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KingV2k3's Blog
M17 AP Based Split Level / Sliders V 6.0 
Posted on November 8, 2016 at 05:00 PM.
M17 AP Based Split Level / ALL Default Sliders V 6.0 / No Online Tuners / Post Patch Version

Level: AM (Intro Sequence) / AM (Main Menu) / AP (CFM)

All Values MM / CFM (one value for both)

ALL GAMEPLAY SLIDERS @ 50 / 50

PENALTIES
Offside: 50
False Start: 50
Offensive Holding: 45 / 50
Defensive Holding: 50
Face Mask: 55 / 50
Illegal Block In The Back: 50 / 50
Roughing Passer: 50 / 51
Defensive Pass Interference: 50
OPI: OFF / OFF
ALL Others: ON

Injuries: 50 / 50
Fatigue: 50 / 70
Player Speed Parity Scale: 50

Auto Subs (MM / CFM):
All Subs: 60 / 80

M17: Game Options

Auto Strafe: Off
Heat Seeker Assist: Off
Defense Assist: Off Ball Hawk: Off
Coin Toss: Receive / With Wind
Quarter Length: 15 Minutes
Play Call Style: Slim
Camera Toggle: Off
Skill Level: AM / AM / AP
Coaching Tips: Off
Game Speed: Normal
Play Clock: On
Accelerated Clock: On Special Moves: Manual
Minimum Play Clock Time: 20 seconds
Camera Settings: Standard
Progression: Every Four Weeks

Thanks to Trojan Man for helping pull this back into focus after every patch sends us all back to the drawing board.

Also, JoshC / tdawg (I highly recommend his XP sliders) / SJH have all offered invaluable expertise and insight into our "collective" processes, which is MUCH appreciated.

As always:

I advise that you use as low a AWR QB as possible...that rating determines how the CPU calibrates its defense against you, so for the sake of pure challenge...less is more...I prefer the 60 - 70 AWR range for my QBs , and never go above 75...

Personally, I've always used rookie QBs or a mediocre player that will be replaced by a drafted rookie after Season One...

Furthermore:

After the recent December patch, Team Default playbooks are actually working quite effectively for the CPU...but generics and esp. customs work EVEN BETTER, with regard to overall challenge from the CPU opponent...

If you plug the set in "as is" and follow those guidelines, the CPU can be a formidable opponent...even on AP...

Well, esp. if you use teams like CLE / CHI / SF / etc...



Enjoy!
Comments
# 1 kennypowers88 @ Nov 8
Hey King, I see you're still hard at work haha. I just gave your last updated set a try and had a lot of fun, so I'm excited for these. When you have the chance, I have a few questions.

Would you say they're easier being on AP? Also, how's the long ball in press cover one? Lastly, the QB awareness finding is pretty interesting. How exactly does that effect the cpu defense?
 
# 2 KingV2k3 @ Nov 8
Oh yeah, still at it...making up for the slow start...



Anyway:

Easier?

No...you just have to beat the opponent and not the opponent PLUS the level, which can be the case on AM...

Haven't played the set enough yet to answer the Cover 1 question, but keep me posted on what you may experience with that...

Lastly:

The game has always used HUM QB AWR to calibrate CPU D AWR...

Easiest way to test that?

Play as Brady...huge passing windows / plenty of time / a least one, of not two receivers open on most, if not every play...

Put in Brissett...small windows / less time / someone is open for a brief window and there may be a checkdown available...

What's the difference?

The higher the QB AWR, the lower the CPU D AWR and the lower the QB AWR, the "smarter" they play...

In the PS2 days, there was a D AWR slider...now they use this...
 
# 3 kennypowers88 @ Nov 8
Sounds good King, I'll keep you posted on what I see.

So does QB awr effect overall defense, against the run for instance? Or would RB awr effect this?
 
# 4 KingV2k3 @ Nov 8
Kool...yeah, that previous example only applies in the pass game...

The run game may also use HB AWR as a modifier, but I think there's more to it than that...

BCV / ELU / etc...

That one's much less obvious...
 
# 5 kennypowers88 @ Nov 8
Thanks for all of your wisdom King.

One more quick question, is the injury slider set to 50 in both CFM and MM? It's 10 at default in MM if I'm not mistaken, so wanted to make sure.
 
# 6 KingV2k3 @ Nov 8
Thanks, but it's more "too much time spent" than actual wisdom...



Yeah, 50 / 50 on the INJ...messes up fatigue otherwise, which then affects the block shed relationships (hold v mask)...
 
# 7 BarfytheOwl @ Nov 9
Hey King, if I were to do a global rerate of QB AWR on my own roster, say 75 for the highest rated awareness QBs and down to even mid 40s or possibly lower for the lowest, do you think that would help the game keep the defense at least moderately playing against all levels of quarterbacks? Or is that just going to mess things up other than the overall ratings? Haven't tried your set but am very intrigued since I've used Josh's the last few years.
 
# 8 KingV2k3 @ Nov 9
I have no idea how that would play out...the first thing that comes to mind is that the resulting drop in OVR will impact contracts and player movement (cuts / keeps / FA, etc.)...

I make sure that the HUM QB is low AWR, but I'm fine with the CPU QBs "as is"...
 
# 9 BarfytheOwl @ Nov 9
Makes sense, I generally use 32 team in Franchise so I was thinking more in that direction. I may try it out and let you know, and will give it a shot without edits too. I mainly just want to play with a set that's a bit tougher than Josh's but keep the mostly default slider mindset, so yours caught my eye big time. Thanks for your insight, I'll let you know how things turn out.
 
# 10 DerkontheOS @ Nov 14
Are you also setting inj to 50 in MM?
 
# 11 KingV2k3 @ Nov 14
yeah...INJ @ 50 / 50
 
# 12 DerkontheOS @ Nov 15
What do you feel setting inj at 50 controls?
 
# 13 KingV2k3 @ Nov 15
Fatigue...which affects everything, including block shed...which is the core of how the game plays out...
 
# 14 DerkontheOS @ Nov 18
are you setting the penalties in the mm and cfm?
 
# 15 KingV2k3 @ Nov 19
Anything that's posted with two values means MM / CFM and anything that doesn't has the same value in both places...
 

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