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Armor & Sword's Custom All-Pro Simulation Style Madden 18 Sliders

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Old 08-23-2017, 09:30 AM   #1
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Armor & Sword's Custom All-Pro Simulation Style Madden 18 Sliders

Armor & Sword’s Custom All-Pro & All-Madden Simulation Style CFM ONLY Madden 18 Sliders






Hello Madden Nation!!! So yes, I know I said I was sitting out of the slider arena this year and rolling with All-Pro Default. I can’t say I didn’t try. I did, and I just was not feeling that. However I did learn some great theories from my compadre JoshC1977. He does incredible work and is a great asset to our community here. We trade lot’s of notes and thoughts and really approach sports games the same. So I am implementing some of his work into this set. I highly encourage you to read his slider thread and how he utilizes the game prep method to prepare his team and his opponents team before he plays them. This greatly helps play calling for the CPU. It works great. Also setting the proper scheme for your opponent that week is a big plus to enhance the gameplay. So check out his page for all those details!!!

So let’s talk about Madden 18. Overall the game is a finely tuned version of Madden 17 in many aspects. However as I am sure many of you may know they did not address the CPU QB AI that plagued Madden 17. But let me tell you this. Thanks to a viewer on one of my streams (Imac2307) he made a very astute observation about the statue QB issue. It comes only when the CPU calls 4 verticals and screens. Other than that, they will move around in the pocket and scrambling QB’s will also take off sometimes. So IMO it is tied to certain play calls. Now if EA could jump on that and patch it......that would be marvelous. But let’s move on from that. Let’s talk about all the positives.

The game is stunning on the PS4 Pro on a 4K TV. The new engine is the real deal in terms of visual beauty and player physics. I love the weightiness of players now. I can feel the difference between a big physical player and a speedster. RB’s drag tacklers, TE’s can bowl over DB’s. WR/DB interactions are improved, the running game is awesome. So there is a lot to like.

Off the field I already did some simulations and can confirm that free agency logic has been really improved (big names hitting the market and leaving to new teams) and draft logic has been also greatly improved. Also preexisting injuries work and the IR bug from Madden 17 has been fixed! SO if you want real life preexisting injuries for your CFM (eg Tannehill for my Dolphins being gone for the season as well as McMillan and Lippet) you can do it and they will be available next season to play with. On 17 they would be stuck on the IR and you could not get them off. Not on 18!!!


A huge thank you to JoshC1977 for his valuable advice and friendship. He is a heck of guy everyone and a tireless slider freak!!! He finds things I would never even think of. Also to TDawg for his tireless XP slider effort. I love using his XP sliders and a link to those will be the CFM House Rule spoiler section below.

I also after patch 1.09 moved up to All-Madden and developed a killer set of sliders for those that want the ultimate simulation challenge vs the CPU on Madden 18.


So let’s get to it.

As always the core goals of the set will be:

1. Fun

2. Realistic stats and gameplay

3. Great animations and every game feeling organic and unique

4. Dice roll results driven first and foremost by player ratings and a focus on team building via the draft and realistic XP development


Some "House Rules" I use to enhance the Madden game playing experience.

Updated 1/29/18

1. I employ a strict "No Switch Rule" on offense and defense - I play a strict no user catch rule on Madden. Both offline and online (10 Yard Fight). Player ratings determine the outcome!!! On defense I utilize the defensive cam almost exclusively and also from time to time I will use the broadcast cam (because it looks so damn pretty!!). Playing from the defensive cam adds an incredible layer of realism, challenge and fun IMO. If you want a real challenge, play defense from this view. I am developing the sliders based on the exact settings I employ so it is niche type thing in that regard. Use the values as a base and adjust them to your skill level and playing style.

I also never switch. This is another key component of how I develop my slider set. If I play as the MLB on a given play I stay as the MLB all the way through to the whistle is blown. What that does is put a focus on player ratings, player awareness and you depending on your teammates to make a play you are not involved in or away from. This also at times will strengthen the CPU and make it more of a challenge to play against them. I can tell you it is very hard playing defense this way and can lead to some ugly games if your defense is tired or having an off day. Timely sub packages like bringing in a fresh DL is a big feature of this set. If your defense has been on the field alot, pay attention to their fatigue levels and sub accordingly!!

