Raider Ren's Madden 17 All-Madden Pure Sim Sliders

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  • Ren The Conqueror
    Gaming Avenger
    • Aug 2016
    • 2744

    #1

    Raider Ren's Madden 17 All-Madden Pure Sim Sliders



    Hey everyone! Quick background. I've been playing Madden since its creation; prior to that I was a tecmo guy. I'm a diehard NFL and Star Wars fan. In case you couldn't guess, I've been bleeding silver and black since 1991. I played high school ball, and intramural flag football at UConn. I love the game. I've been following Flazko for 2 years and have learned a ton from him about sliders and what they can potentially affect. I've whipped up my own personal set. This is a direct parallel to the concept of Flazko's Blue All-Pro set, but with all-madden modifications. This latest 1.10 patch has significantly improved game play across the board, but especially so with All-Madden. I also have a CPU heavily weighted All-Pro set posted below. Anyway, take a look, read below and give them a shot if you're still looking for a suitable set for your own individual playing needs. Good luck and have fun!


    Post Patch 1.10 release
    All-Madden Difficulty
    15 min/ 12 sec quarters OR 10-12 min/ 20 sec quarters
    Slow game speed
    Speed parity/ threshold = 50
    Injuries = 45-50 for your User v. CPU games (30-40 while you sim the rest of the CPU v. CPU games each week)
    Fatigue = 65


    Assists - your choice. I use them all except for auto-strafe
    Onfield visual feedback OFF

    USER/ CPU
    QB Accuracy: 10/6
    Pass blocking: 0/0
    Catching: 58/43

    Run blocking: 65/65
    Fumbles: 75/75

    Reaction: 28/8
    INTs: 28/23
    Coverage: 100/100


    Tackling: 75/75

    FGP: 50/50

    FGA: 35/35
    PuntP: 50/50
    PuntA: 75/75
    KickOP: 55/55



    XP --> 100% for all positions


    Auto-subs
    QB: 1/0
    RB: 93/88
    WR: 75/70
    FB/TE: 35/30
    OL: 1/0

    DE: 93/88
    DT: 93/88
    LB: 85/80
    CB: 25/20
    S: 25/20


    Alternative All-Pro Set
    15 min quarters/ 12 second play clock OR 10-12 min/ 20 seconds
    Fast game speed with
    Speed parity/ threshold at 90
    **OR**
    Normal game speed with
    Speed Parity/ threshold at 50
    --> I prefer the fast game speed/ 90 parity option with this set.

    On-field Visual Feedback OFF
    Assists - use any that you wish, though I suggest not using auto-strafe

    User/ CPU
    QB Accuracy: 17/47
    Pass block: 5/100
    Catching: 48/48

    Run block: 7/87
    Fumbles: 50/50

    Reaction: 5/100
    INTs: 43/43
    Coverage: 5/100

    Tackling: 25/75

    FGPow: 50/50
    FGAcc: 35/35
    PuntPow: 50/50
    PuntAcc: 75/75
    KOPow: 55/55



    A HUGE shout out and many thanks to Flazko for all of his efforts and hard work. I've used his concepts to create this set. It's the same concept as his blue all-pro set, with the idea of providing the most realistic and organic gameplay. Of course, it will be challenging since it's all-madden difficulty. Also a shout out to all of the regulars on Flazko's thread. He has a great group on there.

    I hope some of you can find enjoyment with this set.
    Last edited by Ren The Conqueror; 05-30-2017, 07:20 PM.
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  • Steelersfan25
    Banned
    • Jan 2017
    • 141

    #2
    Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

    So these r for cpu vs cpu

    Comment

    • Ren The Conqueror
      Gaming Avenger
      • Aug 2016
      • 2744

      #3
      Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

      Originally posted by Steelersfan25
      So these r for cpu vs cpu
      No, they are for user vs CPU. The CPU v CPU that I referenced is for injuries only. After I finish playing my game, I reduce the injury slider because the injuries in the sim'd games in your CFM can get out of hand at 45 or higher. Once I finish the week, I bump the injury slider back up before my next game. I hope this makes sense.
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      • combo87
        Rookie
        • Jan 2017
        • 29

        #4
        Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

        I still haven't found a set so I'll try these in a bit and report back!

        Comment

        • Steelersfan25
          Banned
          • Jan 2017
          • 141

          #5
          Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

          Originally posted by Raider_Ren82
          No, they are for user vs CPU. The CPU v CPU that I referenced is for injuries only. After I finish playing my game, I reduce the injury slider because the injuries in the sim'd games in your CFM can get out of hand at 45 or higher. Once I finish the week, I bump the injury slider back up before my next game. I hope this makes sense.
          It does ty

          Comment

          • XxKnicksRules215xX
            MVP
            • Mar 2016
            • 1817

            #6
            Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

            Will give em a try, game can be really good but needs a thorough clean up.

