Summary of what sliders do_Oraeon

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  • Oraeon1224
    Pro
    • Jul 2008
    • 861

    #1

    Summary of what sliders do_Oraeon

    Since EA never releases explanations I have done some testing in practice mode. You can't test in game because play calls and defense calls have dramatic effects on sacks and interceptions (test it out yourself, I can sack the AI every time if coverage lines up). All testing was comparing set plays and changes observed. You can see my statistics and sliders thread for the actual tests if you wish.


    Threshold: Lowering this increases HB and WR speed against LB but generally won't have much effect on WR vs CB interactions unless there is a significant speed mismatch. Potentially could muck up other parts of the game such as pass rush, open recievers etc... Adjust to extremes at your own risk.

    QB accuracy: Effects incomplete passes. It does not effect decision making or choices same distribution of short, medium and long passes. On further testing QB accuracy does not effect scrambling it was an error of too few samples. If you combine very low QB ACC 5-15 range with wide open passes (low pass coverage and high pass reaction you may get the results you are looking for).

    Pass blocking: No discernable effect this year in AI vs AI interactions. It does markedly change the outcome of the players button press to beat the CPU offensive lineman blocking him. This stupid decision by EA porks the entire blocking slider. I set for CPU at 100 that way if I want to play DE it isn't too easy (you only win 30-40% of the time instead of 50% on default).

    WR catching: Does what it says and increases or decreases drops

    Run blocking: Raising this slider increases YPC and reduces TFL stats in game. Use to assist AI run game only after you adjust tackles.

    Fumbles: Works but hard to quantify. The lower the number the more the fumbling.

    Reaction time: This effects the reaction to the ball in the air and within the zones in zone defense. It also appears to boost the acceleration statistic of defenders to regain position. It has no effect on sacks but the lower the slider the better the defense and the more interceptions and deflections. Has no effects on play action or other trick plays. Summary: Higher reaction time makes the defense looser and reduces interceptions and deflections and increases YAC. Lower setting makes the defense tighter and increases INT and DEFL

    Interceptions: Has no discernable effect on pass coverage. It does seem to control how often the AI drops the pass. Reaction seems to have more of an effect on closing to the pass.

    Pass coverage: Effects route running statistic of the WR vs coverage statistic of the CB most likely. Has 2 impacts. 1) It controls the number of coverage sacks when zone offense is called (i.e. no one is open). 2) It cause defenders to visually make the wrong cut on cutting plays (outs, post, slants) and generate space. Reduce this slider to result in more open reciever's and less quarterback sacks particularly against zone.


    Tackling: Used to generate more broken tackles. The lower the more broken tackles and big plays.
    Last edited by Oraeon1224; 09-13-2014, 12:52 AM.
  • SwaggerCoach
    MVP
    • Oct 2011
    • 1342

    #2
    Re: Summary of what sliders do_Oraeon

    Originally posted by Oraeon1224
    Since EA never releases explanations I have done some testing in practice mode. You can't test in game because play calls and defense calls have dramatic effects on sacks and interceptions (test it out yourself, I can sack the AI every time if coverage lines up). All testing was comparing set plays and changes observed. You can see my statistics and sliders thread for the actual tests if you wish.


    Threshold: Lowering this increases HB and WR against LB but generally won't have much effect on WR vs CB unless there is a significant speed mismatch. Potentially could muck up other parts of the game such as pass rush, open recievers etc...


    QB accuracy: Not tested yet


    Pass blocking: No discernable effect this year. Do whatever you want with it, EA's new interaction system seems to have broken it. Sack numbers are due to coverage anyway (i.e. coverage sacks).


    WR catching: Does what it says and increases or decreases drops


    Run blocking: Raising this slider increases YPC and reduces TFL stats in game. Use to assist AI run game only after you adjust tackles.


    Fumbles: Works but hard to quantify. The lower the number the more the fumbling.


    Reaction time: This effects the reaction to the ball in the air and within the zones in zone defense. It also appears to boost the acceleration statistic of defenders to regain position. It has no effect on sacks but the lower the slider the better the defense and the more interceptions as opposed to deflections you see. Summary: Makes pass defense tighter and reduces YAC (adjust if YAC is too high)


    Interceptions: Has no discernable effect on pass coverage. It does seem to control how often the AI drops the pass. Reaction seems to have more of an effect on closing to the pass.


