Background: I just love sliders, or gameplay customization, in general. It's been a huge part of my digital presence. From editing individual stats in Madden 2004, to creating NCAA sliders with the OS community back when my oldest boy (who's 6 now) had a front row cradle on my computer desk. I'm an old MaddenMania guy, but I'm very proud of how long I've been part of OS. I was big into Dynasty/Franchise reporting, and since I've gone more of a YouTube route, that's been placed a bit in the backburner. I have goals for this "20" season though.
Focus of the Sliders: It's always about animations for me. Animations are the confirmation of whether logic exists or not. They can be triggered and recreated through a proper sequence, but with sliders the source of finding those sequences could be an endless battle. I love it though, and I love seeing different animations play out. From there it's making sure they are contextual to the goal at hand. So, in addition to animations, of course I want there to be realism. The reason I like realism is because that now creates a sense of challenge, which is usually the whole point of all this.
For those that followed my Madden 19 Sliders , you may see some similar theories applied. I took a real big deep dive into default values and tested a lot on finding isolation points. I exited Madden for the first time today, already logging 40 hours since I got it on the PC.
================================= Slider Update Log - FINAL SLIDERS
================================= 5/1/2020: I believe I've done everything I can do to get the set in a good spot here. This is the last update, the final version. It's a combination of multiple sets that I felt had played quite well. I wanted to get back to the roots of good animations versus just settling for challenging fast action, if that makes sense.
Some notes on the final version (version 48) in that my goal here was to find the balance of All-Madden QB play. It's been noted that lowering their ability has made them a bit too conservative. However, simply raising their QBA isn't enough to keep them from giving up on some plays. That's not to say it won't happen, but it is to say that the attitude of the QBs will be of a bit more fight compared to before. I know some will remark about completion %'s and what not, but I'd much rather have higher completion percentages than facing a team that I'm willing them to into challenging me.
With that said, there was also an interesting find that I've been working on in hopes to be able to lower the injuries value in franchise. Basically, it's an animation based theory, so the way to combat it would be more sample size - which I simply can't keep playing X number of games to reach a conclusion that opposes the findings. I've already played now 30 games with this setting and haven't seen a negative result from it. The finding is turning off KR/PR Interference (KRI) in the Main Menu and keeping it On in franchise. I have seen the jogging animation appear after the fair catch is made, whistle blows, and the player jogs forward with it. This animation looks exactly like the jogging animation that appears when a running back gets hit, but breaks a tackle, several times and then starts jogging randomly. It also happens after a couple juke moves from any player on the field. The jukes and broken tackles take a lot of stamina out of player, but the jogging animation only seems to be triggered in that sequence. So it wasn't until seeing it appear in the Punt Return fair catch animation that I felt there was something out of sync overall. I then moved the injuries in Main Menu back to 10 (default) and bumped it to 45 in Franchise - which is usually a good spot for variety of injuries. Played the 30 games, and hadn't seen that type of weird jogging animation at all like I had seen before on the lower MM/Franchise injury values. So, it's in this set, and even if it's a placebo and doesn't pan out - turning it off in MM wouldn't have made a difference anyways - so no harm.
With that finding, I was now able to reintroduce fatigue. This time I was a bit more conservative ending, but I did stretch it to about 55 with no issues. I like fatigue so much because there can be so many random human-like plays from both the user and CPU players. From a QB throwing an accurate ball, but the ball going through the receiver's hands, or the depth of running backs and receivers that can come in at random - adding another layer of managing the game on both sides of the ball.
Another significant difference in this set is the lowering of pass defense reaction and pass coverage for the user. I did this because I wanted to address the QB's perception at a higher QBA that they can try to take more chances like a human player would. At 50, these values seemed to force the QB to get the completion no matter what, no matter how far away their receiver is from the first down line. By lowering them slightly, it lets the coverage lag just slightly behind, but react just in time - from there it's up to the other factors for the QB to make the play.
From there, the penalties such as illegal block in the back and facemask go back to their default 50 value. I raised holding back to 60 instead to compensate for a higher PBL and RBL, both from the CPU.
I appreciate everyone for giving each version a go. I think the amount of versions rose up in this thread because of all the Madden updates, but honestly, I was a lot more transparent - leaving this thread for my "raw" data than I usually do with a gsheet/doc that could go a couple pages or so. As a result, I shared a lot and you all tested along with me - which I surely appreciate that approach coming from the NCAA community sliders and current FIFA community sliders point of view.
Anyway! That's it, I am done. Enjoy what is left of Madden 20 with these sliders if you'd like. Any questions, just ask, I'll make suggestions, but a lot of the guys on here have great ideas as well. The set is posted as new, so some mentions of previous values are still present, but is hopefully clean enough to understand. I've also included the cut-out of the sliders overall. Video explanation to follow sometime this week. Take care!
If you provide feedback, please advise of any modifications you have done from this OP set.
Final Version - Game Settings
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had an accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 10 in Main Menu and in 45 Franchise Menu
With the new finding regarding KR/PR Interference (KRI), the injuries can go back to a normal level without worrying about the intensity or random jogging. It's not to say they won't occur, or that the animation is completely removed - but it will be lessened to a degree.
Fatigue: 51
Again, with the findings of KRI, the value can be revisited. I've mentioned before, but I love this feature as a modifier because it allows the humanizing of the players to come to the forefront.
Speed Disparity Scale: 45
Still a good sweet spot between the positive thresholds of sets that used 40 and 48.
QB Accuracy: 50/49 | 48/50
All Madden: Even though the QBA value had been set lower for the CPU, it started to hinder their ability to put up a fight. The QB will still throw bombs, and they'll still throw dump offs - it just depends. As I've mentioned, I just want them to fight to convert downs and be a challenge, relative to their ratings/record/etc.
All Pro: Still no Change to QBA. All-Pro QBs need all the help they can get, and completing more passes to convert their 3rd downs is key to momentum. The CPU QB also plays with a bit more aggression compared to AM, so the values of RTP and Fumbles should help.
Pass Blocking: 48/28 | 30/40
All Madden: Just a slight bump for the CPU because they were reacting a bit too prematurely at 25, and choosing to dump off or stay hooked on first reads. Just a little bit of perceived extra time can make a difference though - and sometimes that's not always in favor of them as the defensive coverage can recover as well.
All Pro: Lowering PBL seems questionable, but if there's anything I've learned this patch update is that the PBL controls how the CPU QB plays. It makes sense because when addressing the value relative to the All-Madden set, each time I lowered the PBL value, the CPU QB would release the ball quicker - increasing their completions. However, on AP, the CPU QB holds onto the ball too long and is usually waiting on receivers to come back out of their routes to make completions. With the PBL at 40, the CPU QB is forced to be decisive and makes all types of throws that are relative to their ratings and capabilities. It is also rewarding though for when you have a stout defensive line that can break through the OL to put pressure on the QB in the right fashion.
WR Catch: 49/45 | 45/55
All Madden: No changes. The change here was for the CPU WRC because simply put they were catching everything, and everything in traffic. I did not feel bad lowering this value at all. This will reduce those one handed catches as well.
All Pro: No changes. Pretty straightforward approach in getting the CPU receivers to catch and hold onto the ball a bit better. Even at 55 the ball can get jarred loose, but there will always be the chance of solid catches in traffic, etc. It's not as arcade-like as I expected though, and the variety of catches are a breath of fresh air all things considered. The lowering for the User value is simply to even out the interactions. The receivers can still catch plenty, and are threats to the CPU's coverage no matter what.
Run Blocking: 30/40 | 20/50
All Madden: No changes. Just a very slight bump to help the receiver screens and the first initial block at the LOS for the running block to find a lane.
