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KBLover's M12 Experimental Sliders, 2nd Experiment

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Old 10-02-2011, 10:46 PM   #1
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KBLover's M12 Experimental Sliders, 2nd Experiment

Based on ideas and concepts from dfos81 and Playmaker, I'm going to try a second experimental set.

Here's the sliders so far. I will present "Hard All-Pro" and All-Madden level sliders. I have dedicated franchises for each of these sets so I can test independently and with the same teams/league environments.

I added a 100 Fatigue Set for All-Madden level play.

Coaching and Scheme sliders (optional, but they do make a difference):
Examining Franchise's Elephant in the Room: Coaching Schemes


(Game Options: 27-Dec-2011)
Quarter Length: 12 Minutes
Accel Clock: 20 sec (to match the forced 20 sec of franchise mode)
Injuries: 44
Fatigue: 73
Game Speed: Normal or Very Fast (haven't tried other speeds yet)
Speed Threshold: Normal/33, Very Fast/16

Coach Mode Speed Threshold: Very Slow/15 (thanks to coach42201 for testing this and reporting findings - he uses 73 fatigue with the auto-subs that go with it)

Very Fast/16 is what I primarily use. I may need to make an adjustment for Normal/33. I know Jdoug and crazyman play on Normal. If anyone else does, let me know how it's playing now.

Coach Mode: Off (haven't tested coach mode yet, feel free to try if you'd like)

Any option not listed is Your Choice and shouldn't have any real impact, though I do encourage dabbling in custom playbooks, especially on defense if you have a favorite overall scheme.

(Coaching Sliders: 16-Feb-2012)
Offense:
Run/Pass: 50
Aggression: 100
HB Carries: 20

Positional Priorities/Style:
QB: 100/1, HB: 0/0, FB: 0/0, WR: 0/0, TE: 0/1, T: 0/1, G: 0/2, C: 0/2, K: 100/1

Defense:
3-4/4-3: Your choice
Run/Pass: 10
Aggression: 100

Positional Priorities/Style:
DE: 0/0, DT: 40/2, OLB: 0/0, MLB: 0/0, CB: 0/0, FS: 0/0, SS: 0/1, P: 100/1

3-4 Positional Priorities/Style (BETA):
DE: 80/2, DT: 80/2, OLB: 0/2, MLB: 0/0, CB: 0/0, FS: 0/0, SS: 0/1, P: 100/1

Injury & Fatigue

Injury
44


Fatigue
73







Subs






QB Out
1

QB In
2

RB Out
85

RB In
87

WR Out
66

WR In
73

FB/TE Out
66

FB/TE In
73

OL Out
24

OL In
29






DT Out
66

DT In
76

DE Out
66

DE In
76

LB Out
14


LB In
19


CB Out
24

CB In
29

S Out
24

S In
29


Penalties:
(Updated: 4-Dec-2011)
Offside: 85
False Start: 0
Holding: 56
Facemask: 56
DPI: 0
OPI: 0
KR/PR Interference: 50
Clipping: 52
Grounding: 0
Roughing Passer: 54
Roughing Kicker: 50

Starting with v3 Beta, the listed value is for Very Fast play. Any differences for Normal speed play will be noted in brackets -> [ ]


(Updated: 13-Jan-2012)
100 Fatigue Injuries and Subs

They are Very Fast/16 threshold, with Normal/33 threshold settings in [ ] - developed by AndrewGW88

Injury & Fatigue


Injury
7



Fatigue
100









Subs









QB Out
1


QB In
2


RB Out
81



RB In
84


WR Out
1


WR In
2



FB/TE Out
15



FB/TE In
25



OL Out
1



OL In
2








DT Out
30



DT In
40



DE Out
30



DE In
40



LB Out
1



LB In
2



CB Out
1


CB In
2



S Out
1


S In
2




(Positions that are mostly packages get low sub rates, which are most of them, really. DL and HB are about the only fatigue subs in most cases. If you want HB to stay in longer, try 80/82 - by AndrewGW88)





100 Fatigue Slider Settings (Front Seven Emphasis)

(Updated: 24-Apr-2012)

