whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • whosnext00
    Pro
    • Sep 2011
    • 596

    #1

    whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

    ** Update 10/31/2012 - v.1.8 / Added new set for all you guys to help me test


    New Set

    So here it is guys, what we've all been waiting for in Madden... for ratings to matter! I'll need your help to make sure these are the correct settings for individual player ratings to matter.

    Here's how to test:

    Create a new player for HB, WR, OL, DE and CB
    Make this player with a 5 rating in everything that matters for his position
    Make him the smallest guy allowed (5'0", 160lbs.)
    Go run some plays in Normal practice mode
    Compare settings to make sure ratings are being respected
    The slider will be 0, 25, 50 or 100

    Example: I created the player as described above and put him as a LG, then started a pass play to check out Pass Rush and Pass Blocking. At 0, the defender had a hard time going through my midget, so I set both Pass Rush and Pass Blocking to 100 and my midget got ran over as he should.

    Now for some sliders

    First go reset everything to default by pressing triangle on each slider screen, then choose Custom skill level. The AI does not change to default when you first select a preset skill level other than Custom.

    Game Options

    Skill Level: Custom (Most important step! This resets the manipulated AI when choosing a preset skill level) (In CCM choose All Pro as it has the least AI manipuation)
    Playcall: Whatever (House rules are Gameflow or Ask Madden)
    Quarter: 15 minutes
    Accel: 14 seconds
    Auto Strafe/Sprint: On (Only because I don't control any players)
    Game Speed: Slow
    Threshold: 0 (Do not change the threshold as 0 + Slow allows the fastest guy to run a 4.2 with 99 speed and 99 accel ratings. Chris Johnsons runs an exact 4.24 which is his real life 40 time. Again, don't change the threshold or game speed, change player ratings if they're not running correct 40 times.)
    Coach Mode: On/Off (These sliders aren't for difficulty, they're for ratings so pick your battles)

    Injuries: 30
    Fatigue: 60


    Penalties

    Same as original set posted below. I've managed to get a few pass interference calls and other calls I haven't see before with this set.

    Skills - Same for HUM/CPU

    QBA: 25/25 (Seems weird but this is the real setting for ratings, not 0, not 50 or anywhere in-between)
    Pass Block: 0/0
    WR Catch: 50/50 (I feel 25 has more natural catches but way too many drops)

    BRT: 25 (This and Tackle at 25 creates makes them more realistic but with the occasional pinball RB)
    RB: 75 (Creates space to the side. Don't tell me running is too easy or too hard, these sliders are not for that. Please use other set below for bigger challenge but less ratings based play)
    Fumbles: 25 (Fumbles are respected until you raise BRT or Tackle)

    Pass React: 0 (Prevent syncing and respect individual awareness/play recognition)
    INT: 25 or 50 (25 = better stats, 50 = smarter DBs - only slider in testing)
    Pass Rush: 50

    Run React: 0 (Same as pass react)
    Block Shed: 100 (100 is legit, the number just makes me want to test again though lol)
    Tackle: 25 (Gang tackles, very few train wrecks but worth it for the realism it provides combined with Break Tackle)


    Special Teams

    FG Power: 50/50
    FG Accuracy: 48/48
    Punt Power: 50/50
    Punt Accuracy: 100/100
    Kickoff Power: 50/50 (Too many touchbacks might bring this down)


    Auto Subs

    I have found no evidence that this affects player ratings but default works fine for now

    I have mine set at QB 11/12, OL, CB & S 24/25, the rest are 50/51

    Hope you enjoy these and start testing with me so we can nail each one on the head.
    ------------------------------------------------------------------------------------------------

    Original Set

    Under throws, Over throws, Scrambling QBs, Gang tackles, Diving catches, Fighting for the ball, Jukes, Spins, Blocking and un-synced. That's what you want and that's what I'm working to deliver with this new slider set.

    I've experienced all of the above with this set, so I'd like to share it with you.

    This is close to the final set, try it and let us know what ya think.

