Background: Hi all, I’ve primarily been in the NCAA scene, heading up the project of the OS sliders there. Also part of the OS Sliders for FIFA as well. In terms of football, that’s how I found OS all those years ago. I’m originally part of MaddenMania, and held a number of franchise reports there. I’ve been waiting for a real good Madden version to sink into, and this year’s has everything I’m looking for.
⏭ Game Settings
Skill Level: All-Pro or All-Madden
Game Speed: Normal
Game Style: Simulation
Quarter Length: 9 minutes
Accelerated Clock: Off
⏭ Gameplay Helpers
Ball Carrier Special Move: Manual (prev: Assist)
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (prev: Off)
• Thanks to my good friend JoshC on this recommendation. I think it creates that extra sense of awareness and reaction that is necessary for both User and CPU.
Defensive Heat Seeker Assist: On
Defensive Switch Assist: Off
⏭ Player/CPU Skill Settings
*Community PS4 file: "Matt10" (uploaded 12/27/17)
QB Accuracy: 48/48 (prev: 52/52)
• Dropping this down from 52 back down to 48. Like the variety in the throws and some bad ones as well. Overall very pleased with this change.
Pass Blocking:20/20 (prev: 10/10)
• Bumped this up to help the CPU from instantly scrambling. Gives just a bit more time in the pocket, especially on Hail Mary's, etc. CPU loves their 4-verts as well, so this gives a bit more time.
WR Catching: 50/50 (prev: 48/48)
• Bumped this up because the hits are pretty instant in traffic, and about 90% of the time, the receivers are dropping the ball. IRL, these catches are made more often in traffic, especially by big tight ends or receivers, etc. This will also help the CPU QB be a lot more decisive, which is never a bad thing.
Run Blocking: 30/50 (prev: 30/35)
• With the stuck in mud glitch, there has to be some room to increase the CPU chances of getting more yards. I honestly have used this for my videos so far, and completely forgot to include it here in the OP. At least there is a good amount of sample size, and I'll gladly accept more CPU yardage at this point.
Fumbles: 52/52 (previous 48/48)
• 1.08 has the ball carrier run with the ball in a protective fashion already. So I figure, let's increase the chance of them fumbling and evade more tackles. Yes, the spin move is choice 1 for most runners, but at least it's for positive yardage.
Pass Defense Reaction Time:85/95 (prev: 50/52)
• This title update made the passing game frustratingly wide open. I had to remedy this by increasing the pass reaction and coverage to quite high numbers. Keep in mind, my set uses a lower threshold, so this type of high value actually works just fine. It still brings in the rating separation, but the key is that the defensive players are reacting to the ball in a realistic fashion.
Interceptions: 35/35 (prev: 35/45)
• It started to become a bit easy for defensive players to intercept the ball. Too many diving interceptions, etc. I wanted this to be unpredictable, relative to the type of pass/deflection that occurs.
Pass Coverage: 85/95 (prev: 48/95)
• Thankfully this value is no longer separate from CFM to Play Now, so I was able to test a lot more in different scenarios. Definitely seeing good coverage, and still seeing a separation in player ratings. Finding the proper matchups still key as they always are, and there’s always that chance that an unknown becomes well known.
Tackling: 46/46 (previous 48/48)
• The tackling at 48 was just a little too good. Form was perfect, and the big hits were pushing players completely off their feet. I wanted to see more wrap up tackling and more missed tackles in some cases. I think that's important to establish the pretty strong run game variety that is going on with this set. It's not to see more random play with the lowering of the tackle value.
⏭ Special Teams
• Keep in mind, these are personal preferences, but I believe the irony of special teams is just how important they are in a football game. There needs to be more error and more humanizing this speciality roles from default.
FG Power: 60
• I know some may not like this change, but I absolutely love it. As a former kicker myself, we can hit 55-60 yarders in practice. What most struggle with is the sync that is necessary between the snap to the kick, to the equipment (your helmet for example) worn. NFL kickers are the best in the world. They get paid to be able to have enough leg. EA seem to think this isn’t the case, and instead of focusing on the fundamentals of kicking (leg extension = height = distance), they focus on keeping the ball mid-level height. I want some oomph with the kicks, and let the accuracy then determine the quality.
FG Accuracy: 42
• With a higher power, there needs to be some risk/reward, that’s where accuracy comes in. Have seen such a great variety of kicks this way. Wide left, narrow left, narrow right, wide right, posts, you get the point.
Punt Power: 40
• Punters can definitely kick the ball far, but on default I was seeing consistently 60-70 yard bombs. In practice, sure, but not that consistent in game situations. Needed to humanize this a lot more.