User CPU
QB Acc 7 55
Pass Blk 0 5
WR Catch 20 55



Break Tkl 0 10
Run Blk 0 85
Fumble 5 30



Pass Reaction 20 85
Ints 20 35
Pass Rush 55
80



Run Reaction 85 90
Blk Shed 5 55
Tackles 60 66



FG Power 38
FG Acc 40
Punt Power 41
Punt Acc 32
KO Power 50




All-Pro 100 Fatigue Slider Settings (Reactions + Pass Rush Emphasis)
(Updated: 1-Mar-2012)



User
CPU
QB Acc8
55
Pass Blk00
WR Catch3055



Break Tkl014
Run Blk15 [7]
64
Fumble20
30



Pass Reaction75
85
Ints35
35
Pass Rush85
85



Run Reaction75
85 [92]
Blk Shed5
5
Tackles50
50



FG Power38
FG Acc40

Punt Power41
Punt Acc32
KO Power50





100 Fatigue Slider Settings (Reactions Emphasis)
(Updated: 27-Feb-2012)



User
CPU
QB Acc8
55
Pass Blk00
WR Catch3055



Break Tkl014
Run Blk10 [7]
64
Fumble9
30



Pass Reaction55
85
Ints20
35
Pass Rush30
40



Run Reaction75
85 [92]
Blk Shed5
5
Tackles50
50



FG Power38
FG Acc40

Punt Power41
Punt Acc32
KO Power50




100 Fatigue Slider Settings
(Updated: 13-Jan-2012)



User
CPU
QB Acc8
15
Pass Blk00
WR Catch4040 [45]



Break Tkl00
Run Blk24 [22]
55 [60]
Fumble22
35



Pass Reaction45 [40]
45
Ints20 [15]
20
Pass Rush25
25



Run Reaction57 [47]
60
Blk Shed5
5
Tackles45
45



FG Power38
FG Acc40

Punt Power41
Punt Acc32
KO Power50



100 Fatigue Slider Settings (Block Shed Emphasis)
(Updated: 15-Jan-2012)



User
CPU
QB Acc8
15
Pass Blk00
WR Catch3045



Break Tkl00
Run Blk20
83
Fumble10
40



Pass Reaction30
50
Ints20
20
Pass Rush0
20



Run Reaction40
40
Blk Shed80
80
Tackles40
45



FG Power38
FG Acc40

Punt Power41
Punt Acc32
KO Power50











































































(27-Dec-2011)
[Normal Game speed settings in brackets]
All-Pro Sliders v3 (beta)
Slider Settings


User
CPU
QB Acc20
37
Pass Blk00
WR Catch5050



Break Tkl00
Run Blk37 [20]
90
Fumble30
40



Pass Reaction85
85 [85]
Ints25 [25]
25
Pass Rush30
50 [52]



Run Reaction85
85 [85]
Blk Shed40 [30]
50 [55]
Tackles50
50



FG Power38
FG Acc40

Punt Power41
Punt Acc32
KO Power50







(27-Dec-2011)
[Normal Game speed settings in brackets]
All-Pro Sliders v3 (beta)
Slider Settings


User
CPU
QB Acc20
37
Pass Blk00
WR Catch5050



Break Tkl00
Run Blk37 [20]
90
Fumble30
40



Pass Reaction85
85 [85]
Ints25 [25]
25
Pass Rush30
50 [52]



Run Reaction85
85 [85]
Blk Shed40 [30]
50 [55]
Tackles50
50



FG Power38
FG Acc40

Punt Power41
Punt Acc32
KO Power50


(Updated 27-Dec-2011)
[Normal Game speed settings in brackets]
All-Madden Sliders v3 (beta)
Slider Settings



User
CPU
QB Acc10
15 [33]
Pass Blk00
WR Catch4545



Break Tkl00
Run Blk15 [14]
55
Fumble30 [20]
40



Pass Reaction50 [45]
50 [75]
Ints15
15 [26]
Pass Rush30
40 [35]



Run Reaction50 [45]
50 [75]
Blk Shed5
5 [45]
Tackles45
50 [45]