All Pro: No changes. Often times before they had hit the hole, but been left hung out dry due to the shedding of blocks by the USER DL. This adjustment will ensure the CPU RB hits the hole, and has some added layers of support both at the LOS and second level where necessary.
Fumbles: 51/51 | 52/52
All Madden: Dropped this down for both as the RBs were taking too many cuts/jukes at times when the value was at 55. Lowering this value to 51 allows for the animations to be more relative and inline with what is happening in front of them.
All Pro: Same concept as All-Madden, but just at another value to keep in mind less of a boost on AP.
Pass Defensive Reaction: 48/50 | 50/50
All Madden: Lowering this value has helped the reaction animations to be mixed between tackles, INT attempts and deflections versus just using one single animation of deflections. Through combination of a lower PCV, the perception of the AM QB is then to challenge coverages a lot more.
All Pro: No changes since the AP CPU QB looks at the WRC at 55 versus observing the user's coverage and reaction.
Interceptions: 35/30 | 35/50
All Madden: Simply allowing the user to catch more picks compared to the All-Madden CPU. I'd like to say it helps the pass coverage, but it's not really that effective.
All Pro: A more significant bump for the CPU as it brings in the sense of risk/reward when throwing the ball. That split decision of heaving a pass into the heavens or dumping it off could be a real key to the game scenario for the user. Nothing outrageous either as a result, and no warping interception animations that I had feared initially when moving this value up so high. Users also got a bump to help with some of the very obvious picks that should be made by elite players. I started to see too many obvious drops that didn't punish the CPU. I want a challenge, sure, but not by making my players worse.
Pass Coverage: 49/50 | 48/50
All Madden: Lowered this for the USER should technically make it easier for the CPU QB to exploit, however when this value is raised above 50 it makes the over-aggressive animation appear more often. Again, it's about the perception of the CPU QB and what they see as space being covered. Lowering this also helps the user defense to recover with a PDR based animation.
All Pro: No change for the AP set because we want the CPU QB to take matters into their own hands more often, so that bit of loose coverage should help balance things out.
Tackling: 48/48 | 42/58
All Madden: No change for the All-Madden set as the benefits to low tackle value and RTP still produce the smooth tackling animations.
All Pro: Reverting this back to where it was because there's been an increase in the CPU RBL and the injuries value will make a bigger impact on the All-Pro RB who will place a bigger effort to go north-south, relative to their ratings and their OL of course.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Oftentimes I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 70
Gives both the CPU QB and RB more perceived time to make decisions. Theres no change in closedown rate or block shedding here, but it does bring some preparation to the frame.
False Start: 70
This value is used to prepare the OL to be dynamic versus the oncoming pass rush. This, along with an increase in the holding value, creates the effect of holding the block longer despite a low PBL value.
Offensive Holding: 60
This value gets a bump back up to help with the decision making by both RB and QB, which can force each to get out of their comfort zone and have an opportunity to rise up to the occasion. Holding of course will still get called.
Defensive Pass Interference: 55
Simply raising this value to get more DPI called as I did not see many on the last couple of sets.
Ineligible Receiver Downfield: Off in Main Menu (Previous: On in Main Menu)
This is the find that has made the QB play an absolutely joy for me. I'm seeing much better pocket presence. Yes, they will still run into a sack on playaction or they may spin around at times - but overall, compared to before, it's so much better. It seems that this value completely synced up the CPU QB with their playcalling. (Note: this value remains off in the franchise gameplay sliders section, there is no need to change it).
Intentional Grounding: On
I held off testing this for the longest time because it's definitely one of those in which the animations are hard to figure out. When I can't find a trigger, it's definitely hard to validate changing the value. With IG on, I see a benefit in the CPU QB not dropping unecessary yards though because instead of taking the sack, they will calmly throw the ball away when out of the pocket. This keeps them in the game because it could mean the difference between a punt or a field goal. In terms of how the CPU QB plays, I think the Ineligible Receiver value is a bit more impactful.
Roughing the Passer: 45
Something that was missed with the value at 25 was the gameplay element of read-and-react. When lowering this value, it was immediately visible that the aggression of the defense was there, but as time went on, it was at the mercy of the defensive reading of the plays. With it low, the defense would be over-aggressive in the run, such as blitzing to where the running back had the hand-off, instead of anticipating the anticipated lane they were going to reach. In addition to the run game, the aggressive defense vs the CPU's pass game was accelerating safe play because the perception of a 25 Pass Block was turning into the equivalent of a 5 or a 10. At this point, it's just safer to raise the value back up, but still leave just a slight amount of aggression to get a good balance.
Kick Return/Punt Return Interference (KRI): Off in Main Menu, On in Franchise
I have seen the jogging animation appear after the fair catch is made, whistle blows, and the player jogs forward with it. This animation looks exactly like the jogging animation that appears when a running back gets hit, but breaks a tackle, several times and then starts jogging randomly. It also happens after a couple juke moves from any player on the field. The jukes and broken tackles take a lot of stamina out of player, but the jogging animation only seems to be triggered in that sequence. So it wasn't until seeing it appear in the Punt Return fair catch animation that I felt there was something out of sync overall. I then moved the injuries in Main Menu back to 10 (default) and bumped it to 45 in Franchise - which is usually a good spot for variety of injuries. Played the 30 games, and hadn't seen that type of weird jogging animation at all like I had seen before on the lower MM/Franchise injury values.
Originally Posted by Carl23
Ill add a few things that Ive seen in my experience:
Zone coverage is better for forcing the QBs to make short passes underneath the coverage, but is more likely to give up a completion. If the offense is in a tight formation zone coverage is better since tight formations typically have short slant plays. The idea behind playing zone is to give up yards but prevent a first down.
Man coverage is better for letting your players make plays on the ball to get an interception, but is more likely to give up big gains down field. Consider Man coverage when wideouts are lined up wide on both sides and there are still a lot of yards ahead of the offense. If receivers are all on one side then man may or may not be a good idea, but that can be determine based on the situation. The idea of man coverage is to allow your dbs a chance to out play the wrs and hopefully get a pick. Expect to give up chunk plays in man coverage.
Pressing makes coverage better on wideouts(not TE or HB) in the short term, this is only helpful if you believe you can pressure the QB quickly. Its good to press in the red zone especially in zone coverage because there isnt a lot of room. Also its safer to press against tight formations since all your defenders are all relatively closer to who ever might receive the ball.
Lastly pressure on the QB is what makes this all work. Typically once one of your D line sheds a block the cpu QB is going to try and dump off a pass, this also happens when there is a defender running freely unblocked towards them. Your going to want to generate this on every pass play as quickly as possible, otherwise youd be lucky to not give up a first down. If you can do this with only 3 DL men your going to have a lot more success in pass coverage, so it really helps to have DL men that have great block shed, also a speedy defensive end can go completely around the oline if controlled by the user. If your having trouble getting pressure you might call some blitz plays. Zone blitz plays are safer, but will likely still give up short to medium passes, man blitz plays are a big gamble that can result in a turnover or a td if it fails.
Quote:
Originally Posted by seanstephans
Im going to be very direct here. If you dont want to hear an I told you so, stop reading now...
This game requires several pre-snap user inputs on nearly every defensive play. Im reading about how some posters are continuing to see specific types of plays from the CPU offense that are easy enough to contain.
1. Adjust your DL/LB coverage pre-snap by shifting to the strong side if the CPU lines up any two of the following to one side: RB, TE, 2 WR tight. Take away their strong side game.
2. Adjust into a pre-snap press coverage on plays where you need time to rush the QB and you want to press their receivers -OR- if you expect them to move into a dump passing game where you will need lots of defenders to be right there for the tackle.