    Legend

    Green: Satisfactory
    Teal: Undecided
    Red: Recent Change


    Game Options (CCM and Play Now)

    Starting difficulty: All-Madden
    Quarter Length: 15 Min. (Most real obviously)
    Acc. Clock: 14 Sec. (Best time for right amount of plays)
    Auto Strafe: On (Optional)
    Auto Sprint: On (Optional)
    Injuries: 37
    Fatigue: 59 (The best setting)
    Game Speed: Slow (Better animations)
    Threshold: 65 (After hours of repeatable testing, this most closely matches; with Slow Game Speed, players real 40 yard dash times)


    Penalties (Credit goes to Playmaker for base set)

    Offside: 95
    False Start: 65

    Holding: 53

    Facemask: 5
    5
    DPI: 100

    OPI: 100

    K/PI: 100

    Clipping: 55

    IG: 100

    Rough Pass: 53

    Rough Kick: 100


    These sliders were tested in Coach Mode but most people like them when playing too (Creates a realistic game and good stats)

    Because players are different skill levels, I won't provide a player set, this set is a very good base.


    Passing
    QBA: 6/5 (The CPU QB seems more accurate by default)
    Pass Block: 5/5 (No sync and creates gang blocks)
    WR Catch: 55/55 (Still get awesome animations from GOOD receivers)

    Rushing
    Broken Tackles: 3/3
    Run Block: 30/0
    (CPU run is infinitely better by Madden default, this tones it down)
    Fumbles:
    5/5 (Maybe 1 fumble per game)

    Pass D
    Reaction: 0/0 (Prevents player syncing)
    INT: 20/20 (Good QBs throw less, bad QBs throw more)
    Pass Rush: 0/0 - The rush is still there but at 0 QB doesn't throw short 99% of the time (You will get 3-5 seconds before needing to scramble)

    Run D
    Reaction: 0/0 (Prevents player syncing)
    Block Shed: 0/0 (Blockers will keep trying as defenders try to shed)
    Tackling: 8/8 (Great animations, gang tackles and very few train wrecks)


    Special Teams

    FG Power: 55 (David Akers can't kick it 49 yards so gotta bump this up)
    FG Acc: 45
    Punt Power: 50
    Punt Acc: 100
    Kick Power: 50

    Auto Subs

    Default


    Post your box scores so we can improve on these sliders: http://dynasties.operationsports.com...id=1&sport=nfl


    --------------

    Note: My thoughts on Threshold, Pass and Run Reaction are that when either is bumped even to 1, all the players sync up together. I had Run Reaction at 5 and all the D Players synced up to defend the run before it even started. Taking this down to 0, I noticed the players not syncing up anymore and playing more individually. Same goes for Threshold where any bump puts the WR and CB on the same stride but at 0, that doesn't happen. (After recent testing for hours on end, I found that at 65 threshold, players are most true to real life in terms of 40 yard dash times)

    --------------

    Enjoy!
    Last edited by whosnext00; 10-31-2012, 08:16 PM.
  • Sturzinator
    Pro
    • Aug 2012
    • 917

    #2
    Re: whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

    Did you really mean to have the Human run block 25 and the CPU's 0? I like the look of all the numbers, but this one and the QBA at 3 jump out at me.

    Just want to be sure I'm reading it right....you have human on the left and CPU to the right of the hash - correct?

    Equal based sets are always the most appealing to me, so I will try these out.

    Comment

    • C Jay Tha Real
      Rookie
      • Dec 2007
      • 16

      #3
      Re: whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

      I'm going to try these out and post my impressions

      Comment

      • whosnext00
        Pro
        • Sep 2011
        • 596

        #4
        Re: whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

        Originally posted by Sturzinator
        Did you really mean to have the Human run block 25 and the CPU's 0? I like the look of all the numbers, but this one and the QBA at 3 jump out at me.

        Just want to be sure I'm reading it right....you have human on the left and CPU to the right of the hash - correct?

