Normal/All Pro/Realism

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  • dfos81
    Banned
    • Jun 2009
    • 2210

    #1

    Normal/All Pro/Realism

    http://www.operationsports.com/forum...ider-sets.html
    " This might be the most complete slider set on OS to be honest. One of the big differences in dfos81's slider philosophy and others is the idea of "equal based sliders". This means, in layman's terms, that the sliders should be the same for the User and the CPU. Coaching schemes are provided for better balance with these sliders as well as a great explanation on the speed threshold slider. The latest All-Pro v2 set plays very well for me."
    Thanks OS and Chris!

    Updated 12/20/11(Started testing from All-Pro default 50/50) Tested in Franchise games and also CPU vs CPU testing.
    Added All 32 Teams Coaching Schemes. So for those that like to run a franchise controlling all 32 teams.


    Equal Based Sliders:
    Same for both Player/Cpu Skill Sliders, these can also be used in CPU vs CPU and User vs User games.
    (Tip: If your playing CPU vs CPU in order for the sliders to work on each team, you have to create two profiles with identical settings and start the game with two controllers with one on each team(move them back to spectate after pregame show).

    Passing
    QBA: 50
    PBlk: 5
    WR: 50

    Running
    Brk tak: 14
    Run Blk: 28
    Fumb: 16

    Pass D
    Pass Rea.Time: 7
    Ints: 13 (23)
    Pass Rush: 50

    Run D
    Rush ReaTime: 11 (14)
    Blk Shed: 23
    Tackling: 14
    ------------------------------------------------
    Penalties


    Offside: 92
    False start: 86
    Holding: 54
    Facemask: 55
    DPI: 50
    OPI: 50
    Kr/Pr: 50
    Clipping: 50
    Int Ground: 50
    Roughing Passer: 54

    Spteams Sliders

    FG Power 45
    FG Acc 40
    Punt Power 60
    Punt Acc 100
    KO Power 50(raise your trajectory on kickoffs to see the CPU return more kickoffs)

    Franchise Game Options
    13min Qtr. Recommend snapping ball at about 12 sec mark(same as the CPU) on play clock, speeds the game up, and it gives the correct avg plays per game. Now the games I've played the CPU stayed fairly balanced. So obviously more passes, incompletes= more plays, but overall gives consistent plays per gm. Avg. 120-135 total plays per gm.

    Camera settings: Standard or Wide for played games. Broadcast view for CPU vs CPU
    Injuries: 48
    Fatigue: 50
    Autosprint: off(for Cpu vs Cpu games you can leave these set ON)
    Autostrafe: off
    Gamespeed: Normal(only tested these sliders w/ Normal Gamespeed)

    Autosubs:
    Offense

    QB: out/in: 50/51

    Rb: 85/87(my starting back is T. Hightower, in 6 gms is 15th in carries, 19 car per gm. He's 73 stamina. So now if you want the back to get more carries with lower stamina, go down based on his stamina, of course more stamina means the longer he stays in. I like it around 19, btw I hardley ever sub pkg so these are based off my preference to spread the carries out. Keep Hightower from getting hurt.)

    Wr: 60/80

    FB/Te: 60/80

    Defense
    Dt 83/85( I perfer my D to be rotating more often, may move Lb sub out down to 65 or 60)
    De 83/85
    Lb 60/80
    Cb 60/80
    S 60/80

    __________________________________________________ __

    Speed Threshold: 0
    (allowing more seperation sideline to sideline for qbs like Vick, Newton, etc. Also should help the spteams return teams and reduce the amount of sacks by NTs/DTs).
    Think of threshold as a global speed change between slow and fast players, if I set to 100 then my slow Dts can catch M. Vick almost like a suction sack, so the slow Dts can run down even the fastest players. It really gives a boost to pursuit while bogging down spd and acc.
    Now with it @ 0 threshold M. Vick would out run the slower Dts Everytime. Keep in mind I tested this while both the Dt and Qb were in a full Sprint mode. Another way to look @ threshold is 0= more wide open play and 100= more tackles and less big plays, both sides have positives and negatives. Heres some threshold videos http://www.youtube.com/watch?v=-0nPs...0&feature=plcp
    __________________________________________________ ___________


    Tips for those that choose control all 32 teams
    If you dive into a 32 team franchise. Keep these things in mind.