FG Power38
FG Acc40

Punt Power41
Punt Acc32
KO Power50




(17-Nov-2011)
All-Madden Sliders v2
Slider Settings


User
CPU
QB Acc20
27
Pass Blk00
WR Catch4545



Break Tkl00
Run Blk36
36
Fumble1313



Pass Reaction40
40
Ints15
15
Pass Rush2020



Run Reaction4040
Blk Shed0
0
Tackles3535



FG Power38
FG Acc40

Punt Power41
Punt Acc32
KO Power50


All-Pro v2.0 (26-Nov-2011)
Slider Settings



User CPU
QB Acc 27 70
Pass Blk 0 0
WR Catch 45 45




Break Tkl 0 0
Run Blk 54 69
Fumble 28 28




Pass Rea 67 67
Ints 30 30
Pass Rush 30
30





Run Rea 70
70
Blk Shed 40
40

Tackles 40 40





FG Power 38

FG Acc 37

Punt Power 41

Punt Acc 32

KO Power 50




(31-Oct-2011)
All-Pro Sliders
Slider Settings



User CPU
QB Acc 19 85
Pass Blk 19 19
(or 81)

WR Catch 45 45




Break Tkl 0 0
Run Blk 39 69

Fumble 28 28




Pass Reaction 15
56
Ints 40
40

Pass Rush 84 84




Run Reaction 40
58
Blk Shed 14 19
Tackles 21 26




FG Power 38

FG Acc 37

Punt Power 41

Punt Acc 32

KO Power 50









(31-Oct-2011)
All-Madden Sliders
Slider Settings



User CPU
QB Acc 15 30
Pass Blk 0 0
WR Catch 45 45




Break Tkl 0 0
Run Blk 42 47
Fumble 23 23




Pass Reaction 15
15

Ints 40 40
Pass Rush 20 20




Run Reaction 40 40
Blk Shed 14 14
Tackles 21 21




FG Power 38

FG Acc 37

Punt Power 41

Punt Acc 32

KO Power 50

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Last edited by KBLover; 04-24-2012 at 12:11 AM.
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Old 10-02-2011, 11:56 PM   #2
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Re: KBLover's M12 Experimental Sliders, 2nd Experiment

Isn't there a trucking rating which could be used for brk tackle?

Impact block included in pass block?

Strength maybe should be included in fumbles (stringer players fumble less)

Pass rush shouldn't include blk shed as there is a separate block shed slider..

These r all IMO..
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Old 10-03-2011, 12:01 AM   #3
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Re: KBLover's M12 Experimental Sliders, 2nd Experiment

What's ur reasoning for finding every team as well as the league average?

Mind u- I spent 3 hours on ONE team.. And achieve essnektally the same numbers (+ or - 1 to 2 clicks legit) as the other guy doing this by just using overalls.. So the overalls are basically giving us the same
Numbers as
Doing it this way :/
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Old 10-03-2011, 01:00 AM   #4
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Re: KBLover's M12 Experimental Sliders, 2nd Experiment

Quote:
Originally Posted by Chedapalooza
Isn't there a trucking rating which could be used for brk tackle?

Impact block included in pass block?

Strength maybe should be included in fumbles (stringer players fumble less)

Pass rush shouldn't include blk shed as there is a separate block shed slider..

These r all IMO..
For Truck rating - I didn't know if that was for the move (i.e the R-stick move) or for running through/fighting for yards during contact. If it's the R-Stick move and success is determined by ELU then I think ELU is best - but if it does use TRK for actual break tackle success - no problem sticking it in there. Have you noticed either way? Good TRK backs doing better fighting for yards/shedding tackles without using the actual trucking move?

I think IBL is for run blocking only? Could be wrong...

I like the idea for including STR for Fumbles.

Good point with the BSH. I'll make that change too.


As for league average vs team-by-team, I think going team-by-team is having the sliders doing what the player ratings should be doing. I admit I have a "OOTP mindset" but in that game, you set the league averages, which determine the base success rates of players getting hits or striking out, etc, then the player's ratings take the probabilities from there to sim out results.

I'm thinking that if I can find a "league average slider set" that would then allow the individual player ratings to split off from and express/create production differences, there won't be a need to change team by team/game by game/injuries, etc. If my QB goes down, the backup has to use the slider compared to league average just like the starter did, so if I'm the Colts, I'm feeling the difference big time from Manning to Painter instead of adjusting my sliders because I don't have Manning.

And just like I don't change the league averages year by year, yet OOTP still generates realistic variations and stats both player and league-wide, I think if I achieve what I'm going for, I won't need to change due to drafts, player progression, etc.

