Yes, 1 more slider thread. I tweaked enough and played several games in a row where I really like what I am seeing. Here is a link to gameplay footage showing multiple plays of the last game I played (and lost 38-33) to KC. Last game of the current season for me. KC is 12-3 at the time. They have a really solid team. Quality D, quality QB, etc. So, I feel this shows how 2 good teams play each other with my sliders. Here's the link if you want to see what I see:
https://onedrive.live.com/redir?resi...t=video%2c.mp4
https://onedrive.live.com/redir?resi...t=video%2c.mp4
Highlights/Ideas I'm trying to show with this video:
1. WR/DB Interactions - Quality swat animations instead of Ints all the time.
Broken up passes. Tough catches Made and tough catches dropped. Appropriate ints made with good coverage, poor throws made.
2. QB play/Sacks - I only got 1 sack and 1 int in this particular game. Between the quality of the QB and the sliders, the QB consistently gets rid of the ball at the correct time and will avoid sacks and/or throw the ball away when pressured. Lesser QBs will take more sacks than quality QBs, so u will still see a few big sack games against weak QBs, however, I have rarely seen a 10 sack game in a while as I was tweaking these sliders. The QB will also throw some random (sometimes due to pressure, sometimes due to coverage, sometimes purely random) incompletions. U will see overthrows, underthrows, etc. instead of Ints all the time. U will also see my QB do the same. A couple of overthrows on what could have been completions simply due to my QB having a somewhat lower medium acc. I think it's 77-80 somewhere right now.
3. I show a couple of runs just to show what it looks like. Running feels about right, though. Running to the outside is hit or miss. You will take 2-5 yard losses often. However, you will break a big run here and there. So, running feels challenging/rewarding for the most part. The cpu will also hit or miss running.
My approach with these sliders has always been animation first, challenge second as an fyi. I want to see the correct animations, and hopefully that will achieve the desired simulation football results. As i start to see the correct animations, if the game feels too easy in any aspect, I start to tweak towards difficulty. With this particular set, I also started by trying to set many sliders to 0 (this worked so well with Madden 13 and in essence "turns off" the sliders, but doesn't work as well with 25). As I played, I found some of these weren't working well, so I started to switch them to values I have used in my other slider sets, and then tweaked here and there. I also try to set sliders equal for hum and cpu as I want ALL of the AI players to play the same. This works for some sliders, and not so much with others. So, you'll see some of the similarities. With this set I feel I have achieved about the best mix I can. If you currently have a CFM where your team is stacked, you may win every game, but if you start with the Jags or Browns, I would like to think you will struggle. But, overall, for me, this is absolutely the closest I've come to seeing what looks like real football in this game, and I hope others will as well.
So, feel free to check out the video to get an idea. Try em out. I know this is late as Madden 15 is coming out soon, but this is how long it took to bring everything together with these golsh dern sliders.
So, if you're still playing and looking for a set that I think will play differently than a lot of others and possibly freshen up the game for some, let me know what u think.
These have only been used/tested in CFM All-pro. I have no idea how they play in Play Now.
Hum/Cpu
QB Acc19/19
Pass Blk0/60
(This is EXTREMELY important for QB Releasing the Ball appropriately. Too high, and he will hold onto longer taking coverage sacks. Too low, and he will take quick sacks. This really is EXACTLY the right value imo)
WR Catch64/64
(This is EXTREMELY important for WRs to actually challenge for the ball and toe tap appropriately)
Run Blk0/0 - Updated to 23/25
This still had the running game feeling overpowered for both hum and cpu, so I've tweaked this, and am now playing with 23/25. This does make a difference and feel the running game is about as good as it's going to get for me at this point. I'm seeing avg yards/carry between 4-5 most games with occasional blaster games for either hum or cpu (I gave up 300 yds to some jacka$$ RB). You will see outside running overpowered against WEAK defenses (particularly if OLBs are weak and can't blockshed), but against a good set of LBs, u will find it hard to run to the outside. I like the run game in general, but this may be a spot of personal preference. Believe me when I say, 0/0 is MORE overpowered than 23/25, so you have to play with this some or go with 23/25. I think it feels realistic enough.