    1. 1st time it prompts you to select CPU or user on the franchise settings for FA bidding, signing, drafting, etc. Set them all to CPU. That way you don't get stuck having to sign for all teams like I did lol. Turn preexisting injuries off and sim injuries(just for preseason, then turn sim injuries back on for reg season). I usually sim through the preseason and I don't like all the big injuries that happen to all the CPU teams when keeping the sim injuries on during preseason.

    2. Also don't delete your 1 team franchise until your sure your not going back to it.

    3. Next, after you get to preseason, go to franchise options, be sure to change to your team, and put whatever user controls you want on signing, drafting, updating depth, chart, etc. This will only affect your team that you are set on at that time.

    4. Then before I go into advancing to reg season, go to player management and release all "F" potential players on EVERY team.
    Don't worry if they are below the minimum on the roster bc after you advance to the reg season and start playing games, the CPU will update/improve the other teams rosters bc you set it that way before starting the franchise. And they actually sign players that are rated good too, instead of the F potential players

    This will help you get a good start to your 32 team franchise.
    In the offseason its a longer process,
    So save after each offseason task is completed, that way if you miss something in the next task you can go back and load the last previous task completed.

    Offseason takes more time but your also controlling a lot more too.
    So patience will be needed lol<!-- / message -->

    Coachings Schemes for all 32 teams
    All alphabetical :


    Team: Bears
    Offense

    1. run/pass- 70
    2. aggression, low/high- 50
    3. Rb2/Rb1- 80

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    ------------------------

    Team: Bengals
    Offense

    1. run/pass- 40
    2. aggression, low/high- 40
    3. Rb2/Rb1- 60

    Defense
    Philosophy
    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    ------------------------

    Team: Bills
    Offense

    1. run/pass- 60
    2. aggression, low/high- 50
    3. Rb2/Rb1- 40

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 20
    ------------------------

    Team: Broncos
    Offense

    1. run/pass- 20
    2. aggression, low/high- 30
    3. Rb2/Rb1- 40

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 30
    --------------------------

    Team: Browns
    Offense

    1. run/pass- 50
    2. aggression, low/high- 20
    3. Rb2/Rb1- 40

    Defense
    Philosophy
    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    ------------------------

    Team: Bucs
    Offense

    1. run/pass- 40
    2. aggression, low/high- 20
    3. Rb2/Rb1- 40

    Defense
    Philosophy
    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    ------------------------

    Team: Cardinals
    Offense

    1. run/pass- 60
    2. aggression, low/high- 40
    3. Rb2/Rb1- 60

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 30
    ------------------------

    Team: Chargers
    Offense

    1. run/pass- 70
    2. aggression, low/high- 60
    3. Rb2/Rb1- 40

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 30
    ------------------------

    Team: Chiefs
    Offense
    Philosophy
    1. run/pass- 40
    2. aggression, low/high- 20
    3. Rb2/Rb1- 40

    Defense
    Philosophy
    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 20
    ------------------------

    Team: Colts
    Offense

    1. run/pass- 60
    2. aggression, low/high- 50
    3. Rb2/Rb1- 40

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    ------------------------

    Team: Cowboys
    Offense

    1. run/pass- 60
    2. aggression, low/high- 50
    3. Rb2/Rb1- 30

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 40
    ------------------------

    Team: Dolphins
    Offense

    1. run/pass- 30
    2. aggression, low/high- 20
    3. Rb2/Rb1- 40

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 30
    ------------------------

    Team: Eagles
    Offense

    1. run/pass- 60
    2. aggression, low/high- 40
    3. Rb2/Rb1- 50

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 30
    ------------------------

    Team: Falcons
    Offense

    1. run/pass- 50
    2. aggression, low/high- 50
    3. Rb2/Rb1- 40

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    ------------------------

    Team: 49ers
    Offense

    1. run/pass- 30
    2. aggression, low/high- 20
    3. Rb2/Rb1- 60

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 30
    ------------------------

    Team: Giants
    Offense

    1. run/pass- 60
    2. aggression, low/high- 50
    3. Rb2/Rb1- 30

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    -------------------------

    Team: Jags
    Offense

    1. run/pass- 40
    2. aggression, low/high- 40
    3. Rb2/Rb1- 60

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    ----------------------------

    Team: Jets
    Offense

    1. run/pass- 30
    2. aggression, low/high- 20
    3. Rb2/Rb1- 30

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 40
    ------------------------

    Team: Lions
    Offense

    1. run/pass- 60
    2. aggression, low/high- 50
    3. Rb2/Rb1- 50

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    ------------------------