    Pass coverage: Effects route running statistic of the WR vs coverage statistic of the CB most likely. Has 2 impacts. 1) It controls the number of coverage sacks when zone offense is called (i.e. no one is open). 2) It cause defenders to visually make the wrong cut on cutting plays (outs, post, slants) and generate space. Reduce this slider to result in more open reciever's and less quarterback sacks particularly against zone.


    Tackling: Used to generate more broken tackles. The lower the more broken tackles and big plays.

    Thanks for doing the research! This was much needed.

    So for defense reaction time, you're saying the lower you go with this slider, the faster the D will accelerate to get back into position? And you will see more interceptions?


    Sent from my iPad using Tapatalk

    Comment

    • Oraeon1224
      Pro
      • Jul 2008
      • 861

      #3
      Re: Summary of what sliders do_Oraeon

      Originally posted by SwaggerCoach
      Thanks for doing the research! This was much needed.

      So for defense reaction time, you're saying the lower you go with this slider, the faster the D will accelerate to get back into position? And you will see more interceptions?




      Correct. In my testing the lower the more interceptions. Interestingly there were more deflections at higher sliders because those interceptions turn into deflections. The pass coverage slider has the biggest effect on open receiver's and reaction changes the gap between players (i.e. with very low reaction times but coverage also low the CB can make the wrong move and be out of position badly and still not recover.

      Comment

      • PMO
        Banned
        • Aug 2010
        • 625

        #4
        Re: Summary of what sliders do_Oraeon

        Originally posted by Oraeon1224
        Since EA never releases explanations I have done some testing in practice mode. You can't test in game because play calls and defense calls have dramatic effects on sacks and interceptions (test it out yourself, I can sack the AI every time if coverage lines up). All testing was comparing set plays and changes observed. You can see my statistics and sliders thread for the actual tests if you wish.


        Threshold: Lowering this increases HB and WR against LB but generally won't have much effect on WR vs CB unless there is a significant speed mismatch. Potentially could muck up other parts of the game such as pass rush, open recievers etc...


        QB accuracy: Not tested yet


        Pass blocking: No discernable effect this year. Do whatever you want with it, EA's new interaction system seems to have broken it. Sack numbers are due to coverage anyway (i.e. coverage sacks).


        WR catching: Does what it says and increases or decreases drops


        Run blocking: Raising this slider increases YPC and reduces TFL stats in game. Use to assist AI run game only after you adjust tackles.


        Fumbles: Works but hard to quantify. The lower the number the more the fumbling.


        Reaction time: This effects the reaction to the ball in the air and within the zones in zone defense. It also appears to boost the acceleration statistic of defenders to regain position. It has no effect on sacks but the lower the slider the better the defense and the more interceptions as opposed to deflections you see. Summary: Higher makes pass defense tighter leading to interceptions and reduces YAC (adjust if YAC is too high), lower increases YAC and reduces interceptions


        Interceptions: Has no discernable effect on pass coverage. It does seem to control how often the AI drops the pass. Reaction seems to have more of an effect on closing to the pass.


        Pass coverage: Effects route running statistic of the WR vs coverage statistic of the CB most likely. Has 2 impacts. 1) It controls the number of coverage sacks when zone offense is called (i.e. no one is open). 2) It cause defenders to visually make the wrong cut on cutting plays (outs, post, slants) and generate space. Reduce this slider to result in more open reciever's and less quarterback sacks particularly against zone.


        Tackling: Used to generate more broken tackles. The lower the more broken tackles and big plays.

        Are you going to make a slider set based off these for a true realistic sim feel of games?

        Comment

        • SwaggerCoach
          MVP
          • Oct 2011
          • 1342

          #5
          Re: Summary of what sliders do_Oraeon

          Originally posted by PMO
          Are you going to make a slider set based off these for a true realistic sim feel of games?
          Yeah I'd love to see what you come up with.

          The first thing I'm going to test when I get home on Sunday will be pass reaction time and pass coverage at various settings.

          Comment

          • heelphreak
            MVP
            • Oct 2010
            • 1022

            #6
            Re: Summary of what sliders do_Oraeon

            Oraeon did some great work with the NCAA titles using these methods.
            Tar Heels | Panthers | Hornets

            Comment

            • bizkitlimped
              Just started!
              • Dec 2012
              • 3

              #7
              Re: Summary of what sliders do_Oraeon

              Okay guys I wasn't able to make a thread due to post count or something but using the theory of lowering the reaction time and upping the pass coverage I have came up with a set of sliders for the slider guys to maybe fine tune a bit. I played a half as the bucs against the cowboys and I noticed a few things; cpu run game was a kinda weak for the most part...at one point Murray was 7car. for 5yds. with that said run block could be bumped up a bit but it would be interesting to see how it played for a full game. Human run game was okay I broke off a 30+ yard run but it seemed pretty decent for the most part...could up cpu tackling to help make this more challenging.