3. Use spy coverage or middle zone coverage if the QB has been beating you with short dump or drags over the middle.
4. If you are playing against a QB who likes to scramble or option, you MUST pre-snap your DL to QB contain almost every single play. This is what a real DC would have his team do. You give up a bit of the pass rush from your DE position but wont get beat by a running QB.
5. Tighten or soften your zone based on down-and-distance. If its 3rd and 14+, I loosen the zone to ensure Im not getting beat deep. I can typically get the tackle before the line to gain.
6. Call for pre-snap pass guess on obvious passing downs. This will help line your coverage up to avoid the play fake or double moves.
7. Only when the CPU has 3rd or 4th and short AND you feel like gambling, pinch your DL/LB pre-snap to take away the middle run. You may still get beat here but youll stop as many as you get beat on.
8. Dont blitz every play. This one is a big one as I see the CPU being able to throw or run to the spot vacated by your blitzer more often than not. I blitz about every 6 - 8 plays on defense. I rely on my DL to create a pass rush or if Im using a 3-man DL, I may send one LB.
9. Let them dink-and-dunk between the 20s. Your D can play faster and more aggressive in your red zone because theyre not going to get burned over the top.
10. Dont go for big hits. Just tackle.
I genuinely hope this helps those of you who are struggling on defense. You should also keep in mind that in the modern game, QBs routinely make a very high percentage of their short and dump-off throws. This is what the CPU does to me to get their high completion percentage, but it rarely translates into them going for 300+ with 3 passing TDs. Im happy to let Carr pass for 270 and 1 TD with his 17 of 20 completion percentage because I smoked his team to the tune of 38 - 14.
================================= Question and Answers!
=================================
**I'll have more of these as the thread goes along**
Question: How can I tone down the CPU play overall?
Spoiler
Answer: Other than modifying various gameplay slider values, you could raise fatigue. That will be an "overall" adjustment, but you will get a more toned down CPU.
Question: The CPU QB is torching me. How can I lessen their completion %?
Spoiler
Answer: First, I wouldn't recommend trying to hit a certain comp % for the CPU QB. There are too many elements in play, and you can go down the slideritis hole. If the CPU QB is torching you, I would advise to adjust your gameplan. Simply putting in the DB as overall, or playing the receiver instead of the ball, can make all the difference in the world.
From a slider standpoint, you could lower QBA, however I wouldn't recommend it. The reason for that is because you now lower the fundamentals of a QB. They go from making NFL type passes, to barely making high school level completions. I understand poor throws, but the margins of a good QB in the NFL are so razor thin, that a back up, regardless of their ratings, should be able to perform the very basics.
Question: How can I lessen the human run game?
Spoiler
Answer: Just remember that just because you are unloading the run game in 2 games, doesn't mean it will be the same in the 5th or 6th game. Give it enough sample size.
You can raise CPU TAK or, and what I would advise, increase offensive holding a couple notches. This will create the increased chance of block shedding, which occurs at the LOS, making a bit tougher to get through.
Question: My receivers are dropping passes, what can I do?
Spoiler
Answer: Simply bump User WR Catch. It will not affect the game in any negative way. However, be cautious in some areas as the WR will tend to aim to make one handed or diving catches too often instead of secure grabs.
*********************
Slider Log Update - Archive
Version 47
Spoiler
================================= Slider Update Log
================================= 4/24/2020: I've been under the weather this week, but with what free time I've had, I was able to explore some areas I had kept on the back-burner for quite some time. With the progression of the set with Cane, the Version 46 set really does bring in a lot of what I have been looking for. The findings of the QB play though are too good to pass up. There's no harm with this adjustment either, so I think it's a win-win overall.
In addition to the QB play, I wanted to give a slight bump for the CPU RB.
Ineligible Receiver Downfield: Off in Main Menu (Previous: On in Main Menu)
This is the find that has made the QB play an absolutely joy for me. I'm seeing much better pocket presence. Yes, they will still run into a sack on playaction or they may spin around at times - but overall, compared to before, it's so much better. It seems that this value completely synced up the CPU QB with their playcalling. (Note: this value remains off in the franchise gameplay sliders section, there is no need to change it).
Intentional Grounding: On (Previous: Off)
The change to Ineligible Receiver Downfield set to Off in the Main Menu has now allowed the Intentional Grounding value to be revisted. I held off testing this for the longest time because it's definitely one of those in which the animations are hard to figure out. When I can't find a trigger, it's definitely hard to validate changing the value. With IG on, I see a benefit in the CPU QB not dropping unecessary yards though because instead of taking the sack, they will calmly throw the ball away when out of the pocket. This keeps them in the game because it could mean the difference between a punt or a field goal. In terms of how the CPU QB plays, I think the Ineligible Receiver value is a bit more impactful.
Illegal Block in the Back: 55 (Previous: 50)
I like this value for what I believe it modifies the CPU RB perception of blocks being sealed off better. The animation that appears is one that can be performed by a WR/TE/OL and that little bit of pushing animation brings in another layer of running the football - and not just exclusive to running backs.
Run Blocking: 30/40 | 20/50 (Previous: 30/38 | 20/50)
All Madden: Just a very slight bump to help the receiver screens and the first initial block at the LOS for the running block to find a lane.
If you provide feedback, please advise of any modifications you have done from this OP set.
VERSION 47 - Game Settings
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had an accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50 in Main Menu and in Franchise Menu (Previous: 45 in Main Menu and in Franchise Menu)
Injuries value needs to go back to 50 and not go under again. This value in the Franchise menu controls the effort level from the players, and with the jogging animation showing up under 50, it only made sense to re-raise this value.
Fatigue: 50
This value is going to stay at 50, and I will say I've kept it there. No longer going to pursue raising it as the slowdown animations, in coverage primarily, are too negative for me to consider working with anymore.
Speed Disparity Scale: 45
Just a slight rise to help balance the coverage and separation. Good sweet spot between the positive thresholds of sets that used 40 and 48.
QB Accuracy: 50/45 | 48/50
All Madden: The CPU QBA value needed to be lowered to basically free up their decision making a bit more. At 48, and 50, their intent was primarily to complete passes, which would mean hitting their first read or taking a bit more time to go through their progression. A couple values have also helped them with this decision making process by way of RTP raised and Fumbles raised.
All Pro: No Change to QBA. All-Pro QBs need all the help they can get, and completing more passes to convert their 3rd downs is key to momentum. The CPU QB also plays with a bit more aggression compared to AM, so the values of RTP and Fumbles should help.
Pass Blocking: 48/25 | 30/40
All Madden: A huge difference from before, and basically goes against the theory that the CPU needs to perceive more time on their end. Basically, what was found in the set version that inspired this change is that it forces the CPU QB to make decisions quickly. The key was ensuring that they weren't instantly throwing as soon as the ball touched their hands. As a result, some other values needed to be adjusted, however the benefit to this low PBL is that it resyncs the routes run, and the routes covered. From a defensive point of view, there is much less time to mess up the coverage because chances are the route is already finished, or the QB is ready to make a decision. Overall, the focus is back on the game plan and how either the CPU is going to handle what's in front of them, or how you as the user is going to be ready for their adjustments.
All Pro: Lowering PBL seems questionable, but if there's anything I've learned this patch update is that the PBL controls how the CPU QB plays. It makes sense because when addressing the value relative to the All-Madden set, each time I lowered the PBL value, the CPU QB would release the ball quicker - increasing their completions. However, on AP, the CPU QB holds onto the ball too long and is usually waiting on receivers to come back out of their routes to make completions. With the PBL at 40, the CPU QB is forced to be decisive and makes all types of throws that are relative to their ratings and capabilities. It is also rewarding though for when you have a stout defensive line that can break through the OL to put pressure on the QB in the right fashion.