    Team: Packers
    Offense

    1. run/pass- 60
    2. aggression, low/high- 60
    3. Rb2/Rb1- 50

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 30
    -----------------------

    Team: Panthers
    Offense
    Philosophy
    1. run/pass- 30
    2. aggression, low/high- 30
    3. Rb2/Rb1- 50

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    -------------------------

    Team: Pats
    Offense

    1. run/pass- 70
    2. aggression, low/high- 30
    3. Rb2/Rb1- 40

    Defense

    1. Scheme- 3-4
    2. run/pass- 40
    3. aggression- 20
    ------------------------

    Team: Raiders
    Offense

    1. run/pass- 40
    2. aggression, low/high- 20
    3. Rb2/Rb1- 40

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    ------------------------

    Team: Rams
    Offense

    1. run/pass- 40
    2. aggression, low/high- 30
    3. Rb2/Rb1- 60

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    ---------------------------------

    Team: Ravens
    Offense

    1. run/pass- 50
    2. aggression, low/high- 30
    3. Rb2/Rb1- 60

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 40
    ------------------------

    Team: Redskins
    Offense

    1. run/pass- 40
    2. aggression, low/high- 40
    3. Rb2/Rb1- 40

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 20
    ------------------------

    Team: Saints
    Offense

    1. run/pass- 70
    2. aggression, low/high- 50
    3. Rb2/Rb1- 40

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 30
    ------------------------

    Team: Seahawks
    Offense

    1. run/pass- 40
    2. aggression, low/high- 30
    3. Rb2/Rb1- 40

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    --------------------------------

    Team: Steelers
    Offense

    1. run/pass- 60
    2. aggression, low/high- 50
    3. Rb2/Rb1- 40

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 30
    --------------------------

    Team: Texans
    Offense

    1. run/pass- 50
    2. aggression, low/high- 50
    3. Rb2/Rb1- 50

    Defense

    1. scheme- 3-4
    2. run/pass- 40
    3. aggression- 20
    --------------------------

    Team: Titans
    Offense

    1. run/pass- 50
    2. aggression, low/high- 30
    3. Rb2/Rb1- 60

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    ------------------------

    Team: Vikings
    Offense

    1. run/pass- 40
    2. aggression, low/high- 30
    3. Rb2/Rb1- 60

    Defense

    1. scheme- 4-3
    2. run/pass- 40
    3. aggression- 10
    -----------------------------

    This is designed to give you total control of your Franchise.
    So these should help improve simmed stats and improve upon the teams gameplay. Control all 32 teams to get the best results!

    Coaching Schemes and Priority/style will produce more realistic stats, pancakes, and animations!


    OFFENSE

    1. QB: 100/1
    2. HB: 50/1
    3. FB: 30/0
    4. WR: 20 /1
    5. TE: 50/1
    6. T: 40/1
    7. G: 50/1
    8. C: 50/1
    9. K: 100/1

    DEFENSE
    3-4 Schemes

    1. DE: 40/1
    2. DT: 40/2
    3. OLB: 30/2
    4. MLB: 20/1
    5. CB: 20/1
    6. FS: 10/1
    7. SS: 10/1
    8. P: 0/1

    DEFENSE
    4-3 Schemes

    1. DE: 40/0
    2. DT: 50/2
    3. OLB: 30/1
    4. MLB: 30/1
    5. CB: 20/1
    6. FS: 10/1
    7. SS: 10/1
    8. P: 0/1

    Coaching Schemes Tips and info below


    Coaching Schemes:
    These were the setup producing pancakes!
    Only changes listed below,Priority/Style OFFENSE

    Controlling 32 teams Run V Pass 50/50 for offense/defense keeps the CPU balanced(unless of course they have a Pass heavy or Run heavy Playbook then 50/50 will still result in what the Playbook allows from 50/50)

    If your Controlling 1 team 20-40 Keeps the CPU a.i. more Balanced and makes them a better challenge imo.

    20-50 aggression(controlling 1 team) is flowing good with the Priority/style coaching schemes below. Currently testing 50 aggression on both User and Cpu coaching schemes.

    Rb2/Rb1: 20(if they have 2 or 3 good rbs. Set to 50 and higher if you want just 1 rb to get the bulk of carries ie. AP, S. Jackson, M. Forte, R. Rice)


    Coaching Slider Tips}Good find by prey2god!