2. Use your playbook - mix up your plays. Use the entire playbook. Don't go for it every time on 4th and 1 with a FB dive or QB sneak. In other words don't cheese the CPU. Keep it real. On offense I tend to use coach suggested and strategy suggested plays 90% of the time. On defense I call all my own plays. I also mix up my RB's and use formation subs to get other guys carries and keep things realistic. From time to time if my back is hacing a special day....so be it. But those are not often. Just like IRL.

3. When on defense I will user pick, swat and strip of course. I will use pass rush moves on the DL and with my OLB's. I will use my full arsenal and stick skills on the player I control without switching.

4. On offense I will control who ever has the ball. I will use moves, jukes etc. What I will not do however is take control of a potential receiver of the football. I do not user catch at all. I let the ratings determine the catch type always. Once the ball is caught I will take control of the ball carrier and do my thing.

5. I play with all visual aides turned off. The cleanest screen possible is what I employ for the best possible broadcast presentation and also challenge. This year we have tackle battles and they cannot be turned off. It is a QTE event and so it's not a big deal. The prompts are needed to employ this feature which from what I have seen looks like fun. Also gap assignments are previewed and can not be turned off as of release. Of course they could patch in the ability to turn them off (or not).



That's basically it as far as approach and playing style. I truly look forward to providing a great base set of sliders at the "All-Pro and “All-Madden" level for you to play with. Please use it as a starting point to tweak to your hearts content. Everyone has different skill levels and there is no "one size fits all" slider set. People all play the game slightly differently or may have varying levels of skills and stick skills. So don’t think you can’t tweak values to find your sweet spot. Just use this as a guideline base set and if it works for you with the OP values......awesome. If not simply move a certain value up or down 1-2 clicks to start.

Sliders are very responsive and if you stray too far it will change the gameplay in unintended ways. So don’t go to crazy in one direction or the other.


This year the game is tuned pretty well out of the box and thus far in my testing I am practically at default save for a couple of gameplay sliders for the CPU and HUM. Penalty sliders have been tweaked to my style of play and believe me....you will see flags.

Injuries also are going to be different this year. We have off-ball injuries!!! Also the injury setting for playing games will be different from when you advance your week. I will explain that on the slider value settings section.



Armor’s CFM House Rules

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Last edited by Armor and Sword; 01-29-2018 at 09:44 AM.
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Old 08-23-2017, 09:30 AM   #2
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Re: Armor & Sword's Custom All-Pro Simulation Style Madden 18 Sliders

Post Patch 1.09 Version 5.0 1/29/18








Main Menu

Difficulty - All-Pro or All Madden
Injuries - 10
Fatigue - 50
Quarter Length - 15 Minutes
Acc Clock - 20 Seconds
Game Speed - Normal
Min Threshold - 50
Ballhawk - Off
Heat seeker - Off
Auto Strafe - Off
Switch Assist - Off
Flip Play - On
HB Moves - Manual
Visual Feedback - Off
Even Teams - Off


Visual Settings

Play Call Style - Slim
Play Call Button Layout - Square, Cross, Triangle
Previous Play Information - On
On Field Visual Feedback - Off
Drive Goals & XP Feedback - Off
Franchise Bottom Line Ticker - Scores Only
Franchise Gameplan Boost Notification - On
Coaching Tips - Off
Pre-Snap Menu - On
Player Names - Pre-snap only
Camera Toggle - On
Passing Cam - On (I love it when I am in zoom camera)
Offensive Camera Settings - Standard (Zoom on short yardage plays and some running plays)
Defensive Camera - Defensive Perspective (100% of the time for me)
Enlarge On Field Graphics - Off
Color Blindness - Normal Vision
Brightness - Default
Contrast - Default


All gameplay, auto subs, and penalty sliders in the Main Menu are default!!


