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M21 / OOTB / Offline / Hum v CPU / CFM Sliders 
Posted on November 9, 2020 at 08:07 PM.
M21 AP Sliders V 11.0

Values that differ from default denoted by *

HUM:

QB Accuracy: 50
Pass Blocking: 50
WR Catching: 50
Run Blocking: 40*
Fumbles: 50
Pass Defense Reaction Time: 50
Interceptions: 50
Pass Coverage: 50
Tackling: 50

CPU:

QB Accuracy: 50
Pass Blocking: 40*
WR Catching: 50
Run Blocking: 60*
Fumbles: 50
Pass Defense Reaction Time: 50
Interceptions: 50
Pass Coverage: 50
Tackling: 50

Offside: 50 / 50
False Start: 50 / 50
Offensive Holding: 50 / 50
Face Mask: 50 / 50
Illegal Block In The Back: 50 / 50
Roughing Passer: 50 / 50
Defensive Pass Interference: 50 / 60*
All Others: On

Injuries: 10 / 20*
Fatigue: 50 / 50
Player Speed Parity Scale: 50

Auto Subs (MM / CFM): 60 / 80

GAME OPTIONS:
Style: Simulation
Auto Strafe: Off
Heat Seeker Assist: Off
Ball Hawk: On
Defensive Auto Flip: On
Auto Switch Assist: Off
Coin Toss: Receive / With Wind
Quarter Length: 15 Minutes (or preference)
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: 12 (or preference)
Camera Settings: Standard (or preference)
Progression: Default

Note:

Create new USER profile and both HUM and CPU slider profiles in the main menu / import into new CFM via triangle / manually raise INJ and DPI values / advance to following week and play.

Calibrated to Out of the Box version with stock 75 man roster.

I've been told still improves offline patched versions as well.

House Rules:

1) Lay off Defensive Assist (L1) at all times and Speed Rush / Sprint esp. when manually rushing the passer. The CPU doesn't "sprint" on O or D, so using it tilts things in favor of the USER.

2) Weekly Training influences overall gameplay. I SIM (Bronze) Blitz Counters on O and Cover 3 or Cover 2 Man on D.

Why?

USER doesn't need boosts running or passing the ball, so Blitz Counters eliminates those. It will often cause HBs kept in for pass protection pick up a blitzing defender or a player who has beaten his man on the way to the QB, which is too rare otherwise.

On Defense choosing to train to stop the run or blitz the QB causes the CPU to run much less often and poorly. Through trial and error, I found training Cover 3 and Cover 2 Man engendered the most balanced overall gameplay with this set of sliders with regard to HUM coverage, as well as CPU run / pass balance and rush effectiveness. Conversely, I specifically stay away from training run defenses / man or zone blitzes, which trigger and imbalance in those aspects of gameplay.

When the AI suggests I train a Zone Pass Defense, I change it to Cover 3 and when they suggest a Man / Blitz or Run Defense, I choose Cover 2 Man. This mixes things up a bit, without messing things up!
Comments
# 1 Ren The Conqueror @ Nov 17
TM shared your set with me. I was reluctant to move over from my AM set on 1.14, but I dove into 1.17 with your set, last night. You nailed it, once again. Nice job. I played YR1-3 on AM, but I kicked off YR4 last night on AP. Side note: OOTB is legit. I played OOTB for my first season and a half before patching up and sitting on 1.14. With you using this set OOTB, it shows it holds up well.
 
# 2 KingV2k3 @ Nov 18
Thanks Ren, glad you're enjoying the set!

Great to hear it also works with the patched versions. So much of the balance is based on timing, which is something that usually gets messed with as an unintended consequence of the updates, etc.
 
# 3 StayODD @ Nov 23
I was sent here to try these out with my rosters! Giving them a shot now. Do you have any game stats available from this set at all?
 
# 4 KingV2k3 @ Nov 23
No game stats, but when I completed season one w / CIN, I ended up with a Top 5 pass D / bottom 5 run D / Bottom 5 pass O and a top 5 rush O.

However:

Total yards / points / turnovers were pretty much even between CPU and HUM.

For me, it was pretty "even" overall and each game could have gone either way.

I used the stock 75 man roster with no edits.

That in conjunction with team choice / user ability / playstyle will all alter overall result.
 
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