KingV2k3's Blog
M16 Sliders / AP Level / No Tuner / Ball Hawk: ON / OPI: OFF
Posted on October 12, 2015 at 06:56 PM.
QB Accuracy: 50
Pass Blocking: 25
WR Catching: 50
Run Blocking: 40
Fumbles: 50
Pass Defense Reaction Time: 50
Interceptions: 40
Pass Coverage: 50
Tackling: 45
QB Accuracy: 50
Pass Blocking: 45
WR Catching: 50
Run Blocking: 60
Fumbles: 50
Pass Defense Reaction Time: 50
Interceptions: 50
Pass Coverage: 50
Tackling: 45
FG Power: 50
FG Accuracy: 50
Punt Power: 50
Punt Accuracy: 75
Kickoff Power: 50
PENALTIES
Set the value on the left in the Main Menu / Profile, then load into CFM and manually adjust to the value on the right:
Offside: 50 / 56
False Start: 50 / 56
Offensive Holding: 45 / 56
Defensive Holding: 50 / 55
Face Mask: 55 / 54
Illegal Block In The Back: 50 / 51
Roughing Passer: 55 / 51
Defensive Pass Interference: 55 / 60
OPI: OFF / All Others: ON
Injuries:75
Fatigue: 75
Player Speed Parity Scale: 50
Note: These are NOT "No Switch Rule" Sliders, as much as they are "Play Defense" sliders...I rush as a DL / break the pocket, switch to tackle in the run game and occasionally switch to swat a pass...you don't have to be a controller jockey or button mash, but you do have to participate FULLY on D...
Big Thanks to Trojan Man for helping me with the set in both the development and testing phases, as well as StefJoeHalt, who also helped fine tune and test the set. JoshC also had some great insights re: penalties / concepts, that were implemented into the set...
The goal was to remain true to AP Default while addressing the following issues:
1) Lack of CPU run game
2) Too easy to move the ball on offense for the HUM
3) Not quite as challenging as desired, with regard to the overall performance by the CPU
4) No fumbles, that seem to be brought out a bit more by having fatigue at 70 and the "arm tackles" versus "body tackles" at the lower setting (45)
This is the set that we agreed addressed those concerns and brought about the most "Stat Accurate" results in all major and minor statistical categories. Nothing is perfect (lack of fumbles, etc.), but as seasoned players know, this is a title of "trade offs".
The "little stats" like Pancakes / BTK / YAC for HBs / etc. have all been addressed and "leveled out" between the HUM and CPU players, to the degree that it can be!
Enjoy!
# 92
KingV2k3 @ Jan 13
Glad you're getting something from the sliders as a base for "Play Now"...
Unfortunately, that mode plays very differently from CFM and I have no firsthand experience with it...
From what I understand, Play Now plays best when things as as close to default as possible...
Therefore, t makes sense that things like your INT adjustment play out closer to default / "even" between HUM and CPU...
The penalties are also very different in that they only have increments of five and "layering" isn't an option...
I have no idea how Holding adjustments will affect the overall result in that mode, but you are correct in your assumption that incomplete passes come from pressure...
Whatever setting gets that going without affecting the run result is what you're looking for here...
RTP is pretty universal in any mode and unfortunately you have two ends of the extreme to choose from...
50 means that the CPU QB will stick to the scripted play, often to his detriment...big plays get balanced against coverage sacks, and forcing the ball into coverage...
55 means too many dump offs and scrambling too early...
That slider is "ball distribution" / "pass rush awareness" and "tuck and run...or not"...
I'm not a big fan of either, but I'd take 55 over 50 in CFM...
Not sure about Play Now...
Sorry I can't be more definite, but these are two very different modes...
One of which I'm VERY familiar with and the other?
No so much!
Unfortunately, that mode plays very differently from CFM and I have no firsthand experience with it...
From what I understand, Play Now plays best when things as as close to default as possible...
Therefore, t makes sense that things like your INT adjustment play out closer to default / "even" between HUM and CPU...
The penalties are also very different in that they only have increments of five and "layering" isn't an option...
I have no idea how Holding adjustments will affect the overall result in that mode, but you are correct in your assumption that incomplete passes come from pressure...
Whatever setting gets that going without affecting the run result is what you're looking for here...
RTP is pretty universal in any mode and unfortunately you have two ends of the extreme to choose from...
50 means that the CPU QB will stick to the scripted play, often to his detriment...big plays get balanced against coverage sacks, and forcing the ball into coverage...
55 means too many dump offs and scrambling too early...
That slider is "ball distribution" / "pass rush awareness" and "tuck and run...or not"...
I'm not a big fan of either, but I'd take 55 over 50 in CFM...
Not sure about Play Now...
Sorry I can't be more definite, but these are two very different modes...
One of which I'm VERY familiar with and the other?
No so much!
# 93
Raniel3 @ Jan 13
Thank you very much, with your help I've really come to enjoy Play Now by now. Fatigue is the major factor I think, because with fatigue at 70 I still got those 80% completion stuff (probably because my DBs were mentally absent on 2nd down due to fatigue...), on 60 it is MUCH better
# 94
KingV2k3 @ Jan 13
Yeah, forgot to point that out...