Set the following within your CFM Menus

League Settings

Skill Level - All-Pro or All Madden
Game Speed - Normal
League Type - All
Instant Starer - Off
Trade Deadline - On
Trade Type - Enable All
Coach Firing - CPU Only
Salary Cap - On
Relocation Settings - Everyone Can Relocate
Injury - On
Pre Existing Injury - Off
Practice Squad Stealing - On
Player Progression Frequency - Every 4 Weeks
Fill Roster - Off
Re-Sign Players - Off
Progress Players - Off
Sign Off-Season Free Agents - Off
Tutorial Pop-Ups - Off


Human Sliders For All Pro V5

QB Accuracy - 35 (-5)
Pass Blocking - 50
WR Catching - 50
Run Blocking - 50
Fumbles - 50

Reaction Time - 50
Interceptions - 35
Pass Coverage - 50
Tackling - 50


CPU Sliders For All Pro V5

QB Accuracy - 38 (-2)
Pass Blocking - 50
WR Catching - 50
Run Blocking - 50
Fumbles - 50

Reaction Time - 50
Interceptions - 35
Pass Coverage - 50
Tackling - 50

Injuries - 45 (+5) (Set to 50 when you advance the week for simmed injuries)
Fatigue - 50
Player Speed Parity Scale - 50

FG Power - 50
FG Accuracy - 50
Punt Power - 50
Punt Accuracy - 50
Kickoff Power - 50

Penalties

Offside - 51
False Start - 51
Offensive Holding - 60 (+9)
Defensive Holding - 50
Facemask - 51
Defensive Pass Interference - 60
Illegal Block In The Back - 50
Roughing The Passer - 50

All other penalties are toggled “On"



Auto Subs in CFM all set to default




8/31/17 - Version 2.1 Changes made:

CPU Pass Block - to 60
FG Power to 50
Offside back to 55
Offensive holding back to 60
DPI back to 60
Illegal block in the back down to 51


Version 3.0 9/4/17 changes made:

CPU INT to 45
Defensive Holding to 50
CPU Pass Blocking to 50
Changing one more trait. Now setting all QB penalty trait to Disciplined.


Version 3.1 9/5/17 changes made:
All penalties at 50 now 51 except Roughing the Passer
Main Menu Speed now at Normal
Main Menu Menu Ball Hawk set to “On"
FG power, punting power and kick off power at 50
Injuries to 35
Auto subs all default both in main menu and CFM menu (no more QB 49/50)



Version 4.0 Irma Super Storm Sliders changes made:

QB Accuracy is at 40 for both CPU/HUM
INT at 35 for both CPU/HUM
All other gameplay sliders are at default
DPI is now at 55
Injuries at 40 (move to 50 when advancing your week)
Fatigue at 50
Ball Hawk off in main menu and CFM menu



Version 4.1 Irma Cleanup Edition 9/11/17

Penalty Slider changes:
Block in the Back to 50
Defensive Holding to 50
DPI to 60

Very important please read regarding auto subs and fatigue and quarter length

I am not testing nor care about auto subs on Madden 18 as progressive fatigue does not work properly.

Any fatigue setting above 55 starts to make the game really wonky with gameplay and things start to fall apart.

So I am more than willing to give up not having DE,LB’s subbing in and out on long drives via fatigue and auto subs.....I simply use the in-game formation subs in the play calling menu plus use the formation subs in the coach menu (schemes, formation subs) inside of CFM to set up my subs in certain defensive formations and set my RB rotation.

I am simply not pursuing auto subs or fatigue on Madden 18.

It simply does not work properly and is not worth the energy nor time. So any questions pertaining to it will be simply ignored.



Taking a page from Joshc1977’s OP I follow the exact same guidelines in this thread. So please read carefully.

My view of what sort of feedback is appropriate:

Broad statements like "It's too easy" or "It's too hard" or "the run game is too easy/hard" will be ignored unless you provide further support.

Provide full descriptions (or video) of WHY something is "too easy/hard". Broad generalizations based on tiny sample sizes (i.e. less than 8-10 full games in regular season CFM) will be ignored unless you have specific reaction/animation-based arguments to support the "why".

If you have video of full games available, please refer to specific time-frames where you see things that look "off".

I will not make adjustments based on stats alone.

I will not respond to queries based on stats alone. Video is nice, but even text descriptions of what you are seeing is helpful (oftentimes, one small detail may resonate as something I have seen myself...having secondary confirmation often helps me realize that something may be wrong). If you just post numbers, it is meaningless.