WR Catch: 49/45 | 45/55
All Madden: The change here was for the CPU WRC because simply put they were catching everything, and everything in traffic. I did not feel bad lowering this value at all. This will reduce those one handed catches as well.
All Pro: Pretty straightforward approach in getting the CPU receivers to catch and hold onto the ball a bit better. Even at 55 the ball can get jarred loose, but there will always be the chance of solid catches in traffic, etc. It's not as arcade-like as I expected though, and the variety of catches are a breath of fresh air all things considered. The lowering for the User value is simply to even out the interactions. The receivers can still catch plenty, and are threats to the CPU's coverage no matter what.
Run Blocking: 30/40 | 20/50 (Previous: 30/38 | 20/50)
All Madden: Just a very slight bump to help the receiver screens and the first initial block at the LOS for the running block to find a lane.
All Pro: This value gets a bump from 40 to 50 because of the need to establish second level blocking for the CPU RB to have a fighting chance through the trenches. Often times before they had hit the hole, but been left hung out dry due to the shedding of blocks by the USER DL. This adjustment will ensure the CPU RB hits the hole, and has some added layers of support both at the LOS and second level where necessary.
Fumbles: 55/55 (Previous: 50/50)
All Madden: Spending more time in modifying Fumbles, which acts similar to RB Ability. Cannot go too high with this value though as there can be times where theres too much juking/spinning/trucking than necessary. This value, along with the penalty modifications, helps the RBs to hit lanes harder and be more aware of their surroundings - based on ratings of course. Fumbles definitely still happen.
All Pro: Same concept as All-Madden.
Pass Defensive Reaction: 50/50
All Madden: This value needed to go back to normal as this set operates a bit differently since it is not on as low of a threshold and patch update 1.29 has seemed to revert back to normal with the PDR value in general.
All Pro: This value needed to go back to normal as this set operates a bit differently since it is not on as low of a threshold and patch update 1.29 has seemed to revert back to normal with the PDR value in general.
Interceptions: 35/30 | 35/50
All Madden: Just a slight change here for the sake of simply allowing the user to catch more picks compared to the All-Madden CPU. I'd like to say it helps the pass coverage, but it's not really that effective.
All Pro: A more significant bump for the CPU as it brings in the sense of risk/reward when throwing the ball. That split decision of heaving a pass into the heavens or dumping it off could be a real key to the game scenario for the user. Nothing outrageous either as a result, and no warping interception animations that I had feared initially when moving this value up so high. Users also got a bump to help with some of the very obvious picks that should be made by elite players. I started to see too many obvious drops that didn't punish the CPU. I want a challenge, sure, but not by making my players worse.
Pass Coverage: 50/50 | 48/50
All Madden: As a result of the injuries finding, the PCV value needs to go back to 50 for the User as now the receivers are running their routes with a much higher level of effort and speed. We do not need to artificially create the lag any longer for All-Madden. The natural coverage at 50 should take care of this.
All Pro: No change for the AP set because we want the CPU QB to take matters into their own hands more often, so that bit of loose coverage should help balance things out.
Tackling: 48/48 | 42/58
All Madden: No change for the All-Madden set as the benefits to low tackle value and RTP still produce the smooth tackling animations.
All Pro: Reverting this back to where it was because there's been an increase in the CPU RBL and the injuries value will make a bigger impact on the All-Pro RB who will place a bigger effort to go north-south, relative to their ratings and their OL of course.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Oftentimes I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 70 (Previous: 99)
Dropping Offside down a bit to give both the CPU QB and RB more perceived time to make decisions. Theres no change in closedown rate or block shedding here, but it does bring some preparation to the frame.
False Start: 70
This value is used to prepare the OL to be dynamic versus the oncoming pass rush. This, along with an increase in the holding value, creates the effect of holding the block longer despite a low PBL value.
Offensive Holding: 55 (Previous: 60)
This time Im giving everyone just a tad more time because it had felt too rushed in some spots previously. Holding of course will still get called.
Facemask: 45 (Previous: 50)
One of the last values to finetune as going too low and the CPU tries to hit too hard, and it becomes hit-stick central. With this value though, it compliments the Fumbles value and the TAK value that has been at 48. It brings in a sense of risk/reward when the CPU tackler goes in aggressively, but will be punished if they arent committed against a powerful runner.
Illegal Block in the Back: 55 (Previous: 50)
I like this value for what I believe it modifies the CPU RB perception of blocks being sealed off better. The animation that appears is one that can be performed by a WR/TE/OL and that little bit of pushing animation brings in another layer of running the football - and not just exclusive to running backs.
Defensive Pass Interference: 55
Simply raising this value to get more DPI called as I did not see many on the last couple of sets.
Ineligible Receiver Downfield: Off in Main Menu (Previous: On in Main Menu)
This is the find that has made the QB play an absolutely joy for me. I'm seeing much better pocket presence. Yes, they will still run into a sack on playaction or they may spin around at times - but overall, compared to before, it's so much better. It seems that this value completely synced up the CPU QB with their playcalling. (Note: this value remains off in the franchise gameplay sliders section, there is no need to change it).
Intentional Grounding: On (Previous: Off)
The change to Ineligible Receiver Downfield set to Off in the Main Menu has now allowed the Intentional Grounding value to be revisted. I held off testing this for the longest time because it's definitely one of those in which the animations are hard to figure out. When I can't find a trigger, it's definitely hard to validate changing the value. With IG on, I see a benefit in the CPU QB not dropping unecessary yards though because instead of taking the sack, they will calmly throw the ball away when out of the pocket. This keeps them in the game because it could mean the difference between a punt or a field goal. In terms of how the CPU QB plays, I think the Ineligible Receiver value is a bit more impactful.
Roughing the Passer: 45
Something that was missed with the value at 25 was the gameplay element of read-and-react. When lowering this value, it was immediately visible that the aggression of the defense was there, but as time went on, it was at the mercy of the defensive reading of the plays. With it low, the defense would be over-aggressive in the run, such as blitzing to where the running back had the hand-off, instead of anticipating the anticipated lane they were going to reach. In addition to the run game, the aggressive defense vs the CPU's pass game was accelerating safe play because the perception of a 25 Pass Block was turning into the equivalent of a 5 or a 10. At this point, it's just safer to raise the value back up, but still leave just a slight amount of aggression to get a good balance.
All Other Penalties Set to Default 50 or ON
Version 46
Spoiler
================================= Slider Update Log
================================= 4/22/2020: I've been working on this one for a couple days now. I've been burned in saying things are final before, but this time I can confidently say it is in a much better spot - to the point I feel an explanation video will be next. The last bit of fine-tuning is to get the All-Madden CPU's perception of time more in-line with what is happening in front of them. At times I have felt that the CPU QB and RB are immediately under pressure and forced to make decisions, which have mainly been incorrect ones - especially running backs with cutting or juking the wrong way. It got to the point where they were constantly trying to fight for yards on intermediate 3rd downs, and I started to get them to get positive yardage.
So, with these adjustments, it will improve the CPU QB decision making and the RB using more of their instincts.
Fumbles: 55/55 (Previous: 50/50)
All Madden: Spending more time in modifying Fumbles, which acts similar to RB Ability. Cannot go too high with this value though as there can be times where theres too much juking/spinning/trucking than necessary. This value, along with the penalty modifications, helps the RBs to hit lanes harder and be more aware of their surroundings - based on ratings of course. Fumbles definitely still happen.
All Pro: Same concept as All-Madden.
Offside: 70 (Previous: 99)
Dropping Offside down a bit to give both the CPU QB and RB more perceived time to make decisions. Theres no change in closedown rate or block shedding here, but it does bring some preparation to the frame.
Offensive Holding: 55 (Previous: 60)
This time Im giving everyone just a tad more time because it had felt too rushed in some spots previously. Holding of course will still get called.