Apparently, fatigue is very different on Play Now versus CFM and should be set much lower...
In addition to fatigue related issues (like your DB example), it can trigger everything from drops to fumbles...good to see you found a value that works for you in that mode..
Apparently, fatigue is very different on Play Now versus CFM and should be set much lower...
In addition to fatigue related issues (like your DB example), it can trigger everything from drops to fumbles...good to see you found a value that works for you in that mode..
# 95
Hilman11 @ Jan 16
King - noticed you've been going back and forth on Tackling (45 & 46). What kind of improvement are you looking for? I'm assuming tackle slider has nothing to do with tackling....lol
# 96
KingV2k3 @ Jan 16
After settling on Ball Hawk, we noticed that the broken tackles and yards after contact were a little high...
Tried everything from raising Facemask inside CFM to 55 / Tackle to 46 / lowering Main Menu Facemask value to 50 / etc...
ALL set off the dominoes and resulted in warping / ragdolling / wonky kick and punt return blocking / etc...
Interesting, that other than Ball Hawk and buffing up the penalties with "leveling", the set posted is the same set from September...
EVERY attempt to improve upon it, sent it into reverse...
So?
Gonna stamp "Final" on this set AGAIN and live with a couple / few extra BTK's total, per game...
Tried everything from raising Facemask inside CFM to 55 / Tackle to 46 / lowering Main Menu Facemask value to 50 / etc...
ALL set off the dominoes and resulted in warping / ragdolling / wonky kick and punt return blocking / etc...
Interesting, that other than Ball Hawk and buffing up the penalties with "leveling", the set posted is the same set from September...
EVERY attempt to improve upon it, sent it into reverse...
So?
Gonna stamp "Final" on this set AGAIN and live with a couple / few extra BTK's total, per game...
# 97
kennypowers88 @ Jan 21
Hey King,
I wanted to give your sliders a try this weekend and was wondering what you have your auto sub settings at. I've noticed slight changes in gameplay with different settings, so I wanted to make sure we had the same setup.
I wanted to give your sliders a try this weekend and was wondering what you have your auto sub settings at. I've noticed slight changes in gameplay with different settings, so I wanted to make sure we had the same setup.
# 98
KingV2k3 @ Jan 21
I agree that Auto Sub settings affect gameplay a great deal...
I'm using the set in this blog below the entries for sliders and gameplay settings:
http://www.operationsports.com/KingV...m16-auto-subs/
Enjoy!
I'm using the set in this blog below the entries for sliders and gameplay settings:
http://www.operationsports.com/KingV...m16-auto-subs/
Enjoy!
# 99
kennypowers88 @ Jan 21
Awesome, thanks King!
I've been trying to put together my own set based on all default sliders, but it's so difficult to get a realistic challenge without collapsing the "house of cards", as you put it so well. Based on what I've read here, I'm excited to give these a try.
There's one question I'm sure I'll want to ask at some point, so I may as well get it out of the way... What sliders would you recommend NOT touching? Would I have any issues bumping down Catching, Accuracy, Fumbles, etc. just a few points? Or is that still enough to disturb the house of cards?
Thanks King!
I've been trying to put together my own set based on all default sliders, but it's so difficult to get a realistic challenge without collapsing the "house of cards", as you put it so well. Based on what I've read here, I'm excited to give these a try.
There's one question I'm sure I'll want to ask at some point, so I may as well get it out of the way... What sliders would you recommend NOT touching? Would I have any issues bumping down Catching, Accuracy, Fumbles, etc. just a few points? Or is that still enough to disturb the house of cards?
Thanks King!
# 100
KingV2k3 @ Jan 21
Well, I'd mos def keep ALL the penalties inside and outside of CFM "as is"...
EVERY attempt to alter them set off the dominoes, in a very profound and negative way...
I'd also keep anything at default (50) at default, with the possible exception of CPU INT...
With this set, the blocking sliders were used to influence the sub category they are part of (passing / running) so those are the most "variable"...
Dropping the CPU PBK below 45, however makes a mess...
TAK slider is pretty sturdy...
Depends what you're trying to accomplish...
I'd play at least 4 games (which should really be 8) before you decide what may need adjustment...
There's a difficulty curve that you'll need to get used to, as well as the scripts within the game that can be misleading...
One game you can't stop the run, the next you stuff it, etc...
These stat and play out well over a looooong haul...
I hope this helps!
EVERY attempt to alter them set off the dominoes, in a very profound and negative way...
I'd also keep anything at default (50) at default, with the possible exception of CPU INT...
With this set, the blocking sliders were used to influence the sub category they are part of (passing / running) so those are the most "variable"...
Dropping the CPU PBK below 45, however makes a mess...
TAK slider is pretty sturdy...
Depends what you're trying to accomplish...
I'd play at least 4 games (which should really be 8) before you decide what may need adjustment...
There's a difficulty curve that you'll need to get used to, as well as the scripts within the game that can be misleading...
One game you can't stop the run, the next you stuff it, etc...
These stat and play out well over a looooong haul...
I hope this helps!