Punt Accuracy: 40
• Pressure to perform is what Punters and Kickers live by. Accuracy to kicking the ball of their side of their foot or getting it inside the 20, it’s make or break, and it’s unpredictable - really like this combo.
Kickoff Power: 48
• On default, it felt like the wind made no difference to the kick off power. While yes they are moved up in the kick off mark, there still needs to be the chance of a return and respect to the wind. That’s why it’s not gone down much, but just enough for variety’s sake.
⏭ Game Options
Injuries: 30
• Good balance of in-game dingers to season enders.
Fatigue: 48 (previous 50)
• Started to get really tired, no pun intended, of the stamina meter go down so rapidly. Regardless of rating, any player who runs for 30 yards straight forward should be able to. They don’t let fatigue kick in when adrenaline dominates in those situations. This is a small bump down, but it works very nice to now not have to worry about the User or CPU seem like they are struggling to breathe in key moments.
Min Player Threshold: 0 (previous 5)
• Just had to reduce this and separate players out. The coverage is much tighter with the less speedy runs off the ball on the routes, so separating players out as much as possible is key.
⏭ Penalties
Offside: 70 (prev: 75)
• Reducing this one to less penalties, but also a bit more jump for OL vs DL, as the DL was instant shedding blocks a bit easier.
False Start: 65 (prev: 70)
• Reducing this one to less penalties, but also a bit more jump for OL vs DL, as the DL was instant shedding blocks a bit easier.
Holding: 65 (prev: 70)
• Reducing this one to less penalties, but also a bit more jump for OL vs DL, as the DL was instant shedding blocks a bit easier.
Defensive Holding: 55 (prev: 50)
• Bumped this down just a bit as the lower tackling = more wrap up = more facemasks called. So, this is just a needed change to balance things out.
Face Mask: 52 (prev: 55)
• Bumped this down just a bit as the lower tackling = more wrap up = more facemasks called. So, this is just a needed change to balance things out.
Defensive Pass Interference: 55 (prev: 70)
• With the tighter pass coverage and reactions, there had to be some give so the CPU QB would throw the ball and not just opt for long passes or dink/dunks constantly. I do want this to show up more in games, and it does , so can’t complain too much about dropping it down. I also feel having it too high made the animation show up less and the coverage worse.
Offensive Pass Interference: Off (prev: On)
• So with the 1.08 issues, I had to turn this off. Had to give the receivers some space (even on threshold at zero), but not so much that they aren't covered well. Have had so many games with DPI called instead of OPI, so the adjustment here is helpful overall.
Kick Catch Interference: On
Illegal Block in the Back: 50
• More emphasis for this penalty to occur often in special teams, but it may rear its head outside of that realm.
Intentional Grounding: On
Roughing the Passer: 35
• This will still get called, but at 50 it was occurring too often and the animation didn't make sense to see the player just "walk" into the QB and get flagged.
Roughing the Kicker: Off (prev: On)
• Pursuit angles improved as a result, better blocking as well.
Running into the Kicker: Off (prev: On)
• Pursuit angles improved as a result, better blocking as well.
⏭ Video Gallery:
First Quarter - Cowboys (CPU) @ Broncos (User) - Offline Franchise
<iframe width="750" height="422" src="https://www.youtube.com/embed/cW39qANfaR4" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen></iframe>
Second Quarter - Cowboys (CPU) @ Broncos (User) - Offline Franchise
<iframe width="750" height="422" src="https://www.youtube.com/embed/J1ZYEexu_Gc" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen></iframe>
<iframe width="750" height="422" src="https://www.youtube.com/embed/vygiFPtCS58" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen></iframe>
Third Quarter - Cowboys (CPU) @ Broncos (User) - Offline Franchise
<iframe width="750" height="422" src="https://www.youtube.com/embed/A0qHaGcf_h0" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen></iframe>
Fourth Quarter - Cowboys (CPU) @ Broncos (User) - Offline Franchise
<iframe width="750" height="422" src="https://www.youtube.com/embed/_8E15jRJpDY" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen></iframe>
Team Stats - Cowboys (CPU) @ Broncos (User) - Offline Franchise
<iframe width="750" height="422" src="https://www.youtube.com/embed/K5rNmaNPFfI" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen></iframe>
Second Half - Panthers (CPU) @ 49ers (User) - Offline Franchise
<iframe width="750" height="422" src="https://www.youtube.com/embed/Ue26YqoS8A4" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen></iframe>
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Previous All-Pro Data (so I don't lose it!)
Previous Pro Data (so I don't lose it!)


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