Facemask: 45 (Previous: 50)
One of the last values to finetune as going too low and the CPU tries to hit too hard, and it becomes hit-stick central. With this value though, it compliments the Fumbles value and the TAK value that has been at 48. It brings in a sense of risk/reward when the CPU tackler goes in aggressively, but will be punished if they arent committed against a powerful runner.
If you provide feedback, please advise of any modifications you have done from this OP set.
VERSION 46 - Game Settings
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had an accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50 in Main Menu and in Franchise Menu (Previous: 45 in Main Menu and in Franchise Menu)
Injuries value needs to go back to 50 and not go under again. This value in the Franchise menu controls the effort level from the players, and with the jogging animation showing up under 50, it only made sense to re-raise this value.
Fatigue: 50
This value is going to stay at 50, and I will say I've kept it there. No longer going to pursue raising it as the slowdown animations, in coverage primarily, are too negative for me to consider working with anymore.
Speed Disparity Scale: 45
Just a slight rise to help balance the coverage and separation. Good sweet spot between the positive thresholds of sets that used 40 and 48.
QB Accuracy: 50/45 | 48/50
All Madden: The CPU QBA value needed to be lowered to basically free up their decision making a bit more. At 48, and 50, their intent was primarily to complete passes, which would mean hitting their first read or taking a bit more time to go through their progression. A couple values have also helped them with this decision making process by way of RTP raised and Fumbles raised.
All Pro: No Change to QBA. All-Pro QBs need all the help they can get, and completing more passes to convert their 3rd downs is key to momentum. The CPU QB also plays with a bit more aggression compared to AM, so the values of RTP and Fumbles should help.
Pass Blocking: 48/25 | 30/40
All Madden: A huge difference from before, and basically goes against the theory that the CPU needs to perceive more time on their end. Basically, what was found in the set version that inspired this change is that it forces the CPU QB to make decisions quickly. The key was ensuring that they weren't instantly throwing as soon as the ball touched their hands. As a result, some other values needed to be adjusted, however the benefit to this low PBL is that it resyncs the routes run, and the routes covered. From a defensive point of view, there is much less time to mess up the coverage because chances are the route is already finished, or the QB is ready to make a decision. Overall, the focus is back on the game plan and how either the CPU is going to handle what's in front of them, or how you as the user is going to be ready for their adjustments.
All Pro: Lowering PBL seems questionable, but if there's anything I've learned this patch update is that the PBL controls how the CPU QB plays. It makes sense because when addressing the value relative to the All-Madden set, each time I lowered the PBL value, the CPU QB would release the ball quicker - increasing their completions. However, on AP, the CPU QB holds onto the ball too long and is usually waiting on receivers to come back out of their routes to make completions. With the PBL at 40, the CPU QB is forced to be decisive and makes all types of throws that are relative to their ratings and capabilities. It is also rewarding though for when you have a stout defensive line that can break through the OL to put pressure on the QB in the right fashion.
WR Catch: 49/45 | 45/55
All Madden: The change here was for the CPU WRC because simply put they were catching everything, and everything in traffic. I did not feel bad lowering this value at all. This will reduce those one handed catches as well.
All Pro: Pretty straightforward approach in getting the CPU receivers to catch and hold onto the ball a bit better. Even at 55 the ball can get jarred loose, but there will always be the chance of solid catches in traffic, etc. It's not as arcade-like as I expected though, and the variety of catches are a breath of fresh air all things considered. The lowering for the User value is simply to even out the interactions. The receivers can still catch plenty, and are threats to the CPU's coverage no matter what.
Run Blocking: 30/38 | 20/50
All Madden: No changes in Version 44 as this is still producing good results, and should address some concerns with the blocking overall via the injuries value update.
All Pro: This value gets a bump from 40 to 50 because of the need to establish second level blocking for the CPU RB to have a fighting chance through the trenches. Often times before they had hit the hole, but been left hung out dry due to the shedding of blocks by the USER DL. This adjustment will ensure the CPU RB hits the hole, and has some added layers of support both at the LOS and second level where necessary.
Fumbles: 55/55 (Previous: 50/50)
All Madden: Spending more time in modifying Fumbles, which acts similar to RB Ability. Cannot go too high with this value though as there can be times where theres too much juking/spinning/trucking than necessary. This value, along with the penalty modifications, helps the RBs to hit lanes harder and be more aware of their surroundings - based on ratings of course. Fumbles definitely still happen.
All Pro: Same concept as All-Madden.
Pass Defensive Reaction: 50/50
All Madden: This value needed to go back to normal as this set operates a bit differently since it is not on as low of a threshold and patch update 1.29 has seemed to revert back to normal with the PDR value in general.
All Pro: This value needed to go back to normal as this set operates a bit differently since it is not on as low of a threshold and patch update 1.29 has seemed to revert back to normal with the PDR value in general.
Interceptions: 35/30 | 35/50
All Madden: Just a slight change here for the sake of simply allowing the user to catch more picks compared to the All-Madden CPU. I'd like to say it helps the pass coverage, but it's not really that effective.
All Pro: A more significant bump for the CPU as it brings in the sense of risk/reward when throwing the ball. That split decision of heaving a pass into the heavens or dumping it off could be a real key to the game scenario for the user. Nothing outrageous either as a result, and no warping interception animations that I had feared initially when moving this value up so high. Users also got a bump to help with some of the very obvious picks that should be made by elite players. I started to see too many obvious drops that didn't punish the CPU. I want a challenge, sure, but not by making my players worse.
Pass Coverage: 50/50 | 48/50
All Madden: As a result of the injuries finding, the PCV value needs to go back to 50 for the User as now the receivers are running their routes with a much higher level of effort and speed. We do not need to artificially create the lag any longer for All-Madden. The natural coverage at 50 should take care of this.
All Pro: No change for the AP set because we want the CPU QB to take matters into their own hands more often, so that bit of loose coverage should help balance things out.
Tackling: 48/48 | 42/58
All Madden: No change for the All-Madden set as the benefits to low tackle value and RTP still produce the smooth tackling animations.
All Pro: Reverting this back to where it was because there's been an increase in the CPU RBL and the injuries value will make a bigger impact on the All-Pro RB who will place a bigger effort to go north-south, relative to their ratings and their OL of course.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Oftentimes I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 70 (Previous: 99)
Dropping Offside down a bit to give both the CPU QB and RB more perceived time to make decisions. Theres no change in closedown rate or block shedding here, but it does bring some preparation to the frame.
False Start: 70
This value is used to prepare the OL to be dynamic versus the oncoming pass rush. This, along with an increase in the holding value, creates the effect of holding the block longer despite a low PBL value.
Offensive Holding: 55 (Previous: 60)
This time Im giving everyone just a tad more time because it had felt too rushed in some spots previously. Holding of course will still get called.
Facemask: 45 (Previous: 50)
One of the last values to finetune as going too low and the CPU tries to hit too hard, and it becomes hit-stick central. With this value though, it compliments the Fumbles value and the TAK value that has been at 48. It brings in a sense of risk/reward when the CPU tackler goes in aggressively, but will be punished if they arent committed against a powerful runner.
Defensive Pass Interference: 55
Simply raising this value to get more DPI called as I did not see many on the last couple of sets.
Intentional Grounding: Off
No changes here. Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
Roughing the Passer: 45
Something that was missed with the value at 25 was the gameplay element of read-and-react. When lowering this value, it was immediately visible that the aggression of the defense was there, but as time went on, it was at the mercy of the defensive reading of the plays. With it low, the defense would be over-aggressive in the run, such as blitzing to where the running back had the hand-off, instead of anticipating the anticipated lane they were going to reach. In addition to the run game, the aggressive defense vs the CPU's pass game was accelerating safe play because the perception of a 25 Pass Block was turning into the equivalent of a 5 or a 10. At this point, it's just safer to raise the value back up, but still leave just a slight amount of aggression to get a good balance.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so I can't recommend doing anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 45
Spoiler
================================= Slider Update Log
================================= 4/16/2020: This update is not necessarily in response to the patch we received today, but more so some items that I had already been thinking about from Version 44.