        Equal based sets are always the most appealing to me, so I will try these out.

        You read it right. Since the latest patch, the CPU run game is beastly. Of course this set is still being refined but it's pretty close I think.

        Do post your thoughts after a few games, would love to hear them

        Comment

        • mooch49
          Pro
          • Oct 2003
          • 915

          #5
          What difficulty are these for? They look very promising.

          Sent from my YP-G70 using Tapatalk 2

          Comment

          • The ArkanSaw
            Rookie
            • Aug 2012
            • 421

            #6
            Re: whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

            You get an A+ for this. I have always tried using Dynamic sliders for more of an authentic fel instead of "stat seeking" sliders that makes the game rough and unrealistic.

            Broken tackles at 0 with Tackling at 0 is what i use as it really makes Elusive/Trucking backs shine while the better tacklers will be more valuable.

            The QBA/Catch combo i have used and loved the animations. Makes star receivers feel more amazing.

            Pass blocking at 0 is correct because with it at 50 i have noticed that the line moves as a unit and you wont see individual battles and it makes line interaction bad.

            Pass rush at 0 makes having edge rushers more important and you wont see no names getting to the QB at will. At high numbers you will see alot of pocket collapses.

            I believe each slider is a threshold slider in the fact that it correlates with the whole team. If im playing with blaine Gabbert with a 10 or lower QBA, then he will play like Blaine Gabbert.But the more i move the QBA up he will be on the same level as Tom Brady and Aaron Rodgers.

            Same for WR catch. They more you move it up, the more receivers will be reliable. And lower makes every wide receiver on the field play worse and worse.

            So basically my advice to you is view each slider like a threshold for that particular skill. Each tick makes The ENTIRE team play better or worse in that particular slider.

            Great Sliders.

            Comment

            • whosnext00
              Pro
              • Sep 2011
              • 596

              #7
              Re: whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

              OP updated, check what's in red.

              Comment

              • whosnext00
                Pro
                • Sep 2011
                • 596

                #8
                Re: whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

                Originally posted by The ArkanSaw
                You get an A+ for this. I have always tried using Dynamic sliders for more of an authentic fel instead of "stat seeking" sliders that makes the game rough and unrealistic.

                Broken tackles at 0 with Tackling at 0 is what i use as it really makes Elusive/Trucking backs shine while the better tacklers will be more valuable.

                The QBA/Catch combo i have used and loved the animations. Makes star receivers feel more amazing.

                Pass blocking at 0 is correct because with it at 50 i have noticed that the line moves as a unit and you wont see individual battles and it makes line interaction bad.

                Pass rush at 0 makes having edge rushers more important and you wont see no names getting to the QB at will. At high numbers you will see alot of pocket collapses.

                I believe each slider is a threshold slider in the fact that it correlates with the whole team. If im playing with blaine Gabbert with a 10 or lower QBA, then he will play like Blaine Gabbert.But the more i move the QBA up he will be on the same level as Tom Brady and Aaron Rodgers.

                Same for WR catch. They more you move it up, the more receivers will be reliable. And lower makes every wide receiver on the field play worse and worse.

                So basically my advice to you is view each slider like a threshold for that particular skill. Each tick makes The ENTIRE team play better or worse in that particular slider.

                Great Sliders.
                Thank you, much appreciated!

                After spending about 8 hours today playing game after game and watching every intricacy during gameplay and in replays, I finally decided to post them for everyone to benefit from.

                Hopefully we can make these better.

                BTW: I started with All-Madden on these.

                Comment

                • pyr0sphere
                  Rookie
                  • May 2009
                  • 217

                  #9
                  I'll definitely give these a try tomorrow. Maybe you might have Auto Subs in the OP by that time?

                  Sent from my Toasted Marshmallow using Tapatalk 2

                  Comment

                  • soil2thesun
                    Rookie
                    • Oct 2012
                    • 39

                    #10
                    Re: whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

                    These look great giving them a try now...these are for CCM correct??

