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Old 07-07-2015, 12:21 PM   #1
Dj_MyTime
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Thumbs up The Impact Impact of User vs User Sliders In CFM 5.0*

As many of you know I had begun development for user vs user sliders at the end of Madden 12 to carry over to Madden 13's CFM. Well we had really good results and that allowed us to start with a very sturdy base that’s carried over the last several years of Madden.

Our goal in the MCL is ‘’To Make Ratings Matter’’ and that is exactly what we believe these slider adjustments do for user vs user match-ups in CFM.

Game Settings/Sliders-

All-Madden is the base we started with...

Game Speed-Normal

Fatigue-60 (will allow auto-subs to kick in, and increase injury risk due to over-use)

Injuries-58 (minor injuries occur more frequently, works hand in hand with fatigue)

Speed Threshold-7 (creates disparity between slower/faster players)

FG Power-50

FG Accuracy-35 (Will throw in some misses – use 50 if you don’t like semi-random misses)

Passing Offense-(70 out of 300)

QB Acc-25:Quarterbacks, like Geno Smith, Johhny Manziel will limit your passing offense efficiency with over and under throws. Pass lead is much more sensitive with these lower tier QB’s as well. Meanwhile QB’s like Rodgers, and Brady can be pin point accurate with the once in a while inaccurate throw. **You can try QB Acc at 10 (my preference for realism, but we raised it because users with lesser QB's were really struggling)**


Pass Blocking-0:You better pay attention to who you have on your line, and their pass blocking skill sets. If you do not, your QB will find himself on his back if you hold onto the ball to long too often. I'd suggest keeping in 6 or 7 with a weaker line if you're pushing the ball vertically vs a good DL group. (Shorter 'Patty Cake' animations for OL/DL )

WR Catching-45:At this setting WR's with 70's or lower catch and catch in traffic ratings are far more likely to drop a catch while getting hit, or in crowded spaces. Putting an emphasis on targeting receivers who can run routes and catch vs targeting speed only. Slower receivers like a Reggie Wayne are able to have more of a role, while speed receivers maintain their roles but can’t do it all unless they are developed well.

Run Offense-(50 out of 200)

Run Blocking-0:We lowered this as the run blocking on Madden was already effective, and this helps lower the effectiveness of perceived ‘money’ runs like ’01 trap’ ‘Pistol Power’ and ‘Counter’ runs.

Fumbles-50:We've witnessed more fumbles while performing moves (jukes/spins/etc.) where the ball isn't protected combined with additional fatigue.

Pass Defense-(260 out of 300)

Reaction Time-60:This has been great with the Read and React System they've implemented the last few years. We're not seeing an increase in route mirroring in man, or psychic defenders in zone who may have been cleared out by a route. What we are seeing is positive reactions to passes when in zone and man. However if you are ‘late’ aka passing after you ‘see’ the receiver open there’s a good chance higher rated defensive backs will break on the ball and make a play. This puts an emphasis on timing your throws as a passer.

Interceptions-100:This will cause those 'Gunslinger Mentality' users to think twice before carelessly testing double/triple coverage. Combined with the 'Ball Hawk' defensive ability you just can't throw at defenders. There are still plenty of drops, however you're far more likely to succeed with players in position to make a play.

Pass Coverage-100:Defenders with the ratings necessary to maintain assignments do so more consistently. Lower rated defensive backs still get beat by top end receivers regularly. This puts even more emphasis on making sure you have receivers who can run routes, receivers under <80 route running really struggle vs defensive backs with >85 man coverage on routes like slants, deep in/out cuts, curls, etc. Receivers with higher release however are still effective getting off the press allowing them to have their roles as well to keep defenses honest.

Run Defense-(100 out of 100)


Tackling-100:This allows defenders with higher ratings to make those stuffs one on one stops in the whole. No DT's getting trucked etc. unless they’re off balance. There are missed tackles but it's usually when you aren't hitting the ball-carrier head on, arm tackles, etc.

As you can see by looking at the sections totals the majority of favor is on the defensive side of the ball. Madden historically has always favored the offense and it's very apparent in user vs user matches. Our hope is to get guys back to more X's and O's vs just running what works on Madden.
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The Impact of User vs User Sliders In CFM 5.0*

http://www.operationsports.com/forum...post2047473988

Last edited by Dj_MyTime; 07-07-2015 at 02:05 PM.
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