*CCM Only. Online or offline.
*NOTE: ALL videos made on Fast or Normal. I cannot confirm everything I've seen on slower gamespeeds. The interactions change and the ball physics change once you go below normal. You can still run these sliders but some things just change on the slower gamespeeds that you cannot account for. Put it on normal and play a game. You will see how smooth it is and not have a reason to go back, of course unless you want to
*Thanks to a tip I use this great OS resource and a second controller to change the CPU playbooks in my CCM. Just slide the 2nd controller over, pick the playbooks, and slide back to the middle and start with the first controller and turn the 2nd one off.
http://www.operationsports.com/forum...fline-ccm.html
UPDATE 2/24!
Raised clipping to 50. Lowered holding to 1. Lowered CPU BTK to 6. RB Fatigue 81/79.
Last 3 games of Cheifs CCM (reverse order)
vs DEN - 47-44 OT
Manning 44/64 488yds 4TD/3INT 7.6ypa
McGahee 21-88 4.2 1TD 1FUM
vs OAK - 7-20
Palmer 21/30 147yds 2TD/INT 4.9ypa
McFadden 20-152 5.1 2FUM
vs Steelers 25-19 OT
Roethlisberger 30/52 364yds 2TD 0INT 7.0ypa
Kevin Smith 18-35 1.9
HUMAN
QBA 17
Pass Blocking 17
Catching 52
Break Tackle 17
Run Blocking 17
Fumble 52
Pass Reaction 17
Interception 35
Pass Rushing 6
Rush Reaction 17
Block Shedding 6
Tackle 52
CPU
QBA 52
Pass Blocking 69
Catching 52
Break Tackle 6 (or 0 if you feel like too many BTKs)
Run Blocking 35
Fumble 52
Pass Reaction 17
Interception 35
Pass Rushing 35
Rush Reaction 69
Block Shedding 35
Tackle 35
Injuries:65
Fatigue:35
Threshold: 100
Offisde:1
FalseStart:50
Holding:1
FaceMask:1
DPI:50
OPI:46
PCI:50
Clipping:50
IG:99
RTP:1
RTK:1
Default Autosubs. RB 91/89
NEWEST VIDEOS
Initial base theory
After I went back to All-Madden with all the info I gained from playing on all pro and how the sliders don't effect as much as we think. The plays just play out differently which is the randomness of the NFL but we see 2 drops in a row, or 3 missed tackles in a row and we go into the menu and changed the sliders.
Here's what I did. I looked at all the different sliders for different difficulties.
Rookie = 100HUM + 50CPU = 150 for each slider.
Pro = 75HUM + 50CPU = 125
All-Pro = 50HUM + 50CPU = 100
All-Madden = 25 + 50 = 75
Also noted BTK/WR are equal for both on All-madden while everything else is different. On ever other set all numbers are equal for both sides.
The totals add up to 900vs600 for Pro. 600vs600 for All-Pro. 350vs600 for all-madden. This tell's me that the CPU doesn't need to go above 600 and will play to the full potential of their ratings.
What I did was keep the balance in the sections so If I took points away from one thing I added to them to to another thing in that same category. I did not try to do CPU vs HUM, just keeping the numbers how they started. But based on what I've learned. So for example, HUM Passing
On All-Madden its 25, 25, 50. We know that PBK higher only makes the LTs kick out more and doesn't really make them block better or longer. Just increases their awareness to what I feel is an unrealistic level. So I put PBK on 0. 1, 5, 10 don't d make a difference. Just ruin the consistency of the game. So I have 25 points to work with and I know I don't need them in QBA so I put them in catch. Thats 25/0/75.
Hum Rushing starts 50/25/25. From what I've seen Fumble is a lot more important to break tackle in making the game fluid and making the RBs play like RBs who have been doing this since they were 6. I've had it on 100, 95, 75, everything. There really isn't a dramatic difference except for when its higher or lower than tackle. But the higher you go the better the RBs are, but of course too high and its unrealistic and throws off the balance. So I just switch the 50 from BTK to FUM.
Pass D. is all 25's and I leave it. All-madden pass D should be fine right? Don't want to put pass rush on 0 like i always do because then i'm ruining consistency. actually now I see STRONG pass rushers that push the center of the pocket. Much much more than before. And the CPU has no problem seeing open receivers. I think when we change this we completely ruin the CPU's ability to read defenses properly and then we go to IG to make them throw fast and then its just a mess.
