lose replays but that is something I am willing to give up to get the best game play performance possible.
If you used these with advance or less then they will not work like they were intended.
Also these work fine for either very slow or slow. I like very slow but stayed on SLOW.
These sliders are the ones that I have been using for a few weeks now.
Some key notes include the fact that I waned to work on not having the cpu defenders break on the ball before my receivers or at the same time.
I wanted at least a second difference and I managed to get that a bit but not the whole time because if that was the case then passing would be to easy.
Here is a small clip of how my receiver was able to cut and the defender reacted after the cut and not prior:
Now as we know there is a patch coming this week or next week which is suppose to help control the amount of broken pro tak tackles and it is suppose to also help make the sliders more responsive to what you set it to.
Once the patch is out I will test these with that new patch and see if there is a big difference. If I do not see much difference then these are the sliders I will go with for the franchise mode.
If there is a big enough difference then I will work on a quick post patch set for franchise mode.
These sliders were made in franchise mode and tested in franchise mode. I am doing a test franchise to get the sliders right.
In order to stop the huge amount of cpu all out blitzes I had to control all 32 teams in franchise mode and change the defensive aggressiveness for each team.
What you do is go to the coach settings for each team and lower the aggression from default which is 50 for most teams and some have 60.
Just lower the amount by 30 for each team.
Remember that these sliders are not suppose to work for everybody. If they work fine for you then great. If they are to easy then tweak them a bit to make the part you think is easy, a bit harder. If they are to hard then do the same.
I do not have any sub sliders right now. It is hard to get that to work with the fatigue slider where i have it. I guess I might look into it more when the patch comes out that fixes ratings for fatigued players.
Game Options:
Play Call Style (HardCore) A must
Quarter Length (15 minutes)
Accelerated Clock (On)
Accelerated Clock Runoff (20 seconds): Gives me about 120 plays
Fatigue (56): Use your own sub sliders
Game Speed (Slow): This can be changed to very slow if you wish
Player Min Speed Threshold (44): Provides good speed difference
Penalties:
Offsides (100)
False Start (100)
Holding (48)
Face Mask (54)
Defensive Pass Inter (100)
Offensive Pass Inter (100)
KR/PR Interference (100)
Clipping (84)
Intentional Grounding (100)
Roughing the Passer (100)
Roughing the kicker (100)
Player Skill:
Passing (15) Overall: All Madden Level
QB Accuracy (22) Lower will cause to many inaccurate passes.
Pass Blocking (25) Provides decent pocket time
WR Catching (28) Small amount of drops
Rushing (15) Overall: All Madden Level
Broken Tackles (10) Enough to break some but not 7 man tackles
Run Blocking (40) Provides enough run blocking support
Fumbles (25) Good at default
Pass Defense (15) Overall: All Madden Level
Reaction Time (2) The Human A.I defenders are to good to me.
Interceptions (0) Cuts down on tons of picks and will give you some
Pass Rushing (73) The one thing that helps the overall defense
Rush Defense (15) Overall: All Madden Level
Reaction Time (0) Helps the cpu run game
Block Shedding (0) Challenges you to break blocks
Tackling (75) This will off set the cpu break tackle slider.
CPU Skill:
Passing
QB Accuracy (51) CPU throws deep more and less picks
Pass Blocking (0) CPU pass blocking is to good
WR Catching (38) CPU still barely drops balls
Rushing
Broken Tackles (65) Allows the CPU to have a chance to gain yards
Run Blocking (100) This is not perfect but is the closest to help CPU
Fumbles (40) Some fumbles but if you want more then put lower
Pass Defense
Reaction Time (22) Allows receivers to break before defenders
Interceptions (0) CPU is better at picking off the qb
Pass Rushing (40) Good balance vs the human pass blocking set
Rush Defense
Reaction Time (60) Allows the CPU to react better vs the run
Block Shedding (32) Allows for human blockers to engage better
Tackling (50) Good balance vs power backs or small backs
Special Teams:
FG Power (49) Keeps most FG made between 45 and 52 yards
FG Accuracy (54) To many CPU missed FG attempts
Punt Power (49) Reduces the high amount of return yards
Punt Accuracy (51) Allows for better ball placement
Kick Off Power (51) Puts ball at most times at the goal line
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