You're welcome to post box scores of games (lots of people enjoy seeing them) - just don't be miffed when I tell you that I usually ignore them (now, if you take the time to write specific details about how the game went and what you saw, I will totally read that). But box scores alone really don't tell me a whole lot. Stats lie all the time.

Take ownership of your gameplay style. If you like to go overboard and maybe exploit the CPU a bit, own it. If you're not 100% "sim", there is nothing wrong with that; but my approach may not work for you on All Pro.


These Sliders are designed with my specific house rules, approach of a strict no switch on defense from the defensive camera perspective, and no user catching of any kind.

These sliders/settings are not developed for Play Now/Play Now Live/Coach Mode. They are only tested and designed for use in Offline Connected Franchise Mode





Brand New All Madden Set Version 3.0 March 4th 2018 Post Patch 1.12

Delete current profile, create a new one and choose “Expert” setting.

Main Menu

Set Speed to Normal
15 Minute Quarters
20 Second Accelerated Clock
Injuries - 30
All other main menu settings exactly the same as above (except turn difficulty to All-Madden)
All Main Menu sliders are default and I do not touch them!


CFM Sliders

Human Sliders

QB Accuracy - 45 (+10)
Pass Blocking - 65 (+5)
WR Catching - 80 (+15)
Run Blocking - 70 (+5)
Fumbles - 45

Pass Defense Reaction Time - 75
Interceptions - 35
Pass Coverage - 75
Tackling - 65 (+5)


CPU Sliders

QB Accuracy - 10
Pass Blocking - 30 (-5)
WR Catching - 50 (+5)
Run Blocking - 35 (-5)
Fumbles - 45

Pass Defense Reaction Time - 50 (-15)
Interceptions - 30
Pass Coverage - 50 (-15)
Tackling - 35 (-5)

Injuries - 30 (Set to 50 when you advance the week for simmed injuries)
Fatigue - 50
Player Speed Parity Scale - 50

FG Power - 50
FG Accuracy - 40
Punt Power - 50
Punt Accuracy - 45
Kickoff Power - 50

Penalties

Offside - 55
False Start - 55
Offensive Holding - 75
Defensive Holding - 50
Facemask - 51
Defensive Pass Interference - 80
Illegal Block In The Back - 51
Roughing The Passer - 50

All other penalties are toggled “On"


Auto Subs in CFM all set to default
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Last edited by Armor and Sword; 03-04-2018 at 09:36 PM.
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Old 08-23-2017, 09:31 AM   #3
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Re: Armor & Sword's Custom All-Pro Simulation Style Madden 18 Sliders

A Dolphins Tale Year 3 News Room







2019 Dolphins Draft Class and Player Profiles

The 2019 NFL Draft was challenging. It ended up being quite top heavy in fact. GM Michael Sword found himself looking at some positions of need. With veteran Center Mike Pouncey unable to finish both year 1 and year 2 with constant nagging injuries, and veteran LOLB Lawrence Timmons seeking far more $$$ than the Dolphins were willing to pay, Sword had a plan. He addressed the starting RB position by making a his only real splash in free agency with the signing of veteran 29 year old RB Mark Ingram. He was looking at several positions but primarily OLB, C and DT.




Player Profile - The Dolphins were looking for another LB to add to the mix of Raekwon McMillan, Derrick Pope and Kiko Alonso. Enter 6’2 241 LB A.J. Reedy out of Auburn. Setting the school record for tackles the Dolphins were very happy this kid fell to them. He was immediately shifted to the LOLB after he displayed incredible quickness off the edge. In the pre-season he recorded 5 sacks. He is showing the Dolphins have found a blue chip stud pass rushing LOLB that will fit perfectly into their attacking 3-4 defense. A.J. has a chance to become a HOF LB. He is that good.