    In my perception and what i see when i play the game for offline franchise. i'll give you my perception on these sliders and what i think they do for your offline franchise. note: these sliders work differently for the games you actually play then the games you sim. sim play is as literal as the coaching scheme looks.

    let's start from the top.

    Run v Pass Offense

    this regulates how the opposing team reacts when you choose a run play versus a pass play. choose 0-40 for an aggressive run game and watch the opposing defense get eaten alive during the run. but, when you try to pass, the CPU will pass rush aggressively, blitz heavy, and play more man to man coverages. 60-100 towards the pass, is the polar opposite. you'll have a pocket.

    Run V Pass Defense

    on the defensive side of the ball for the run v pass, kind of works the same way. except, that if you choose to defend the run, you could be eaten up if choosing the wrong run defense. same thing with the pass. choose the wrong pass D and the CPU could eat you up all day. one thing is for sure, if you choose to defend more the run then the pass or vice-versa, the CPU will lean it's playcalling towards what you are trying to defend.

    Aggression

    from what i've seen, this controls how fast the players develope in a play. if you throw a HB screen, try one at 0% aggression, then set it to 100% and the run the same play again. you'll definitely see the difference between the two. at 0%, the offense lineman will wait until the last minute to initiate contact and seem like they have no sense of urgency to set the edge for the screen. at 100%, watch them fly! they'll slide, morph, and basically defy the laws of physics to set a block for the screen. even the classic, "turn around and block behind them" animation sets in. this goes for both sides of the ball. the defense at 100% will make you think that the CPU's skynet has been activated.

    Tendencies/Style

    if flipped to one or the other then that position is regulated by only one set of animations and plays. If you put the HB on speed, watch the CPU put 8 in the box only when you select a running play. for power, watch the gang-tackle animation happen every time you touch the ball.

    Tip:
    Also Rb2/Rb1 below 50(mine is 20) the user & CPU will rotate Rb2 more, above 50 and Rb1 gets almost all the carries. Now dont drop this too low b/c then you'll see RB2 get more carries then RB1 and it also effect SIMMED GAMES! I saw backups getting more carries in simmed games too, so watch that.

    Priority

    priority really means proximity and how the CPU manages players both on the field and off.
    For played games if lower Dts to 0 priority and keep O-lineman @ 100 you will see the Dts get tossed around all game.
    Why, bc the CPU has 0 priority to give the Dts any focus.
    imagine a little circle around each player. the more the priority, the bigger the proximity of the circle. the bigger the proximity the quicker the reaction time. same thing with the ball. except it shares it's proximity circle with the QB. if the qb is set to 0, so is the ball. So the qb set to 0 not only lowers the Qbs level of play but it also means the other CPU players don't react to ball as good either.

    Also it helps the CPU manage players off field, like signing FAs, drafting priority, etc. So its really a game changer both on and off the field.

    if you were to mess around with something as simple as turning the priority for the QB to 0, watch how long it takes for the opposing DBs to react to the ball if at all as opposed to the QB priority set to 100. set the HB to 0, see if your LBs tackle him easily or you see them basically run in to him and then tackle him. set the o-line to 0, and the d-line to 0. they will run into each other and then initiate a blocking animation. it's all about the reaction time. when everyone's at 100, everyone has the same reaction time. but switch them all to 0, and the game plays completely different. if you would switch all the priority to the o-line to 100, and set the d-line to 0, watch the sliding by the oline. this told me a couple of things.

    the offense has to wait for the defense to initiate contact and that the qb trumps all. the game doesn't do anything till he doesn't have possession.

    Quick video to help you understand coaching sliders more. http://www.youtube.com/watch?v=3jyFsRykMUM
    Its not M12 but the same applies now, except we dont have to control all 32 teams for the cpu, just adjust our coaching and it will also change the Cpu too.

    Now the cpu will still stick w/ whats working so If your allowing yds rushing they will run more so and if your allowing passes, the cpu will pass more so.

    Coaching sliders can change the gameplay so much. If I put my D on aggressive towards Pass, I will get sacks and ints more often, but I will give up more rushing yds.
    Ever wonder why your DT or DEs are pass rushing better than your LBs, style/priority is causing them to play the pass more aggressively. Move it down to run and watch them play the run better and not so boosted on pass rush. So this is a BIG game changer!


    Recent changes if your controlling 1 team in franchsie.
    Coaching Schemes:
    Run vs Pass: 20-40 for both Offense and Defense
    Aggression: 20-50 for both Offense and Defense.
    __________________________________________________ ____


    User vs Cpu Sliders
    All-Pro Elite 100% CPU a.i. No more guess work, no holding back!
    Recommended for Players that User Control and No House rules needed. The CPU is at 100% a.i. ability in most areas.