# 101
kennypowers88 @ Jan 21
This was very helpful, thanks!
So I just realized that it says no tuner at the top haha... is this completely necessary?
So I just realized that it says no tuner at the top haha... is this completely necessary?
# 102
KingV2k3 @ Jan 22
I'm not sure...
the first tuner made a mess, so when this one came out I decided not to use it...
It's easy to delete, if you decide to go that route as well...
the first tuner made a mess, so when this one came out I decided not to use it...
It's easy to delete, if you decide to go that route as well...
# 103
gman2774 @ Jan 22
King-Thanks for all your work. I'm going to give these a go. Questions. If I need to raise human pass block to adjust to my skill level what areas of gameplay will it hurt? Will it destruct the "house of cards"? Also, are you using accelerated clock or have you turned that off?
# 104
KingV2k3 @ Jan 22
Hey @gcoons22, thanks for the interest...
Firstly, the HUM PBK slider is probably the least volatile one of the set...
I wouldn't raise it any higher than absolutely necessary, because it will not only afford more time in the pocket, but will increase HUM accuracy, which is already pretty deadly after all the patches...
Secondly, I do use ACC clock...
The game options are below the sliders in this blog:
http://www.operationsports.com/KingV...-game-options/
Enjoy!
Firstly, the HUM PBK slider is probably the least volatile one of the set...
I wouldn't raise it any higher than absolutely necessary, because it will not only afford more time in the pocket, but will increase HUM accuracy, which is already pretty deadly after all the patches...
Secondly, I do use ACC clock...
The game options are below the sliders in this blog:
http://www.operationsports.com/KingV...-game-options/
Enjoy!
# 105
Hilman11 @ Jan 22
Just a quick note on the tuner - I'm using this set with the tuner on and have had excellent gameplay. Got about 20 games in. Hope this helps.
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I just wanted to give you an update on my Play Now testing (I cannot get into CFM because of some issues, so I stick with Play Now).
1. I dropped O-Holding to 50 and things got a lot better. The line play was a lot less sticky, meaning there were times when someone was able to break through immediately and there were times when the QB had all the time in the world. This did reduce completion rates on both sides, which is a good thing. QB completion is still a bit too high and it becomes really frustrating to see the CPU QB complete 8 1st down passes for 9-10 yards in a a row without me being able to stop that curl or stick or slant play. On medium/deep passes the completion rate is perfect I think, but on short throws he is just too automatic. They seem to be always aware of the pocket collapsing and the short options. They don't make wrong decisions in these cases.
I am not entirely sure if they would need MORE pressure or LESS. I sometimes have the feeling they go automatic because the O-hold at 50 gives them too MUCH pressure and they don't cycle through their progressions and risk medium/long throws. Then again they DO call a lot of short passing plays and it seems to be rather a case of my defense not adjusting (I mean come on, that's the 7th time he throws that short pass right over the d-line, won't you like to defend that pass at least once?). Pass rush probably won't help here, because short passes can be thrown anyway, even on blitzes. After all I think more pressure is good: Most of the incompleted passes by the CPU QB come on throws under pressure.
2. To prevent my defense from standing off 5 yards to the short pass receiver right behind the d-line EVERY time, I changed HUM INT to 45 and CPU INT to 45. I just hoped they would be more aware on passes. I am not sure it helped much, but would you say I can leave it like this? I don't user intercept, only user pass rush, so I feel the CPU is a bit too much in advantage with INT at 50 and my defense at INT 40. I know it does have an effect on the running play, but CPU runs very well anyway, so maybe HUM 45 / CPU 50 is the way to go (to help them on their run defense a bit more)?
Or to put it short: Could you elaborate on the huge difference between HUM INT and CPU INT? I have rarely seen sliders with a difference at all, not to mention such a high one... Maybe if I understand your reasoning I can adjust accordingly.
3. The last change I made was RTP to 50 and DPI to 55. On 55 for RTP and 60 for DPI it was just called too much. Defense penalties summed up to about 75 yards per game (that is basically one touchdown chance for free per game), offense (due to O-hold at 50) only to 25 yards per game. In real life, def. and off. penalty yards are virtually the same. Having so many defensive penalty yards mean a huge advantage to offense and scores reflect that. I can't stand that. I haven't noticed any difference to coverage with lower DPI (wasn't it the case in previous versions of madden that lower DPI actually IMPROVED coverage? because CBs were less anxious of attacking the receiver or something like that), even if there was I still think the defense is better off with less coverage than with at least 1 40+-yard-penalty DPI more per game.
For RTP you mentioned it has an effect on the CPU QB. Could you elaborate on what exactly it does? Does a lower RTP (that is: 50) REDUCE completion rates because of more aggressive pass rushers? This would be what I want. RTP at 55 is just unfair, the QB misplaces a throw on 3rd down and next thing you know is a 15-yard-penalty and 1st down. Totally favours offense. So having less penalties for defense here AND a lower completion rate at RTP 50 seem good to me... but please explain what effects exactly it has on the CPU QB when you say "it gets funky".
So that is a lot to read for you so take your time, and thanks again, I am really enjoying these discussions!