Player Profile - Sword knew he needed a change at the center position. Far too many times even when healthy Pouncey was yielding to pass rushers easily. The pocket breakdowns late last season were part of the biggest problems the Fins faced in their free fall from a 9-0 start only to finish the season 10-6 and bounced from the wild card round. Enter Garret Marks. He had simply put.....a dazzling combine. He was the #1 Center in almost every drill. Yet he had a projected draft round of 4th due to some durability concerns coming out of S.C. State. Also he is coming from a division two school. Sword brought him in for a pre-draft team workout....but it was done under such secrecy we did not even know about it till after the draft when we sat down with GM Sword. When commissioner Goodell announced the pick there were a lot of huge gasps from the peanut gallery. Mel Kiper was blasting Sword “this kid is a career backup at best!” Mayock was less harsh but did use the word “reach” several times in his assessment. GM Michael Sword though after the pre-season is looking like a savant. Marks is firmly entrenched as the starting Center (quick dev trait) and is pounding DL. Ryan Tannehill has a pocket. The OL rebuild is almost complete. Sword again takes a player many felt was a reach based on freakish athletic skills and amazing work ethic vs going with the herd prognosticators who feel a small school pedigree really hurt his draft status. “Garrett brings an incredible amount of maturity and leadership for a 21 year old young man. We sat down with him after his impressive workout and really felt comfortable with his demeanor and more importantly his intelligence and maturity. We knew right there and then this was our starting center and if he was available in round 2, he was our guy bar none”. Well he was there. The Dolphins made this pick within 25 seconds of the clock starting. They feel they have a franchise center.






Jordan Phillips moved on. The promising DT whom the Dolphins were developing became too expensive to retain alongside Suh. Sword looked deep into this draft class and came up with 4th rounder Dion Beard. 6’3’ and on the smallish 298 pounds side. He is not a true NT. He is more of a 3rd down pass rushing specialist in the nickel and dime packages. He had a solid pre-season but has some seasoning and off-season weight program work to do to become a true impact player.


The rest of draft really was a wash out for Sword. Our 5th round pick QB Bruce Lyle out of Texas Tech is on the practice squad. Our 6th and 7th round picks did not even make it out of the final cuts. However the Dolphins did sign a couple of very good prospects as UFA.



Jerel Peterson is a very gifted athlete at the CB position. With 97 speed and 94 acceleration he has a chance to develop into a key role player in the secondary.



Oddly enough Sword really wanted Jordan Ramirez out of Oklahoma. The former Sooner has great size and arm strength but needs a lot of work on his accuracy. Gase really wanted Lyle and he proved not ready at all for the NFL, but Ramirez got a lot of playing time in the pre-season and stuck as the Dolphins 3rd stringer for this upcoming season. Time will tell which if any of these two rookie QB’s makes the transition and can become a solid pro.
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Last edited by Armor and Sword; 03-08-2018 at 09:32 AM.
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Old 08-23-2017, 10:46 AM   #4
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Re: Armor & Sword's Custom All-Pro Simulation Style Madden 18 Sliders

whats up Armor, look forward to seeing findings, settings, results. Two things:

Trades- my house rule for preseason or in season trades, is trade block only players, no manual trades, and only if I have a serious injury to replace.

Also, I keep seeing regression only fixed for online cfm, not offline. We have any reliable sources so we will know when we can start real cfms?

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Old 08-23-2017, 10:52 AM   #5
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Re: Armor & Sword's Custom All-Pro Simulation Style Madden 18 Sliders

Great to hear you didn't give up on sliders for Madden. Lol. Just like you I thought I would skip Madden and just play the MLB the show all year. Than what do you know Madden comes out and I have it on day one. Lmao. My early impressions out the box is to many user sacks and user running is way to easy. I ran for 312 yards with ajay in week one on 17 carries and I had 9 sacks. Game looks great and am so excited to spend my 40th birthday weekend playing Madden. Look forward to the sliders

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Old 08-23-2017, 11:05 AM   #6
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Re: Armor & Sword's Custom All-Pro Simulation Style Madden 18 Sliders

I'm pretty sure all of you will be very happy with the first version of the slider set. Currently we are testing it and I really like how it is progressing!

A version 1.0 should be up by Friday evening!


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Old 08-23-2017, 11:33 AM   #7
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Re: Armor & Sword's Custom All-Pro Simulation Style Madden 18 Sliders

Guess I am starting Friday! Glad you caved in
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Old 08-23-2017, 12:14 PM   #8
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After reading through your intro....i gotta ask.....can we get what your working on right now? Lol.
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