    Set to All-pro, then raise the CPU skills to 100
    Even after raising all CPU skill to 100 you should still show as playing on All-Pro in settings: game options.

    Mine are now set to this after about 10 gms of adjusting CPU down from all 100s. Remember keep yours on all 50/All-Pro. Here are some pics about the midway point of my Yr1 testing w/ Skins and the 1st listed slider set below.
    Store your photos and videos online with secure storage from Photobucket. Available on iOS, Android and desktop. Securely backup your memories and sign up today!


    QBA: 50/100
    PB: 50/100
    WR: 50/50

    Brk tak: 50/100
    Run Blk: 50/75
    Fumb: 50/50

    Pass Rea.Time: 50/100
    Ints: 50/50
    Pass Rush: 50/100

    Rush ReaTime: 50/100
    Blk Shed: 50/100
    Tackling: 50/50

    This is what mine are set to now after playing about 10 gms and just lowering the CPU in the areas were they really were overpowering.
    I controlled 1 team in franchise mode w/ these and have aggression on 0 for my offense and defense and 50 for run vs pass for offense and defense.

    __________________________________________________ _____
    Hardcore Allpro-GameSpeed-Normal 100 Threshold.
    User vs Cpu Sliders

    Player/Cpu Sliders

    Passing
    Qb acc: 30/75
    Pass blk: 50/75
    Wr ctch: 50/75


    Rushing

    Brk tckls: 50/75
    Run blk: 50/75
    Fumble: 50/75


    Pass D
    RT: 50/50
    Ints: 25/30
    PassR: 50/50


    Rush D

    Rea. time: 40/75
    Blk Shed: 40/75
    Tackl: 40/50
    __________________________________________________ __________________________
    Please if you leave feedback on stats, gameplay, etc. Just let us know what set your using and I'm sure if not me somebody will let you know what you should do to fix something you feel is an issue.

    Remember these are final sets for me and my style. So you may want something a little easier or harder based off your skills. So feel free to customize these to you and your teams skills.
    Enjoy
    Last edited by dfos81; 12-30-2011, 10:05 PM.
  • dfos81
    Banned
    • Jun 2009
    • 2210

    #2
    Re: Normal/All Pro/Realism

    Also rain weather games make avg. Qbs and WRs look worse. Qbs tend to throw more air balls, which is realistic, they tend to tuck and run a bit more, and WRs slip and virtually take themselves out of the Qbs progressions. So keep that in mind.

    Comment

    • Tyrant8RDFL
      MVP
      • Feb 2004
      • 3563

      #3
      Re: Normal/All Pro/Realism

      Originally posted by dfos81
      Year after year all the Slider gurus come out of hiding in an attempt to get what is in our minds the best Slider/settings. I bet with the hours we put into sliders we could cover a 40hr work week+!!!!! With that being said, in my opinion out of the box normal gamespeed, 50 threshold renders the best true to ratings gameplay. So once we start moving +/- 50, we are going to run into issues one way or another(keep in mind gametesters have much more data/feedbck in settings/playability than we do, they decided what the game is out of the box). So my experience is less is better. Id rather play and enjoy the game(less headaches) ; ) I will be adding my sliders in a bit.................Seems to me EA has just over exaggerated a few areas. So I've decided to use just a few tweaks. Things that seem to be outliers to me. 1. Qbs(avg. Qbs have a hard time throwing 50%). Maybe its b/c pass rush is causing it, maybe its b/c they may have tendencies that cause them to duck and run after a lil pressure gets to them. So if your an above avg D, and you know how to adjust on the fly, you can make avg. Qbs look at or below avg. Next outlier to me is too many ints. Both player and CPU get too many picks. That's pretty much it as far as player/CPU sliders. Next, penalty settings, or lack there of, however this is an easy fix, so stay tuned, and feel free to post your thoughts
      You bring up true scenarios as far as creating sliders go. These fine gentlemen here put in hard work to help others, but in reality gamers really need to fine tune it themselves. Simply because we are all different in the skill dept.

      How are my avgs and your avgs going to be the same. It wont happen and puzzles me why players ask for stats and avgs.

      I do agree with the amount of testing I have done on both allpro and all madden. AllPro is a better level to build from to get a better realistic game for yourself.