Rush D. I know from my testing that the defense really doesn't need help shedding blocks. What they need help with is keeping up with this "new" RB that is making jukes and cuts and trying to get away or through them. When it was lower in my testing the defenders were at too much at a disadvantage. When I upped Rush Reaction they all played like Willis. So then I was just trying to balance an unrealistic setting with other settings. I also notice the tackle ANIMATIONS are determined by the fumble slider being higher. So they nice wraps and take downs come from the RBs having better balance and footwork so the defenders have to try harder to bring them all the way down or else they won't be able to. So I take the 25 points from Block Shed and put them to Rush reaction.
Same concept for CPU. 25 from QBA to WR catch. Leave PBK on 50. Don't screw with the QBs ability to judge how much time he has. But we have to adjust how many shots he takes downfield because they will get way too greedy. Also the WRs need help having that advantage over the DBs IMO when going up for the ball. I've tested it over and over and on 75 the WRs initiate an attempt for the ball. User and CPU. If I hold Y with it lower a lot of times nothing happens at all. This doesn't make the WR catch it 75% of the time in "tough catch situations" it just makes him attempt the catch and the results are great.
I take the same concept for Rush. Take 25 points from BTK and put it FUM.
On pass D I know the pass rush is too high on all-madden and I like 50 reaction time and 75 INT with 0
PR from testing so I just take those 25 points from pass rush and put them to INT but I dont zero out pass rush.
On run defense however I know the CPU needs help keeping up with me. I juke alot, I spin, I try to score every play. With Fumble higher I have more control of the RB and the RBs perform the inputs better. Just like when the CPU is making moves and my defenders can't keep up the CPU needs to be able to keep up, if not stay ahead of me and make me earn it. So I take 50 from Block shedding and put 25 in rush reaction and 25 in tackling.
And thats it. That was my base then I began tweaking.
Thats when I ran those practice scenarios I posted about and then went to playnow. The only penalty I changed was roughing the kicker (a phantom penalty, involving special teams play, but somehow it effects the pursuit angles). On Johnsons TD run I saw the CPU defender on my team make a weird hitch step for no reason at all instead of going at the RB like he was in practice. So this is the only thing I change. I leave the rest the same and the game performs as smoothly as it does in practice mode.
VIDEO EXAMPLES
A simple run that's so hard to get the CPU to do. Just run straight if no one gives you a reason to move! Trust your blocking. When I change sliders around too much they don't trust blocking and everything is out of sync.
Here's CJ at his best. On the perimeter with a 1 on 1 tackler. This is where he loves to be and where any defender would be shaky in bringing him down. See how he takes the toss and aims at the outside shoulder of the most outside defender? Thats the vision RBs need to have. Before he would do something random with no one close by and completely ruin the success of the toss. Or I've ramped up the defense so much with sliders/penalties that they can't successfully run a toss. On my last set I have teams running fine up the middle but EVERY toss is a negative play and the CPU doesn't just stop running them. That shows me the D is overpowered. This shows me realistic defense that I ruin by running like an idiot lol. See how I'm sprinting to where I think'll meet him and the contact slows him down so I miss. I should be strafing right into a big hit. Also notice how He moves AWAY from the defender as he approaches. CJ doesn't like getting tackled. Before RBs seem to LOOK for contact, even the small fast ones.
Probably the biggest reason I don't want to change anything is this run. Benson is a perennial "madden slow" RB that people hate to use, well really can't use, because of the way default madden plays. default madden preaches wide open hole or bounce it all the way outside. Most players have come to live by that and using a player like benson leads to nothing but TFL's by the DE's and OLB's so they sub in a fast RB instead of pounding inside. Because theres never any room inside and Benson is a power back who will just fall down. Not with these sliders. See how there is room in the middle against that weakarse Jaguars front. Look at the push. But still I have a perfect chance for a 1 on 1 tackle in the hole but I sprint it out and miss the tackle. I also panic and switch to the other player and run right into the blocker. But look how Benson covers the ball, hes a power back. He's preparing for contact. Then when hes in the open field he runs away for the TD.
And here's locker checking down the RB just fine in the face of a heavy blitz.
Just a cool animation. On different settings but Fast speed 100 threshold leads to all these animations I think.