              Both cpu and Human passing were pretty solid. I noticed the awareness of romo to get rid of the ball relatively quickly when pressured...he even side stepped a Gerald McCoy who blew up the RG to complete a 10 yard in route across the middle...Also saw him take a few shots deep. with that said see what you guys think and come up with. hopefully if they play good for others someone can make a thread about them.

              All Madden
              12min
              15sec runoff
              Normal speed
              fatigue 60
              injuries 55
              threshold 0

              penalties default

              auto subs using Aarons auto subs

              special teams default settings

              Human

              QB ACC 35
              Pass Block 1
              WR catch 30
              Run block 1
              Fumbles 1
              Pass React 1
              Intercept 40
              Pass Cover 50
              Tackling 1

              CPU

              QB ACC 40
              Pass Block 1
              WR catch 30
              Run block 1
              Fumbles 1
              Pass React 1
              Intercept 40
              Pass Cover 50
              Tackling 40


              Give them a shot and see what you guys think.

              Comment

              • Oraeon1224
                Pro
                • Jul 2008
                • 861

                #8
                Re: Summary of what sliders do_Oraeon

                Originally posted by bizkitlimped

                All Madden
                12min
                15sec runoff
                Normal speed
                fatigue 60
                injuries 55
                threshold 0

                penalties default

                auto subs using Aarons auto subs

                special teams default settings

                Human

                QB ACC 35
                Pass Block 1
                WR catch 30
                Run block 1
                Fumbles 1
                Pass React 1
                Intercept 40
                Pass Cover 50
                Tackling 1

                CPU

                QB ACC 40
                Pass Block 1
                WR catch 30
                Run block 1
                Fumbles 1
                Pass React 1
                Intercept 40
                Pass Cover 50
                Tackling 40


                Give them a shot and see what you guys think.


                Just to clarify. My testing showed that pass reaction effects interceptions and recovery not initially getting open. Pass coverage determines CB screwing up their coverage (you can test yourself on post routes or out routes by changing from 0 to 100 and observe how many times the defender is flat footed or turns the wrong way). I would decrease Pass coverage to reduce sacks.


                Your settings should result in the following:
                Lower pass reaction (i.e. they react quicker) equals more interceptions and tighter coverage (might be good for making it harder for the player, but bad for the CPU) should result in more sacks (in testing it actually didn't). If you want more open receiver's reduce pass coverage (worse coverage).

                Comment

                • Oraeon1224
                  Pro
                  • Jul 2008
                  • 861

                  #9
                  Re: Summary of what sliders do_Oraeon

                  Finished QB ACC testing.

                  Comment

                  • SwaggerCoach
                    MVP
                    • Oct 2011
                    • 1342

                    #10
                    Re: Summary of what sliders do_Oraeon

                    Originally posted by Oraeon1224
                    Finished QB ACC testing.

                    I see you suggested combining low QB Acc with high reaction time. Couldn't you also flip these? Higher QB Acc with lower/tighter reaction time?

                    I like having the QBA up higher because I think the CPU is at least slightly more prone to scramble and avoid sacks.

                    Comment

                    • Oraeon1224
                      Pro
                      • Jul 2008
                      • 861

                      #11
                      Re: Summary of what sliders do_Oraeon

                      Originally posted by SwaggerCoach
                      I see you suggested combining low QB Acc with high reaction time. Couldn't you also flip these? Higher QB Acc with lower/tighter reaction time?

                      I like having the QBA up higher because I think the CPU is at least slightly more prone to scramble and avoid sacks.
                      My testing does support your assertion that the quarterback scrambles more at high QBA (though if it is accuracy I don't know why). The problem is that the CPU never throws an errant pass unless hit during the act even if scrambling and all passes are perfectly placed reducing deflections and interceptions. Try it out and let me know how it works but I suspect using high QBA with low (better Pass reaction) will have too high a Completion % and not enough deflections. You may get balanced results, but my plan is to recreate a realistic NFL passing game with a mixture of deflections, drops, interceptions, and incompletions from bad throws. I am hoping the patch fixes the sacks (either through QB changes or by making the pass blocking slider actually work).