      Now with game speed I say fast better represent the NFL game, but Normal is not bad at all. Slow and very slow actually cheat you from missing animations that you get at the faster speeds.

      What I have learned from all pro you can actually really create it be to be very difficult or tone done to your liking without sacrificing anything. I feel allpro you can balance it out just right where good teams are good and bad teams are bad.

      All Madden I don't get this. Yes I can create it to be playable , but the game itself doesn't present the all around crazy things that happen in the NFL that I can get on All Pro.

      Madden 12 is a lot of fun once you nail your settings to your preference.
      Simply *Magic* Just click the link and Watch :)
      http://www.operationsports.com/forum...post2043715147

      Comment

      • mjhyankees
        MVP
        • Dec 2007
        • 1572

        #4
        Re: Normal/All Pro/Realism

        Originally posted by Tyrant8RDFL
        You bring up true scenarios as far as creating sliders go. These fine gentlemen here put in hard work to help others, but in reality gamers really need to fine tune it themselves. Simply because we are all different in the skill dept.

        How are my avgs and your avgs going to be the same. It wont happen and puzzles me why players ask for stats and avgs.

        I do agree with the amount of testing I have done on both allpro and all madden. AllPro is a better level to build from to get a better realistic game for yourself.

        Now with game speed I say fast better represent the NFL game, but Normal is not bad at all. Slow and very slow actually cheat you from missing animations that you get at the faster speeds.

        What I have learned from all pro you can actually really create it be to be very difficult or tone done to your liking without sacrificing anything. I feel allpro you can balance it out just right where good teams are good and bad teams are bad.

        All Madden I don't get this. Yes I can create it to be playable , but the game itself doesn't present the all around crazy things that happen in the NFL that I can get on All Pro.

        Madden 12 is a lot of fun once you nail your settings to your preference.

        Again all pro, all madden...its up to the user, his skill level and how many house rules he wants to deal with. I hate house rules (other than playing sim style). i don't post my stats to encourage others to try my sliders. I post so my brethren can help me make corrections. Same with a new guy asking for help. If he posts his stats I get an idea of what needs to be fixed.
        your point on faster speeds is interesting because I've read other guys swear that at slower speeds the animations are better. I went to very slow myself. Slow and normal looked the same to me (what can I tell you) and very slow felt more realistic. Couldn't say whether I gained or lost animations. I agree 100% though that sliders are individualized. One uses another's sliders set as a base (saves them a lot of testing) and refines from there. I have a thread on how to set up one's own sliders.
        "I'd rather lose to the cpu with realistic stats than win with ridiculous stats."

        If interested these are my Madden 12 sliders: http://www.operationsports.com/forum...dden-12-a.html

        Comment

        • dfos81
          Banned
          • Jun 2009
          • 2210

          #5
          Re: Normal/All Pro/Realism

          My theory is the sliders should be at least 50, player/CPU. With the exception being ints, I put player ints at 25. CPU 26. All the other sliders for CPU are 51. Player are default 50. Gamespeed normal with 13 mins and acc clock on 20/which is defaul ts for acc clock. Now after about 10 games with Redskins, everything seems very good, as far wins and losses. I'm 5-5, most of the testing was against Giants, Cowboys, and Cards, basically 1st 3 gms on Skins schedule. Now if just giving the CPU a 51 on all other sliders makes a differ, that's the ?............. I belive it does, also I think if you attempt To improve a certain aspect of the player or CPU side(w/ the lone exception being ints), (now the Cowboys picked me off multipe times when I made bad reads, so ints are still occurring even at 25/26) So you only need to move the Slider +1 or -1 in those areas and play the same team again, and see if it made a differ. Now I started by just giving the CPU a +1 advantage and it seems tuff enough for my team already. So this will be my base. 50/51, Normal, All Pro. U can look around on here and get a good common ground for penalties, autosubs, injury, etc. I actually moved injury down to 45 and they still occur. Just not as many major multiple week kinds. So enjoy these as a base and try to adjust 1 area +1 or -1 at a time. 50 should be the min. W/ ints being the only exception(25/26).