            Comment

            • Dagdags
              Rookie
              • Mar 2016
              • 85

              #7
              Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

              I also use a set based off of flazko's sliders. It looks like we're on the same page with the running game adjustments. The CPU passing game in my set up needs help. I'm curious to what you're seeing with pass blocking set at 0/0, pass coverage at 100/100 and reaction at 8/8.

              Comment

              • Ren The Conqueror
                Gaming Avenger
                • Aug 2016
                • 2744

                #8
                Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

                Originally posted by Dagdags
                I also use a set based off of flazko's sliders. It looks like we're on the same page with the running game adjustments. The CPU passing game in my set up needs help. I'm curious to what you're seeing with pass blocking set at 0/0, pass coverage at 100/100 and reaction at 8/8.
                So obviously these all go hand in hand with the passing game. The 0/0 pass blocking gives that true collapsing pocket feel, which creates that true sense of urgency for both the user and the CPU. Don't worry though, you'll still have time, but you'll need to have an idea of where you're going with the ball. Like a true NFL QB, you'll get 1, maybe 2 reads before going to your check down or underneath receiver.

                As for the reaction and coverage, here is my philosophy on those: To give the passing game a pure feel, reaction time should be minimized while coverage should be maximized. In the NFL, coverage is tight - on every play. The only time a receiver is wide open is from a blown assignment or if the DB falls down or was truly juked out of his shoes in iso coverage. All of those are rare. One of my gripes about higher reaction time, despite having some pluses to it depending on the set that you use, is defenders reacting to the ball as it leaves the QB's hand. I couldn't stand seeing a safety or defender on the other side of the field already making their way over to the "play" as the ball is being released. Incidentally, the coverage on the receiver in target will remain tight, but the defender won't react to it as quickly. If you watch the DB cover the receiver in the game, they generally are reacting to the movements of the receiver, and not the QB. The reduced reaction time gives that effect. With the lower reaction time, defenders are not going to start reacting to the ball until it's actually in the air.

                The CPU will still be able to move the ball in the air. These settings and sliders, combined with the fact that the QB Accuracy slider now works after 1.10 eliminate the robo QB - they may pick up a few first downs on a drive, but they can be stopped. You NEED to get pressure though - that is an absolute must. If you don't, you'll get shredded.

                As for the user, it's all-madden, so you still have to be smart. Take what the defense gives you, and limit the chances that you take. You'll also be able to move the ball, but you'll have some drives that stall out or you'll go 3-and-out.
                Last edited by Ren The Conqueror; 03-12-2017, 08:23 AM.
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                • Dagdags
                  Rookie
                  • Mar 2016
                  • 85

                  #9
                  Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

                  Originally posted by Raider_Ren82
                  So obviously these all go hand in hand with the passing game. The 0/0 pass blocking gives that true collapsing pocket feel, which creates that true sense of urgency for both the user and the CPU. Don't worry though, you'll still have time, but you'll need to have an idea of where you're going with the ball. Like a true NFL QB, you'll get 1, maybe 2 reads before going to your check down or underneath receiver.

                  As for the reaction and coverage, here is my philosophy on those: To give the passing game a pure feel, reaction time should be minimized while coverage should be maximized. In the NFL, coverage is tight - on every play. The only time a receiver is wide open is from a blown assignment or if the DB falls down or was truly juked out of his shoes in iso coverage. All of those are rare. One of my gripes about higher reaction time, despite having some pluses to it depending on the set that you use, is defenders reacting to the ball as it leaves the QB's hand. I couldn't stand seeing a safety or defender on the other side of the field already making their way over to the "play" as the ball is being released. Incidentally, the coverage on the receiver in target will remain tight, but the defender won't react to it as quickly. If you watch the DB cover the receiver in the game, they generally are reacting to the movements of the receiver, and not the QB. The reduced reaction time gives that effect. With the lower reaction time, defenders are not going to start reacting to the ball until it's actually in the air.

                  The CPU will still be able to move the ball in the air. These settings and sliders, combined with the fact that the QB Accuracy slider now works after 1.10 eliminate the robo QB - they may pick up a few first downs on a drive, but they can be stopped. You NEED to get pressure though - that is an absolute must. If you don't, you'll get shredded.