I finally keep it inside with Turner and am able to get some yards. Then I run a play action pass to Julio that gets broken up by the trailing Safety. My guard pulled and got a really nice block on the LB and Turner was able to keep his balance as I rubbed up against a blocker. First time I felt like I was running with a power back. I've been going side to side with Turner way too much. With Fumble high power backs can keep their balance and fight through tackles and get that inside yardage. (Different sliders, same speed/thresh to show animations and what high fumble/btk/balance can do)
Then I try to hit Julio on the deep post off of playaction. Wanted to highlight the WR's footwork and the defenders reactions to the ball. See the more physical, less coverage Saints safety's are not able to make a play on the ball but one is smarter and makes a play on the receiver. I could do this same scenario again and maybe Julio hangs on, maybe the S jumps him, maybe they dont bite on the PA if I dont have a 10 yard run before it. (different sliders but 75 WR catch, to show the DB's can keep up with it but WRs can make great catches. Balance.)
Look at the interaction, plus Palmer can't throw. This was on other settings, see how bad that looks. But again, highlighting the animations.
Headtracking on DB swat/passblocking [VOLUME CHECK]
WR/DB interaction
Fatigue/Autosubs
This is key, and part of the reason I included "Simulation" in the title. Here's my stance on fatigue: Most position's, players in general, dont sub because they are tired. RBs and WRs do sometimes have long runs or if they take a big shot. Your QB or oline is never sitting a play because they got tired. Same goes for your defense for the most part. LBs and Dlineman get rotated by their coaches for packages, freshnesss, we CANNOT rely on madden to this based off fatigue.
Game Options
Skill Level: All-Madden
Playcall style: Preference.
QTR Length: 15 minutes.
Acc Clock: Preference (I use 13 against CPU. 20 in head to head)
Autostrafe: OFF (If you plan on playing a lot user D, i do, learn to use the Strafe trigger to move in small spaces and square up for tackles)
Autosprint: ON (Never push sprint. Juices CPU pursuit)
Injuries: 65
Fatigue: 35
Gamespeed: FAST/Preference.
Player Min Speed Threshold: 100
Coachmode: Optional
Please set the Skil Level first. Use gameflow and just push X if you want to pick your own play. QTR Length and Acc Clock are really just preferences based on how long of a game you have time to sit down for and if you want a real number of plays. Still testing fatigue/injuries but with it on 35 if a team has a long drive you WILL have to take into account the fatigue of your players. If you turn the ball over after a long drive look out. If you go 3 and out, lookout. If you can't get off the field on 3rd down, look out! I'll let the videos speak for the validity of Fast speed and 100 thresh.
And that's it folks. I don't have any house rules. Do what you have to do to stop the CPU. Do what you have to do to score as many points as you can. I'm confident that these sliders force you to play within the limits of the team you are using. You can still score every drive with the browns if you are patient, quick, and can really mix up your play calling. Like I said this is simulation, you will have to audible, shift you line, use the Total control passing, be careful on defense: don't dive at tackles, go for the swat, don't screw up a players gap assignment (yes gap in the run game) or coverage assignment or else you will play. Have confidence in your QB's throws, even if your QB is weak stick to those short throws and theres no reason you cant have success. It's harder of course when you cant spread the field and just throw 10 yards every play but its real. If your LG can't hold a block, get a new LG. If you'r D can't stop the run change your play calling. If they can't stop the pass, change your play calling. If they can't stop either, learn how to user and get use to playing with a bad defense and try to cause turnovers. If the DB's are taking the wrong pursuit angle, bring them closer to the LOS they obviously don't operate too well in space. Or get some new DBs. If you are getting gashed with 7 in the box you NEED 8. If 8 isn't working you NEED 9. If you don't want to give up a big pass play you better not be bringing a safety down TO the LOS, you have to keep them at a respectable distance or the CPU will throw it over top and because their WR has 75 catch they are not going to just watch you intercept it. Chasing defenders on a streak are at the BIGGEST disadvantage on defense and if you give them that throw and they get 50 on you jumping over someone thats on you. That's how it goes. But if we don't give the CPU this ability then there is no fear on D. there is no reason I can't just safety blitz to stop the run and get easy sacks because if throws deep i'll get the easy user pick. It's going to be tough at first but theres no reason I should be able to stop the Packers with the Jaguars D without spectacular playcalling and user skills and its showing, down 14-0 in the first. Hopefully you all have fun with these. The nights of testing for a drive, changing a slider, and restarting are over for me! Trying to chase constant perfection from all the players isn't realistic. I wasn't shutting teams down with the Falcon's defense like it was the 49ers
. Like KB said "more football, less madden"!
User submitted:
http://www.youtube.com/watch?feature...&v=u4x1TJ3Rcz0