KingV2k3's Blog


M18 AP All Default CFM Sliders V 4.17 (Advanced / AP / AP)
Posted on November 3, 2017 at 10:41 AM.
"Upon Further Review":
Decided to disable BallHawk, as it resulted in too many INTs for HUM (as well as too many Pick 6's) after a season long sample. The pass coverage is also compromised overall with BH:ON, as it causes defenders to overplay the ball, often to their detriment.
PENALTIES
Offside: 50 / 50
False Start: 50 / 50
Offensive Holding: 50 / 50
Defensive Holding: 50 / 60
Face Mask: 45 / 50
Illegal Block In The Back: 50 / 50
Roughing Passer: 50 / 51
Defensive Pass Interference: 50 / 55
OPI: Off / Off
All Others: On
Injuries: 10 / 20
Fatigue: 50 / 50
Player Speed Parity Scale: 50
Auto Subs (MM / CFM): 60 / 80
M18: GAME OPTIONS:
Simulation
Auto Strafe: OFF
Heat Seeker Assist: OFF
Defense Assist: OFF
Ball Hawk: OFF*
Defensive Auto Flip: ON / Optional
Auto Switch Assist: ON / Optional
Coin Toss: Receive / With Wind
Quarter Length: 15 Minutes
Play Call Style: Slim
Camera Toggle: Off
Coaching Tips: Off
Game Speed: Normal / Normal
Play Clock: On
Accelerated Clock: On Special Moves: Manual
Minimum Play Clock Time: 20
Camera Settings: Standard
Progression: Every Four Weeks
Shout out to the "Usual Suspects" who influenced the end result. Trojan Man / StefJoeHalt / JoshC1977 and the crew from Mil and Ren's AM sets all have contributed quality finds to incorporate into any set, this year.
Thanks y'all!
Additionally, here's some guidelines and house rules that pull the settings above into focus:
1) Assign sabo's Custom Books for the CPU Offence. The game is a less mentally challenging, sackfest otherwise. He recently put up some revised D Books, which also play great. Generics are the next best thing (as opposed to Team Default), but I highly recommend sabo's.
2) If you USER as a DL (I do), DON'T "Jump the Snap" (R2), use more than one or two "Special Moves" per pass play or employ the "Sprint Button". Failure to do so will send the CPU timing to heck and abuse the compromised (by hard code) QB AI.
3) DO NOT use Run / Pass Commit. They are also OP to the advantage of the USER.
However, with this updated set, using Coach Adjustments like Pass Rush: Aggressive is okay, if used SPARINGLY. I tend to use this when rushing 3 or against a hurry up / two minute offence only.
Also:
After this "Final Patch", you can get stung by False Start and / or RTP when employing Pass Rush: Aggressive, which creates a nice "risk versus reward" paradigm.
4) I use Formation Subs to get rotation out of the HUM and CPU HBs and some DL, etc. Create their HC / Set Formation Subs / Retire Coach / Then use Sabo's Custom Playbook method. Takes me 10 minutes to set up the game to play optimally. It's well worth it, IMHO.
5) Make sure the CPU QB is set to the same player style on the first page of the edit screen, as it is set in the trait screen. The player type isn't important, having those two "match" is.
5) Post Patch, it's a good idea to edit CPU QB's set mobile / scramble to Balanced / Balanced or they bail too quickly...props to tommycoa on that!
I also set USER QBs to "Throws Tight Spiral: No" to increase challenge / reduce completion percentage. BIG find by Trojan Man on that one. I leave the CPU QBs "as is" with regard to Tight Spiral, though.
6) I set all my player types to Balanced in the scheme menu. This allows the actual player styles to play out, unaffected by the animation triggers associated with the various setting options.
Props to JoshC1977 for figuring out that this menu appears to be tied to profile, which makes both teams slave off it.
7) Use tdawg's XP Sliders. They simply work WAY better than the default system.
8) Rovert's "Simulation Rosters" are as always, the best I've seen for this title.
Lastly:
This year, the AP "House of Cards" is more delicate than ever. The gameplay sliders have finally been rendered completely useless and since penalties affect BOTH sides (HUM / CPU) equally, it's quite a balancing act.
So?
No, you can't have "more" or "less" of ANYTHING.

All four phases (HUM Pass / Run, CPU Pass Run) are as challenging to the former and as forgiving to the latter as possible.
Raising (or lowering) Fatigue / Injury / ANY Auto Sub setting will not only make the fatigue rates worse, it results in different block shed / block duration / pursuit rates, and the "House" falls.
Using an alternate clock system than 15 minute Q with 20 Second Runoff, is also risky, due to the above.
So?
If you're up for a little extra work on the prep, you'll be rewarded with some of the most satisfying results I've seen from this series since M16.
# 47
gman2774 @ Feb 8
Hey King! Hope all is well. What are your thoughts on xp sliders affecting gameplay? There was some interesting dialogue around this topic in Josh’s slider thread. I’ve been using your sliders with 15 acc clock vs 20 and default xp sliders. I may plug in tdawgs xp sliders and see if I notice gameplay changes but wanted to get your expert thoughts first. Thanks!!
# 48
KingV2k3 @ Feb 8
Hey gman:
I been using tdawg's XP sliders "as is" from the jump and have never tested if / how other values impact gameplay...
Since you've played this set with default vlaues, please let me know if YOU see anything different, when employing tdawg's modified settings...
Thanks!
I been using tdawg's XP sliders "as is" from the jump and have never tested if / how other values impact gameplay...
Since you've played this set with default vlaues, please let me know if YOU see anything different, when employing tdawg's modified settings...
Thanks!
KingV2k3
21
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