So far, I've finished the User sliders for passing offense (though I took the average of starters on the OL for pass blocking and will do the same for run blocking - after all, if there's one position where going from starter to backup can kill you, other than QB, is OL - ask the Jets tonight) and am going to take a break for the night. For QBs I took all the QBs, for WR (and probably for LBs and CBs and S's, and HBs) I'll did the team average, then averaged that.

Took me...2 hr, 13 min and that's with typos and distracted by the Ravens playing. So about 50 min a slider - not terrible, and if I can streamline (by using calculator do averages and then sticking that on Excel...like duh), I might get faster.

Right now, I'm going to go 100 - [Weighted Result] for each slider and see how it goes. I think I'll do the same for CPU, except for QB Acc, which will get 100 - User. Might make the sliders difficult, but that might not be a bad thing, especially if the CPU can play largely on the same set.

If you're curious, I came out with 29 QB Acc, 19 Pass Blk, 39 WR Catch for the User. Right now, I'm probably setting CPU on 71 QB Acc, 19 Pass Blk, 39 WR Catch.
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Last edited by KBLover; 10-03-2011 at 01:06 AM.
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Old 10-03-2011, 01:45 AM   #5
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Re: KBLover's M12 Experimental Sliders, 2nd Experiment

Ok. Elusiveness is for spins, jukes, avoiding contact at all costs. Truck is for taking contact and saying " f you " to the defender.. BOTH r separate ratings n need to ne combined for a total break tackle slider. Small backs sill use it onthr elusive end, big backs on trucking end.. None the less, they both need to be used in determining break tackle slider.

Edit: n everything else looks good imo
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Last edited by Chedapalooza; 10-03-2011 at 10:37 AM.
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Old 10-03-2011, 12:27 PM   #6
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Re: KBLover's M12 Experimental Sliders, 2nd Experiment

Quote:
Originally Posted by Chedapalooza
Ok. Elusiveness is for spins, jukes, avoiding contact at all costs. Truck is for taking contact and saying " f you " to the defender.. BOTH r separate ratings n need to ne combined for a total break tackle slider. Small backs sill use it onthr elusive end, big backs on trucking end.. None the less, they both need to be used in determining break tackle slider.

Edit: n everything else looks good imo

Thanks. Made the change with Break Tackles. It's ELU/TRK + AWR now.

Speed is going to be annoying. I might just take the fastest player (I know that's DJax as he's the only one with 100 SPD) and whoever the slowest guy is, average, then do 100 - Average and set that as the threshold.

Slowest guy is like, what, 35 or something? So the average is likely around 65 or so, putting the threshold in the 30s, which sounds reasonable. It's going to be lower than 50 since there's no 0 speed player. Even if the lowest guy is a 20, that's 120 divided by 2 = average 60 = Thresh. 40
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Old 10-03-2011, 01:05 PM   #7
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Re: KBLover's M12 Experimental Sliders, 2nd Experiment

Quote:
Originally Posted by KBLover
Thanks. Made the change with Break Tackles. It's ELU/TRK + AWR now.

Speed is going to be annoying. I might just take the fastest player (I know that's DJax as he's the only one with 100 SPD) and whoever the slowest guy is, average, then do 100 - Average and set that as the threshold.

Slowest guy is like, what, 35 or something? So the average is likely around 65 or so, putting the threshold in the 30s, which sounds reasonable. It's going to be lower than 50 since there's no 0 speed player. Even if the lowest guy is a 20, that's 120 divided by 2 = average 60 = Thresh. 40
That sounds food for thresh.. 50 isnt right, neither Is 0.. So 30s-40s def.. Whatever # u get...

I was thinking, for specials... Can the CPU operate from a low end? We see so many eradicate kicks, shank punts, etc.. It would offer more realism for the CPU nmore chsllegne for the human.. Idk what formula / ratings tho.. At the gym lol then have class later.. Won't be on til about 930-10 :/
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Old 10-03-2011, 01:09 PM   #8
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Re: KBLover's M12 Experimental Sliders, 2nd Experiment

Kick power maybe - strength + kpw
Kick acc- awr + kac

Pupwr- same but for punter
Punt acc- same but for punter

Kickoffs- same as kick power, maybe add awr and/ or acc...

Injury slider- take highest n lowest inj..

Fatigue- highest/lowest stamina... Set auto subs based off that #

Nice...
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