          Comment

          • dfos81
            Banned
            • Jun 2009
            • 2210

            #6
            Re: Normal/All Pro/Realism

            So far with these, elite players are doing what they should, ex. Larry Fitz, was doing exactly that, giving me fits lol. Played cowboys next and Romo was targeting Dez and Miles more than I expected. Bryant went for 125 rec 6 cths, and 1 td. I'm getting close, very competitive games! I'm using Skins and so far thru Grossman has 79 Qb rating, he is producing exactly what his ratings intel, he is inconsistent downfield med to long, and is more effective when targeting Tes and The, I lack a possession wr so I use 2 Tes more so and hit Fred Davis and Cooley. Skins running game is the strong point. Hightower is 4th in rushing yds, 5.0 per carry, he's on a hot streak with 2 100+ yd gms in a row. Trying to limit his touches so he doesn't get injured. I am enjoying the game and will not be looking to change any more sliders for awhile! That's saying a lot for this Madden in comparisons with previous Maddens. Hope you all get to enjoy it as much as I am.

            Comment

            • dfos81
              Banned
              • Jun 2009
              • 2210

              #7
              Re: Normal/All Pro/Realism

              Also forgot to mention, ints have been decreased again, 19/20. Still getting 1-2 ints per game. That's really the only major Slider that's not 50. All others are 50player/51cpu.

              Comment

              • Carlboy82
                Banned
                • May 2010
                • 398

                #8
                Re: Normal/All Pro/Realism

                I havent posted or responded to anything Madden 12 related. I have been reading a ton of post, especially slider related, and I have 2 questions. If default sliders are set at 50, out of the box, does this allow for the true attributes of players? And, if not, why would EA, year after year, put Madden on the market with default settings that do not allow this game to be played " sim style "?

                Comment

                • fistofrage
                  Hall Of Fame
                  • Aug 2002
                  • 13682

                  #9
                  Re: Normal/All Pro/Realism

                  Originally posted by Carlboy82
                  I havent posted or responded to anything Madden 12 related. I have been reading a ton of post, especially slider related, and I have 2 questions. If default sliders are set at 50, out of the box, does this allow for the true attributes of players? And, if not, why would EA, year after year, put Madden on the market with default settings that do not allow this game to be played " sim style "?
                  The thing you have to remember is that the human is controlling 1 player who has a God View of what is going on. Sees the entire play. Its usually the the human who is contolling the QB then the player with the ball, etc. It really slants the game into the humans favor. Who ever you control has 100+ awareness with eyes in the back of their head.
                  Chalepa Ta Kala.....

                  Comment

                  • dfos81
                    Banned
                    • Jun 2009
                    • 2210

                    #10
                    Re: Normal/All Pro/Realism

                    As far as the blogs I've read from Ian Cummings and just from actual gameplay exp, year and years of playing with sliders/ 50/50 is going to give the most accurate rep. of attributes. Now as the previous poster stated/ we are controlling the players ourselves, so in essence we are the awarness for our controlled players, qb, rb, etc. So thats why sliders are so good b/c you can fine tune the CPU sliders and make it more to your liking. So finding the perfect slider set for you is really what its all about. You'll never be able to produce the perfect slider for every user b/c we all have differing skill levels. I belive this is a great base to start with though.

                    Comment

                    • roadman
                      *ll St*r
                      • Aug 2003
                      • 26339

                      #11
                      Re: Normal/All Pro/Realism

                      I read a post on here that one of OS posters met with the developers of the other football game back in 2005 and they said they can make a sim game, but once the controller is in someone's hand, it's not sim anymore.

                      Comment

                      • dfos81
                        Banned
                        • Jun 2009
                        • 2210

                        #12
                        Re: Normal/All Pro/Realism

                        The key to me is improving the cpu just enough so that its similar to playing a good balanced player online. For ex. if the cpu is only passing on avg. 50-55%, up the passing sliders lil by lil, 1 at a time. If you raise it too high or too many areas at once, then you will be lost as to what caused it to be to difficult. Trust that even 1 pt increase at a time is an improvement. Only way to know for sure is to play that same team again w/ the adjustment and see if it made a difference. Remember, less is more!

                        Comment

                        • KBLover
                          Hall Of Fame
                          • Aug 2009
                          • 12172

                          #13
                          Re: Normal/All Pro/Realism

                          I don't know - at 50's, the AI can not run the ball against my defenses at all.

                          That's not because I'm some awesome stick jockey - my defense is just too good against the way the AI runs the ball. Heck, on defense, I don't switch at all and usually play on the DL. Good run defense would be like 3.5 or so ypc (last year, the worst team rushing attack was 3.6 ypc by Cincy, best run D with Pitt at 3 ypc, then 3.5 next best), so holding guys to 2 ypc is just ridiculous to be doing on a consistent basis. And I don't even play as the Steelers.