(This seems to work just fine and players play to their ratings imo)
Fumbles56/69
(This may be tweaked per individual. I personally draft players with high hit power, and I was getting fumbles on every hit and seeing like 5-10 fumbles per game. So, I have been tweaking this higher and higher, and I think I finally found the right spot for me. I am still not fumbling the ball much, and may still lower hum fumble. But, this also has caused the CPU to juke more appropriately at a high value, so I like what I see here)
Pass D Rx59/59 Updated to 57/60
(This is EXTREMELY important value. LBs are actually waiting and responding to handoffs better at 59 allowing them to ALL take better pursuit angles on any given play. Also, DBs are more often in constant motion during pass plays instead of simply running to their zone and standing still)
Ints13/13
(Seeing more swats here mixed with many other sliders. Above 15 and you will start to see too many ints)
Pass Cov59/61
(This is EXTREMELY important value. At Hum 59, the coverage is such that the cpu QB recognizes open men earlier and mixed with Pass Blk 60, gets rid of the ball appropriately. Between 59-61 has also shown more incomplete passes - YES, QB ACC seems to have almost NOTHING to do with incompletions. I'm sure this is a mix of slider settings, but believe me, after testing so many different things over many months, I have found this to be true. 62 and higher for either Hum or Cpu will result in too many Ints, but for some reason at 59-61, the QB will overthrow/underthrow a WR INSTEAD of throwing an Int or throw the ball WAY out of bounds)
Tackling0/0
(This seems to allow for ratings to matter more. Good tacklers tackle well. Poor tacklers don't. With tackling at 0, however, you MUST sim Cpu FGs!!! lol. They won't be able to kick over 20 yds)
Special Teams (these are really up to you, but here's what I play with)
FG Power55
FG ACC50
Punt Power46
Punt Acc47
Kick Power55
Game Options
Injuries31
Fatigue59 (allows for D to get tired, but not too tired in 2nd half)
Min Thresh36 (allows for fast players to be fast, but not too fast, imo)
Penalties (EXTREMELY important as these do affect gameplay. You will often see anywhere between 1-10 penalties per game. Holding is most frequent. Clipping some on kick returns or run plays. Facemask may be called 1-4 times per game as well. False starts will occur as well, and offsides will rarely occur. However, I believe the false start to offsides differential between sliders needs to be minimal. With my sliders, you should only see 1-3 pancakes per offensive linemen. However, you may see 5 pancakes by a WR or FB if he keeps slamming a smaller CB to the turf. Overall, I really like the lineplay I'm seeing with these.)
Offside63 Updated to 61
False Start62 Updated to 60
Holding61
Face Mask56
Def PI63
Off PI62
Punt CI62 Updated to 61
Clipping56
IG23 (Important. Helps cpu QB release the ball appropriately and throw out of bounds some instead of taking sacks)
RP54
RK63 Updated to 62
AutoSubs
General rule: I'm currently using 95/85 for many positions and seeing minimal subbing when appropriate. However, if you have players with Stamina less than 80, I believe, you may see them disappear near the end of a game. I have Julio Jones with 95 Stamina, and I have had games where he has caught 10 balls for 200 yds, and is still in the game at the end having been subbed a few times during the game. However, I have also had Julio have 10 catches for 100 yds, but have a big play in the 4th qtr, and never see him again. So, this is still glitchy. I also have a bigger slower WR with around 80 Stamina, I believe. He will absolutely disappear in the 4th if he catches too many balls. However, with this setting, I do see subbing during the game when a player has a big run or catch. They'll sit for 1-5 plays and actually come back. So, sometimes they work, sometimes they don't.
Other settings
Skill All-pro
Qtr Length15 min
Acc ClockYes
Min Clock Time14
Game Speed Normal
Auto StrafeOff
Heat Seeker Off
Ball HawkOn
Switch AssistOn
Let me know what u think.