                  As for the user, it's all-madden, so you still have to be smart. Take what the defense gives you, and limit the chances that you take. You'll also be able to move the ball, but you'll have some drives that stall out or you'll go 3-and-out.
                  Wow, thank you for the breakdown, very much appreciated. I got a game in using 90 parity and it played great. I'll try 50 and see which one I prefer. You are spot on with the wr/db reaction, it's only 1 game but I noticed a vast improvement. Surprisingly dropping pass blocking to 0 created less pressure, but that's a good thing. The CPU qb showed common sense, which was the area I was struggling to achieve. With the settings I was using, if I broke through the line, the qb would either throw the ball out of bounds(basically a non called int grounding) or hit their all of a sudden I'm Jerry Rice wide open tight end for 10 yards. I didn't see any off that and he was moving around the pocket. Thanks for posting these. I'll get a good sample size in and let you know how it's going.

                  Comment

                  • RJK2
                    Rookie
                    • Jul 2016
                    • 66

                    #10
                    Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

                    Hey I'm liking the sliders just curious to see what your philosophy is on tackling everything else to me are playing to there ratings but I feel that neither me or the CPU is not breaking tackles not specifically any body but the big running backs who have high trucking. Thanks and keep up the good work

                    Comment

                    • RJK2
                      Rookie
                      • Jul 2016
                      • 66

                      #11
                      Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

                      Yeah db/wr reaction is definitely good as a db myself and my dad was we are very critical of getting the game to be as realistic as can be and you've done a fine job at that

                      Comment

                      • RJK2
                        Rookie
                        • Jul 2016
                        • 66

                        #12
                        Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

                        Also what are your penalty sliders default?

                        Comment

                        • Ren The Conqueror
                          Gaming Avenger
                          • Aug 2016
                          • 2744

                          #13
                          Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

                          Originally posted by Dagdags
                          Wow, thank you for the breakdown, very much appreciated. I got a game in using 90 parity and it played great. I'll try 50 and see which one I prefer. You are spot on with the wr/db reaction, it's only 1 game but I noticed a vast improvement. Surprisingly dropping pass blocking to 0 created less pressure, but that's a good thing. The CPU qb showed common sense, which was the area I was struggling to achieve. With the settings I was using, if I broke through the line, the qb would either throw the ball out of bounds(basically a non called int grounding) or hit their all of a sudden I'm Jerry Rice wide open tight end for 10 yards. I didn't see any off that and he was moving around the pocket. Thanks for posting these. I'll get a good sample size in and let you know how it's going.
                          I've actually been an advocate for the higher speed parity myself. I was messing around and found that when putting this set together 50 seemed to have a better effect. For instance, the TE's don't get that ridiculous separation from a safety or nickel CB. Also, I had an 89 yard pass play that was not a touchdown. The CPU corner was faster than my WR, so he ran me down and made the tackle. I wound being held to a FG.

                          Keep me posted on how it goes.
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                          • Ren The Conqueror
                            Gaming Avenger
                            • Aug 2016
                            • 2744

                            #14
                            Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

                            Originally posted by RJK2
                            Hey I'm liking the sliders just curious to see what your philosophy is on tackling everything else to me are playing to there ratings but I feel that neither me or the CPU is not breaking tackles not specifically any body but the big running backs who have high trucking. Thanks and keep up the good work
                            I find that in all-madden, especially with a mid-range speed parity, the big plays and scoring get out of hand. I like to use 15 min/ 12 sec quarters. The 75/75 tackling helps inhibit the big plays from getting out of hand. It really helps limit those speed backs on those toss plays. Even if they make it around the corner, they have a higher likely hood of being brought down instead of scoring every time. If you run up the middle, you need a back that can truck, be elusive or both. Matchups in formations make a difference. Smaller scat backs aren't meant to run up the gut unless they are out of the pistol or gun in the spread formation.

                            The 75/75 is mainly designed to keep the game in check if you're paying 15 minute quarters. If you play shorter quarters, you may want to reduce tackling. The idea is that if you play a 15 minute quarter game, your yardage will come as the game develops. But, the higher tackling also helps balance out the 50 parity.
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                            • Ren The Conqueror
                              Gaming Avenger
                              • Aug 2016
                              • 2744

                              #15
                              Re: Raider Ren's Madden 17 All-Madden Pure Sim Sliders

                              Originally posted by RJK2
                              Also what are your penalty sliders default?
                              I'm using Flazko's penalties. I don't get a ton, but enough to have an impact. I prefer to have higher sliders for offensive penalties; this is another way to keep the scoring under control. A lot of people want to see more defensive holding or PI calls, but that just increases the likelihood of scoring. It's really your choice. While penalties are part of the NFL, they don't necessarily translate apples to apples in Madden.
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