The two biggest items were in establishing some logic in the lanes chosen by the running backs and also the CPU QB play overall. While they were solid in executing the gameplan, it was hard to truly settle for their conservative play all around. The good thing is that the values intended to help the run game will also help the pass game.
Here is Version 45:
QB Accuracy: 50/45 | 48/50 (Previous: 50/48 | 48/50)
All Madden: The CPU QBA value needed to be lowered to basically free up their decision making a bit more. At 48, and 50, their intent was primarily to complete passes, which would mean hitting their first read or taking a bit more time to go through their progression. A couple values have also helped them with this decision making process by way of RTP raised and Fumbles raised.
All Pro: No Change to QBA. All-Pro QBs need all the help they can get, and completing more passes to convert their 3rd downs is key to momentum. The CPU QB also plays with a bit more aggression compared to AM, so the values of RTP and Fumbles should help.
Fumbles: 52/52 (Previous: 50/50)
All Madden: First time adjusting this value as it works true to form in regards to lowering the chance of fumbles. The good thing that even at 52, the fumbles are still there, but more importantly the element of ball security is sped up a bit. When the ball security is sped up, the decision making animation can increase and appear sooner - which is why there will be more dynamic play by both the QB and RB.
All Pro: Same concept as All-Madden.
Roughing the Passer: 45 (Previous: 25)
Something that was missed with the value at 25 was the gameplay element of read-and-react. When lowering this value, it was immediately visible that the aggression of the defense was there, but as time went on, it was at the mercy of the defensive reading of the plays. With it low, the defense would be over-aggressive in the run, such as blitzing to where the running back had the hand-off, instead of anticipating the anticipated lane they were going to reach. In addition to the run game, the aggressive defense vs the CPU's pass game was accelerating safe play because the perception of a 25 Pass Block was turning into the equivalent of a 5 or a 10. At this point, it's just safer to raise the value back up, but still leave just a slight amount of aggression to get a good balance.
If you provide feedback, please advise of any modifications you have done from this OP set.
VERSION 45 - Game Settings
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had an accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50 in Main Menu and in Franchise Menu (Previous: 45 in Main Menu and in Franchise Menu)
Injuries value needs to go back to 50 and not go under again. This value in the Franchise menu controls the effort level from the players, and with the jogging animation showing up under 50, it only made sense to re-raise this value.
Fatigue: 50
This value is going to stay at 50, and I will say I've kept it there. No longer going to pursue raising it as the slowdown animations, in coverage primarily, are too negative for me to consider working with anymore.
Speed Disparity Scale: 45
Just a slight rise to help balance the coverage and separation. Good sweet spot between the positive thresholds of sets that used 40 and 48.
QB Accuracy: 50/45 | 48/50 (Previous: 50/48 | 48/50)
All Madden: The CPU QBA value needed to be lowered to basically free up their decision making a bit more. At 48, and 50, their intent was primarily to complete passes, which would mean hitting their first read or taking a bit more time to go through their progression. A couple values have also helped them with this decision making process by way of RTP raised and Fumbles raised.
All Pro: No Change to QBA. All-Pro QBs need all the help they can get, and completing more passes to convert their 3rd downs is key to momentum. The CPU QB also plays with a bit more aggression compared to AM, so the values of RTP and Fumbles should help.
Pass Blocking: 48/25 | 30/40
All Madden: A huge difference from before, and basically goes against the theory that the CPU needs to perceive more time on their end. Basically, what was found in the set version that inspired this change is that it forces the CPU QB to make decisions quickly. The key was ensuring that they weren't instantly throwing as soon as the ball touched their hands. As a result, some other values needed to be adjusted, however the benefit to this low PBL is that it resyncs the routes run, and the routes covered. From a defensive point of view, there is much less time to mess up the coverage because chances are the route is already finished, or the QB is ready to make a decision. Overall, the focus is back on the game plan and how either the CPU is going to handle what's in front of them, or how you as the user is going to be ready for their adjustments.
All Pro: Lowering PBL seems questionable, but if there's anything I've learned this patch update is that the PBL controls how the CPU QB plays. It makes sense because when addressing the value relative to the All-Madden set, each time I lowered the PBL value, the CPU QB would release the ball quicker - increasing their completions. However, on AP, the CPU QB holds onto the ball too long and is usually waiting on receivers to come back out of their routes to make completions. With the PBL at 40, the CPU QB is forced to be decisive and makes all types of throws that are relative to their ratings and capabilities. It is also rewarding though for when you have a stout defensive line that can break through the OL to put pressure on the QB in the right fashion.
WR Catch: 49/45 | 45/55
All Madden: The change here was for the CPU WRC because simply put they were catching everything, and everything in traffic. I did not feel bad lowering this value at all. This will reduce those one handed catches as well.
All Pro: Pretty straightforward approach in getting the CPU receivers to catch and hold onto the ball a bit better. Even at 55 the ball can get jarred loose, but there will always be the chance of solid catches in traffic, etc. It's not as arcade-like as I expected though, and the variety of catches are a breath of fresh air all things considered. The lowering for the User value is simply to even out the interactions. The receivers can still catch plenty, and are threats to the CPU's coverage no matter what.
Run Blocking: 30/38 | 20/50 (Previous: 30/38 | 20/40)
All Madden: No changes in Version 44 as this is still producing good results, and should address some concerns with the blocking overall via the injuries value update.
All Pro: This value gets a bump from 40 to 50 because of the need to establish second level blocking for the CPU RB to have a fighting chance through the trenches. Often times before they had hit the hole, but been left hung out dry due to the shedding of blocks by the USER DL. This adjustment will ensure the CPU RB hits the hole, and has some added layers of support both at the LOS and second level where necessary.
Fumbles: 52/52 (Previous: 50/50)
All Madden: First time adjusting this value as it works true to form in regards to lowering the chance of fumbles. The good thing that even at 52, the fumbles are still there, but more importantly the element of ball security is sped up a bit. When the ball security is sped up, the decision making animation can increase and appear sooner - which is why there will be more dynamic play by both the QB and RB.
All Pro: Same concept as All-Madden.
Pass Defensive Reaction: 50/50
All Madden: This value needed to go back to normal as this set operates a bit differently since it is not on as low of a threshold and patch update 1.29 has seemed to revert back to normal with the PDR value in general.
All Pro: This value needed to go back to normal as this set operates a bit differently since it is not on as low of a threshold and patch update 1.29 has seemed to revert back to normal with the PDR value in general.
Interceptions: 35/30 | 35/50
All Madden: Just a slight change here for the sake of simply allowing the user to catch more picks compared to the All-Madden CPU. I'd like to say it helps the pass coverage, but it's not really that effective.
All Pro: A more significant bump for the CPU as it brings in the sense of risk/reward when throwing the ball. That split decision of heaving a pass into the heavens or dumping it off could be a real key to the game scenario for the user. Nothing outrageous either as a result, and no warping interception animations that I had feared initially when moving this value up so high. Users also got a bump to help with some of the very obvious picks that should be made by elite players. I started to see too many obvious drops that didn't punish the CPU. I want a challenge, sure, but not by making my players worse.
Pass Coverage: 50/50 | 48/50 (Previous: 48/50)
All Madden: As a result of the injuries finding, the PCV value needs to go back to 50 for the User as now the receivers are running their routes with a much higher level of effort and speed. We do not need to artificially create the lag any longer for All-Madden. The natural coverage at 50 should take care of this.