                      So far I am getting very good looking results with QBA around 10 and Pass coverage at 10 and Pass reaction at 80. However, that doesn't mean that will work in game or that sacks won't break the game for me. So you may have the best plan. However when maxed out QBA only seemed to increase 2 scrambles a game over 0 and didn't make much of a dent in sacks (it doesn't actually seem to make the QB smarter, or throw deeper).

                      Comment

                      • Ruben2424
                        Rookie
                        • Apr 2014
                        • 159

                        #12
                        Re: Summary of what sliders do_Oraeon

                        When you stop and think about it, it's crazy that we have to go through all this trouble of adjusting sliders to get a realistic football simulation. Shouldn't the people at EA be the one's who figure this thing out before releasing the game?
                        MLB: Miami Marlins
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                        NBA: Miami Heat
                        NCAA: Florida State Seminoles
                        NHL: Florida Panthers

                        Comment

                        • SwaggerCoach
                          MVP
                          • Oct 2011
                          • 1342

                          #13
                          Re: Summary of what sliders do_Oraeon

                          Originally posted by Oraeon1224
                          My testing does support your assertion that the quarterback scrambles more at high QBA (though if it is accuracy I don't know why). The problem is that the CPU never throws an errant pass unless hit during the act even if scrambling and all passes are perfectly placed reducing deflections and interceptions. Try it out and let me know how it works but I suspect using high QBA with low (better Pass reaction) will have too high a Completion % and not enough deflections. You may get balanced results, but my plan is to recreate a realistic NFL passing game with a mixture of deflections, drops, interceptions, and incompletions from bad throws. I am hoping the patch fixes the sacks (either through QB changes or by making the pass blocking slider actually work).

                          So far I am getting very good looking results with QBA around 10 and Pass coverage at 10 and Pass reaction at 80. However, that doesn't mean that will work in game or that sacks won't break the game for me. So you may have the best plan. However when maxed out QBA only seemed to increase 2 scrambles a game over 0 and didn't make much of a dent in sacks (it doesn't actually seem to make the QB smarter, or throw deeper).

                          I can see how that's a good theory.

                          I think there's definitely more than one way to skin the cat this year.

                          Are you planning on testing these sliders in CFM?


                          Sent from my iPad using Tapatalk

                          Comment

                          • Playmakers
                            Hall Of Fame
                            • Sep 2004
                            • 15340

                            #14
                            Re: Summary of what sliders do_Oraeon

                            Originally posted by Ruben2424
                            When you stop and think about it, it's crazy that we have to go through all this trouble of adjusting sliders to get a realistic football simulation. Shouldn't the people at EA be the one's who figure this thing out before releasing the game?
                            I don't think the problem is with the sliders....

                            No company is going to release a game that caters to everyone from realism standpoint out of the box.

                            The problem is we sometimes get too caught up in chasing the perfect slider set that in reality doesn't exist.

                            AT some point i think it's just best to provide a good base set and let the USER(S) modify the set to their liking.

                            Otherwise your going to see constant slider changes all the way up til Madden 16 relases.

                            I used to be that guy who would get burnt out changing sliders....but not anymore i do things at my own pace and don't stress out over it anymore.

                            I would say if you find a set that provides good solid gameplay stick with it and just tweak on your own for changes that might be needed to fit your style of play.
                            NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
                            https://forums.operationsports.com/f...s-dynasty.html

                            Follow some the Greatest College Football players of All Time in NCAA Football 14

                            Comment

                            • Oraeon1224
                              Pro
                              • Jul 2008
                              • 861

                              #15
                              Re: Summary of what sliders do_Oraeon

                              Updated the first page with new changes. I also posted more results under my Statistics in Sliders thread. Feel free to try my beginning set. It will suck but passing wise it may look more like Sunday football, it certainly does in practice mode.


                              Playmaker is right. Also neither I nor anyone else can build sliders for you since you have your own play style and strengths. Just use a set that works for your and use this thread to understand what changes you need to make to get the results you want.


                              One last warning. If you want realistic game stats make sure the total plays per game for both teams is about 120-130 otherwise you get nonsense. If you have a number other than this you are playing too long a quarters and getting a false sense of what is going on. If you want real NFL stats for all variables check out my Statistics in Sliders thread which has all relevant stats for all 32 NFL teams.

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