                    Comment

                    • cedwebb
                      MVP
                      • Oct 2005
                      • 1160

                      #11
                      Gave these a go and they are really good! I only played one half of a game but these feel right. Everything you stated on the original post is true. I saw all kinds of missed passes from the QBs which was cool. The animations, speed of the game, everything felt spot on.

                      I was playing in broadcast view using coaching mode as much as possible. Looked at the stats after the first half and the only thing that concerned me was the CPU completion percentage. Andrew Luck threw for 38% and he was missing a lot of throws he shouldn't have. My only suggestion on these is to raise the CPU accuracy a tad from 3. Again I only played one half and that stuff can happen but he was also on a hot streak at the time. Overall great set!

                      Comment

                      • whosnext00
                        Pro
                        • Sep 2011
                        • 596

                        #12
                        Re: whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

                        Originally posted by cedwebb
                        Gave these a go and they are really good! I only played one half of a game but these feel right. Everything you stated on the original post is true. I saw all kinds of missed passes from the QBs which was cool. The animations, speed of the game, everything felt spot on.

                        I was playing in broadcast view using coaching mode as much as possible. Looked at the stats after the first half and the only thing that concerned me was the CPU completion percentage. Andrew Luck threw for 38% and he was missing a lot of throws he shouldn't have. My only suggestion on these is to raise the CPU accuracy a tad from 3. Again I only played one half and that stuff can happen but he was also on a hot streak at the time. Overall great set!

                        Hey thanks and glad you enjoy them

                        When it comes to QBA, here's the problem. When on 3, the Acc % is far too small, then at 4 it's far too big, so I tried raising the Pass Rush on 4 and it fixes the Acc % but almost every pass is a short one, there are far too many sacks and they don't scramble like that should. It's a weird paradox, but a true one.

                        You can't raise the Pass Block as then the blocking and all that goes all screwy.

                        So all in all, QBA at 4 is right IF we can get the % down just a tad. You can't lower WR catch without raising Pass Block or QBA. Also on QBA 4, there aren't as many under throws, over throws, etc.

                        I might just put QBA at 4 and raise the pass rush just a little. I'll post an update to the OP soon on that.

                        Comment

                        • whosnext00
                          Pro
                          • Sep 2011
                          • 596

                          #13
                          Re: whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

                          Originally posted by soil2thesun
                          These look great giving them a try now...these are for CCM correct??

                          You can use them for Play Now or CCM.

                          Updated OP

                          Comment

                          • Sturzinator
                            Pro
                            • Aug 2012
                            • 917

                            #14
                            Re: whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

                            Just about halftime and initial impressions are pretty good, but there are some areas of concern :

                            - WRs vacuum up everything. No drops.
                            - I am having a bit too easy time of it running with AP and Gerhart (MN CCM).
                            Lots of broken tackles.
                            - CPU run game (SF) is ok, but needs more push. A few too many runs for
                            negative yardage, offset by a couple of medium gainers. Not many of the 2 to
                            4 yard types.


                            Overall a pretty good feel to it, but needs some refinements here and there. Definitely a good starting point with potential.

                            Comment

                            • whosnext00
                              Pro
                              • Sep 2011
                              • 596

                              #15
                              Re: whosnext00's Madden 2013 Slider for Realistic Gameplay and Stats

                              Originally posted by Sturzinator
                              Just about halftime and initial impressions are pretty good, but there are some areas of concern :

                              - WRs vacuum up everything. No drops.
                              - I am having a bit too easy time of it running with AP and Gerhart (MN CCM).
                              Lots of broken tackles.
                              - CPU run game (SF) is ok, but needs more push. A few too many runs for
                              negative yardage, offset by a couple of medium gainers. Not many of the 2 to
                              4 yard types.


                              Overall a pretty good feel to it, but needs some refinements here and there. Definitely a good starting point with potential.
                              I'll look at those issues and see what I can do.

                              Feel free to contribute your thoughts on specific sliders and I'll take them into consideration.

                              Comment

                              Working...