All Pro: No change for the AP set because we want the CPU QB to take matters into their own hands more often, so that bit of loose coverage should help balance things out.
Tackling: 48/48 | 42/58 (Previous: 48/48 | 35/58)
All Madden: No change for the All-Madden set as the benefits to low tackle value and RTP still produce the smooth tackling animations.
All Pro: Reverting this back to where it was because there's been an increase in the CPU RBL and the injuries value will make a bigger impact on the All-Pro RB who will place a bigger effort to go north-south, relative to their ratings and their OL of course.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Oftentimes I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
One of the stars of the set, as it was in Version 28, because of how it helps the pass coverage, reaction and block shedding in the trenches.
False Start: 70
This value is used to prepare the OL to be dynamic versus the oncoming pass rush. This, along with an increase in the holding value, creates the effect of holding the block longer despite a low PBL value.
Offensive Holding: 60
In the previous set the holding value got a bump to compensate for some of the higher PBL and lower threshold changes. With this set the value has to be lowered to combat the higher offside value and low PBL. The low PBL will cause more chances of the calls appearing, but it will also give the 3 penalties here to make the great animations of the OL/DL interaction.
Defensive Pass Interference: 55
Simply raising this value to get more DPI called as I did not see many on the last couple of sets.
Intentional Grounding: Off
No changes here. Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
Roughing the Passer: 45 (Previous: 25)
Something that was missed with the value at 25 was the gameplay element of read-and-react. When lowering this value, it was immediately visible that the aggression of the defense was there, but as time went on, it was at the mercy of the defensive reading of the plays. With it low, the defense would be over-aggressive in the run, such as blitzing to where the running back had the hand-off, instead of anticipating the anticipated lane they were going to reach. In addition to the run game, the aggressive defense vs the CPU's pass game was accelerating safe play because the perception of a 25 Pass Block was turning into the equivalent of a 5 or a 10. At this point, it's just safer to raise the value back up, but still leave just a slight amount of aggression to get a good balance.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so I can't recommend doing anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 44
Spoiler
================================= Slider Update Log
================================= 4/14/2020: Version 43 has brought a lot of fun back to the game for me, and it seems like the feedback is quite positive as well. There were one or two standout concerns that I have noticed from my own play and watching others stream. The feedback from detailed posts has been invaluable as well - so a super big thank you there.
What I saw over time was that the players jogging in random spots was starting to really affect the game. For one, it was unpredictable and for two, it was completely unrealistic. This may be one of those elements that you do not notice when playing, but once you see it - it will bother you a lot. I believe this is also the reason there is some skewed results in terms of the CPU run game on All-Pro and the CPU QB play on All-Madden.
Thankfully, the fix is easy and immediate. It's a bit unfortunate because this value has served well for such a long time, but I believe it has not reached the front of the pack in leading the standout issues - which aren't many now. The culprit is Injuries. Injuries is currently at 45/45 (MM/CFM), and we need to change it immediately to 50/50. The reason for this is because the value in MM controls the foot planting, momentum and some turns off the ball. This recent set update, I decided to go away with lower injury value in MM because it was hurting more than it was helping, not to mention it is much easier to import sliders directly without any type of discrepancy between MM and CFM - which I believe could de-sync any time of profile data, that's speaking completely based on theory (and some knowledge of XMPP syncs, but this seems more cache than anything).
The most important element though is the Injuries value in CFM. It must be at least 50. I've tried it at 46, 47, 48 and 49 respectfully - and the jogging animation still shows up in the most random spots. The concept behind the injuries in CFM is that it controls the effort level of the players. Under 50 and they are a bit more reserved, a bit more cautious, etc. While at 50, they are pretty much ready to do anything and everything - fight for every yard, fight to perform overall. Considering the fact that the jogging animation shows at random, it does reflect though that the player looks like they are not trying any longer, so one would defer to the theory of fighting to perform. My secondary theory here is that the jogging animation is triggered when you keep an injured player in the game and try to perform with them, and because the value had been under 50, the game visually chooses a player who would have been injured if the value had been higher - which is why the jogging animation takes place instead. This may be further supported because the fact that any player who does the jogging animation never actually gets injured in the same sequence.
All that said, the injuries value is very important to the effort level of both the User and CPU players, and I am going to change that for Version 44 immediately. I know it will come up, so let me just say that injuries still vary, and still vary per position. I do not have a recommendation of the simulated injury value as I've always just used whatever is used in the gameplay sliders. In addition, the injuries to running backs has been an issue in the past patches for Madden, but in my testing, so far, I have not seen more than 1 RB injury. That's not to say it won't happen, but may be something to keep an eye out. Just keep in mind this is a much more limited options because of how the jogging animation can be triggered with injury values under 50.
Lastly, some good assistance has been provided throughout the thread for those who are needing to delete their profiles to basically re-sync the gameplay overall. I would definitely recommend this. You can simply navigate to your Profile in the main menu and delete it. It will not delete your franchise files, just the gameplay sliders and other settings. It is definitely good practice if you run into abnormalities.
In addition to the injuries, I've also addressed the AP and AM set to respond to the expected extra effort from the CPU, which is outlined below.
Here is Version 44:
Injuries: 50 in Main Menu and in Franchise Menu (Previous: 45 in Main Menu and in Franchise Menu)
Injuries value needs to go back to 50 and not go under again. This value in the Franchise menu controls the effort level from the players, and with the jogging animation showing up under 50, it only made sense to re-raise this value.
Run Blocking: 30/38 | 20/50 (Previous: 30/38 | 20/40)
All Madden: No changes in Version 44 as this is still producing good results, and should address some concerns with the blocking overall via the injuries value update.
All Pro: This value gets a bump from 40 to 50 because of the need to establish second level blocking for the CPU RB to have a fighting chance through the trenches. Often times before they had hit the hole, but been left hung out dry due to the shedding of blocks by the USER DL. This adjustment will ensure the CPU RB hits the hole, and has some added layers of support both at the LOS and second level where necessary.
Pass Coverage: 50/50 | 48/50 (Previous: 48/50)
All Madden: As a result of the injuries finding, the PCV value needs to go back to 50 for the User as now the receivers are running their routes with a much higher level of effort and speed. We do not need to artificially create the lag any longer for All-Madden. The natural coverage at 50 should take care of this.
All Pro: No change for the AP set because we want the CPU QB to take matters into their own hands more often, so that bit of loose coverage should help balance things out.
Tackling: 48/48 | 42/58 (Previous: 48/48 | 35/58)
All Madden: No change for the All-Madden set as the benefits to low tackle value and RTP still produce the smooth tackling animations.
All Pro: Reverting this back to where it was because there's been an increase in the CPU RBL and the injuries value will make a bigger impact on the All-Pro RB who will place a bigger effort to go north-south, relative to their ratings and their OL of course.
If you provide feedback, please advise of any modifications you have done from this OP set.
VERSION 44 - Game Settings
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had an accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50 in Main Menu and in Franchise Menu (Previous: 45 in Main Menu and in Franchise Menu)
Injuries value needs to go back to 50 and not go under again. This value in the Franchise menu controls the effort level from the players, and with the jogging animation showing up under 50, it only made sense to re-raise this value.
Fatigue: 50
This value is going to stay at 50, and I will say I've kept it there. No longer going to pursue raising it as the slowdown animations, in coverage primarily, are too negative for me to consider working with anymore.
Speed Disparity Scale: 45
Just a slight rise to help balance the coverage and separation. Good sweet spot between the positive thresholds of sets that used 40 and 48.