                          Also, at 50s, I see too many BS drops from both the AI and human team (I don't user catch or switch on defense). So many drops where the WR gets grazed on a hit that, in real life, the WR probably wouldn't even feel, let alone turn a sure catch into a drop.

                          Like you noted, AI has a hard time with completion %. While that might be attributed to pressure, I shouldn't have to stop called aggressive defense/blitz schemes. The AI should just exploit my holes in coverage - I think with 60 (and maybe higher) I see that happen more.

                          Same with the reaction sliders. The AI actually can run the ball with lower run D sliders for the Human, and I see less BS "break block just at the instant my RB hits the hole" when I run the ball. I get realistic ebb and flow to the run game, even with guys like AP and lesser backs have to work for their yards, but sometimes you catch the defense at the right time or they gamble and blitz the wrong way, and you break one - realistic, imo. And this is with 0 run D reaction and my very low Run D sliders on both sides.

                          Pass D reaction - if the AI already struggles for completions - I don't think I need to keep this at 50. I'm using Playmakers' idea of putting them at 0 and the pass game is not cheesy for the AI - in fact, they STILL struggle for completions. I used to use 25 - I honestly can't tell the difference.

                          So I don't know if I could enjoy the game at straight 50s or close to it. Some things probably should stay close to 50, but I think some things can go radically from 50, but still come out realistic both in appearance and production. I think this is one case I might disagree that less is more.
                          Last edited by KBLover; 09-14-2011, 11:48 PM.
                          "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

                          Comment

                          • dfos81
                            Banned
                            • Jun 2009
                            • 2210

                            #14
                            Re: Normal/All Pro/Realism

                            Originally posted by KBLover
                            I don't know - at 50's, the AI can not run the ball against my defenses at all.

                            That's not because I'm some awesome stick jockey - my defense is just too good against the way the AI runs the ball. Heck, on defense, I don't switch at all and usually play on the DL. Good run defense would be like 3.5 or so ypc (last year, the worst team rushing attack was 3.6 ypc by Cincy, best run D with Pitt at 3 ypc, then 3.5 next best), so holding guys to 2 ypc is just ridiculous to be doing on a consistent basis. And I don't even play as the Steelers.

                            Also, at 50s, I see too many BS drops from both the AI and human team (I don't user catch or switch on defense). So many drops where the WR gets grazed on a hit that, in real life, the WR probably wouldn't even feel, let alone turn a sure catch into a drop.

                            Like you noted, AI has a hard time with completion %. While that might be attributed to pressure, I shouldn't have to stop called aggressive defense/blitz schemes. The AI should just exploit my holes in coverage - I think with 60 (and maybe higher) I see that happen more.

                            Same with the reaction sliders. The AI actually can run the ball with lower run D sliders for the Human, and I see less BS "break block just at the instant my RB hits the hole" when I run the ball. I get realistic ebb and flow to the run game, even with guys like AP and lesser backs have to work for their yards, but sometimes you catch the defense at the right time or they gamble and blitz the wrong way, and you break one - realistic, imo. And this is with 0 run D reaction and my very low Run D sliders on both sides.

                            Pass D reaction - if the AI already struggles for completions - I don't think I need to keep this at 50. I'm using Playmakers' idea of putting them at 0 and the pass game is not cheesy for the AI - in fact, they STILL struggle for completions. I used to use 25 - I honestly can't tell the difference.

                            So I don't know if I could enjoy the game at straight 50s or close to it. Some things probably should stay close to 50, but I think some things can go radically from 50, but still come out realistic both in appearance and production. I think this is one case I might disagree that less is more.
                            I see what your saying, it also has alot to do with the team your using. If the Ravens w/ that D struggles to stop the run and then you switched to say the Bengals, the cpu would walk all over you. So I also belive that you need to adjust some things just based on how good or bad the team is. We just saw the Ravens dominate the Steelers IRL(66 total yds rushing for the Steelers!! Really!) and the Steelers usually have a good running game.
                            Last edited by dfos81; 09-14-2011, 11:59 PM.

                            Comment

                            • dfos81
                              Banned
                              • Jun 2009
                              • 2210

                              #15
                              Re: Normal/All Pro/Realism

                              Dont know if anyones ever tried this but try playing the same team for ex. Skins V.S. Skins for 10 games and adjust the areas that you feel the CPU or even player sliders that you belive need the most improvements/non-improvements. I may try this for a bit. I will post my thoughts once I get enough games to see trends.

                              Comment

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