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KingV2k3's Blog
M17 AP Based Split Level / Sliders V 6.0 
Posted on November 8, 2016 at 04:00 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
# 46 Rjrosco @ Feb 24
Hey King, heard about the latest patch and dedcided to start a new cfm. Got a few questions for ya as you are the Madden Guru .

First up your split am/am/ap setup, do you consider this a tad more challenging than the regular ap approach.
Second the few games I have played the fatigue 1/75 seems to make the CPU less aggressive, coverage is loose and there's not a lot of push from the d line. When I go back to 50/50 I feel the pressure a lot more.
Would like to hear your thoughts behind the 1/75 fatigue setting.

Also I was excited hearing the CPU run game was improved in the latest patch but personally don't see a differance at all. I only call the plays on defence and watch but the CPU really struggle running. Anyway moving the run block slider to 75 has helped.

Will you be starting your new cfm with the current setting.

The day madden lets you play all pro on offence and all madden on defence will be awesome.
Thanks look forward to your response I really don't want to go down the all madden road if possible.
 
# 47 KingV2k3 @ Feb 24
Hey Rj:

Firstly, I think the CPU is a little smarter on split level than AP x 3...play calls / QB AWR / D AWR / etc.

I went with 1 / 75, because I like the increased variance in play to play performance...as the players show fatigue, the tend to make "mistakes" and trigger penalty calls...

Feels more "organic" to me...and I like that backups count...

I did start a CLE CFM and so far, I'm not seeing the CPU having too much trouble running the ball...

One of the things you might want to keep an eye on at the higher RBK setting is their tendency to lock hard onto the first player they encounter, which causes them to fail to shed and move to the next guy / second level...

Lastly, yeah splits like you describe (like The Show) would be a very welcome addition...
 
# 48 Rjrosco @ Feb 25
Hey bud thanks for your reply. I put your sliders in exactly on the 1st page and it played very well.

Started a brand new Browns cfm and went down 28-17. Matthews hit 100 yards on the ground from 24 carries. So was stoked about that. Joe Thomas was rock solid at LT which was great.

Only thing that stood out was chase Daniel 17 from 19 in the rain, but hey beggers can't be choosers.
Thanks mate looking forward to the next game, liked the variations of plays to, from the 1/75 fatigue.
 
# 49 Rjrosco @ Feb 25
Hey bud thanks for your reply. I put your sliders in exactly on the 1st page and it played very well.

Started a brand new Browns cfm and went down 28-17. Matthews hit 100 yards on the ground from 24 carries. So was stoked about that. Joe Thomas was rock solid at LT which was great.

Only thing that stood out was chase Daniel 17 from 19 in the rain, but hey beggers can't be choosers.
Thanks mate looking forward to the next game, liked the variations of plays to, from the 1/75 fatigue.
 
# 50 KingV2k3 @ Feb 25
Kool, your CLE stats look good...

that Chase Daniel thing could be more related to Madden's "backup QB syndrome"...

Those guys often play lights out, for no good reason...



I'm playing the same CFM (CLE) and in my game, Wentz went 66%...

The variance is in there, which I expect will come further to the fore, as you play though more games...

Enjoy!
 
# 51 kennypowers88 @ Feb 28
Hey King!

So I've had the chance to play 6 games or so since your last update, and I'm certainly impressed by the new patch. The variance is great, and ratings matter more than they have in some time. I'm actually noticing that they may matter too much! If a team is even slightly worse than me, it feels like they have no chance.

I'm also noticing some minor issues late in games that seem to be related to fatigue, so I'm going to be experimenting with that a bit. Things like too many false starts and too many missed blocks in a short amount of time.

These issues could certainly be attributed to difference in play style, so I was wondering if you were testing any additional changes, or had any suggestions.

As always, many thanks!
 
# 52 KingV2k3 @ Feb 28
Thanks kp88!

I'm not seeing those fatigue related issues, but I do have a tendency to use ALL my timeouts in both halves...

In the first half, if the CPU is on a long drive, my guys are either gassed as well, or there's a lot of my backups on the field...

So, I call time out and everything levels out...

If the CPU has to run a two minute / no huddle at the end of the game, I tend to call one if / when they get in scoring distance...to get my starters back on the field for the critical part of the drive...

It's not perfect, but it works...

Otherwise, you miss too many benefits of what higher fatigue can engender:

More varied / organic performances / more penalties and missed assignments / rotation and injuries that makes backups matter, etc...
 
# 53 Ren The Conqueror @ Jun 21
King! Get in your time machine for a sec and go back to 2016 / 2017...

Did you use any XP sliders?
 
# 54 Ren The Conqueror @ Jun 22
Never mind... just re-read your post.
 

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