QB Accuracy: 50/48 | 48/50
All Madden: Reviewed this value mainly for the CPU on All-Madden and determined that 48 was a good spot. I tested 45 as the lowest value, which would create a good variety in throws, but it prevented the CPU QB to heave the ball long on 4-verts, so they'd wait for a receiver to come back 20 yards each time. As long as pass coverage remains intact, the CPU will try all sorts of passes, and yes - completion percentages.
All Pro: No Change. Reduced the value for the user just a bit as the sense of inaccuracy needed to be increased based on the sensitivity of leading passes and touch. The CPU QB honors the variety of throws at 50 so there is no need to change their value.
Pass Blocking: 48/25 | 30/40
All Madden: A huge difference from before, and basically goes against the theory that the CPU needs to perceive more time on their end. Basically, what was found in the set version that inspired this change is that it forces the CPU QB to make decisions quickly. The key was ensuring that they weren't instantly throwing as soon as the ball touched their hands. As a result, some other values needed to be adjusted, however the benefit to this low PBL is that it resyncs the routes run, and the routes covered. From a defensive point of view, there is much less time to mess up the coverage because chances are the route is already finished, or the QB is ready to make a decision. Overall, the focus is back on the game plan and how either the CPU is going to handle what's in front of them, or how you as the user is going to be ready for their adjustments.
All Pro: Lowering PBL seems questionable, but if there's anything I've learned this patch update is that the PBL controls how the CPU QB plays. It makes sense because when addressing the value relative to the All-Madden set, each time I lowered the PBL value, the CPU QB would release the ball quicker - increasing their completions. However, on AP, the CPU QB holds onto the ball too long and is usually waiting on receivers to come back out of their routes to make completions. With the PBL at 40, the CPU QB is forced to be decisive and makes all types of throws that are relative to their ratings and capabilities. It is also rewarding though for when you have a stout defensive line that can break through the OL to put pressure on the QB in the right fashion.
WR Catch: 49/45 | 45/55
All Madden: The change here was for the CPU WRC because simply put they were catching everything, and everything in traffic. I did not feel bad lowering this value at all. This will reduce those one handed catches as well.
All Pro: Pretty straightforward approach in getting the CPU receivers to catch and hold onto the ball a bit better. Even at 55 the ball can get jarred loose, but there will always be the chance of solid catches in traffic, etc. It's not as arcade-like as I expected though, and the variety of catches are a breath of fresh air all things considered. The lowering for the User value is simply to even out the interactions. The receivers can still catch plenty, and are threats to the CPU's coverage no matter what.
Run Blocking: 30/38 | 20/50 (Previous: 30/38 | 20/40)
All Madden: No changes in Version 44 as this is still producing good results, and should address some concerns with the blocking overall via the injuries value update.
All Pro: This value gets a bump from 40 to 50 because of the need to establish second level blocking for the CPU RB to have a fighting chance through the trenches. Often times before they had hit the hole, but been left hung out dry due to the shedding of blocks by the USER DL. This adjustment will ensure the CPU RB hits the hole, and has some added layers of support both at the LOS and second level where necessary.
Fumbles: 50/50
No changes here.
Pass Defensive Reaction: 50/50
All Madden: This value needed to go back to normal as this set operates a bit differently since it is not on as low of a threshold and patch update 1.29 has seemed to revert back to normal with the PDR value in general.
All Pro: This value needed to go back to normal as this set operates a bit differently since it is not on as low of a threshold and patch update 1.29 has seemed to revert back to normal with the PDR value in general.
Interceptions: 35/30 | 35/50
All Madden: Just a slight change here for the sake of simply allowing the user to catch more picks compared to the All-Madden CPU. I'd like to say it helps the pass coverage, but it's not really that effective.
All Pro: A more significant bump for the CPU as it brings in the sense of risk/reward when throwing the ball. That split decision of heaving a pass into the heavens or dumping it off could be a real key to the game scenario for the user. Nothing outrageous either as a result, and no warping interception animations that I had feared initially when moving this value up so high. Users also got a bump to help with some of the very obvious picks that should be made by elite players. I started to see too many obvious drops that didn't punish the CPU. I want a challenge, sure, but not by making my players worse.
Pass Coverage: 50/50 | 48/50 (Previous: 48/50)
All Madden: As a result of the injuries finding, the PCV value needs to go back to 50 for the User as now the receivers are running their routes with a much higher level of effort and speed. We do not need to artificially create the lag any longer for All-Madden. The natural coverage at 50 should take care of this.
All Pro: No change for the AP set because we want the CPU QB to take matters into their own hands more often, so that bit of loose coverage should help balance things out.
Tackling: 48/48 | 42/58 (Previous: 48/48 | 35/58)
All Madden: No change for the All-Madden set as the benefits to low tackle value and RTP still produce the smooth tackling animations.
All Pro: Reverting this back to where it was because there's been an increase in the CPU RBL and the injuries value will make a bigger impact on the All-Pro RB who will place a bigger effort to go north-south, relative to their ratings and their OL of course.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Oftentimes I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
One of the stars of the set, as it was in Version 28, because of how it helps the pass coverage, reaction and block shedding in the trenches.
False Start: 70
This value is used to prepare the OL to be dynamic versus the oncoming pass rush. This, along with an increase in the holding value, creates the effect of holding the block longer despite a low PBL value.
Offensive Holding: 60
In the previous set the holding value got a bump to compensate for some of the higher PBL and lower threshold changes. With this set the value has to be lowered to combat the higher offside value and low PBL. The low PBL will cause more chances of the calls appearing, but it will also give the 3 penalties here to make the great animations of the OL/DL interaction.
Defensive Pass Interference: 55
Simply raising this value to get more DPI called as I did not see many on the last couple of sets.
Intentional Grounding: Off
No changes here. Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
Roughing the Passer: 25
This is the value that makes the pass rush get its second wind, but can also cause big plays to happen for both offense and defense. Offensively, it can take advantage of poor pursuit angles, and defensively it can make for some solid tackles that lead to fumbles and incompletions.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so I can't recommend doing anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
VERSION HISTORY POSTED HERE
Version 43
Spoiler
================================= Slider Update Log
================================= 4/12/2020: This is an update to the All-Pro set only. The main change here is to help the CPU run game, and that value is USER Tackling. At 42 it is providing some realistic momentum based tackles, however in pursuit it is too accurate/aggressive. RTP controls the aggression, then TAK takes over and controls the accuracy in which the tackle will take place. For All-Pro, the CPU can tend to give up running after a couple unsuccessful attempts. With this lowering of User Tackling, they will not be guaranteed automatic yards, but the momentum of the blocks will be stronger, which will create just a bit more room for the CPU RB to make a decision.
So, the change here is User tak from 42 to 35. Broken tackles do happen, but in motion they do not look unrealistic, and even produce more gang-tackling and/or finishing tackles. The key is forward momentum for the CPU RB so not every run feels like it's for a loss. Enjoy!
Tackling: 48/48 | 35/58 (Previous: 48/48 | 42/58)
All Pro: Emphasis on proper run blocking value being determined as lowering TAK allows the defensive pursuit to run into blocks a bit earlier so there is a bit more room for the CPU RB to run forwards. The key is also establishing the forward momentum that allows positive yards for the CPU RB or WR/TE.
4/11/2020: This was a team effort with OS member, and franchise youtuber, MrHurriicane. To be honest, I usually have him test each version as well. However, there was something that seemed off with this version and the 1.29 patch update. Initially I had thought it'd be a simple adjustment to PDR again, but the CPU QB perceived more time than they were given, and they very rarely played with much risk. Instead, they became robots and it was highly predictable of the type of games that would take place, regardless of player composition or team match ups.
As a result, we had to review the values of the current set, and see what could stay, and what may need to go - not to mention what type of behavior that could be triggered. Behavior in Madden is such a mix between trying to prevent and trying to empower. We are trying to prevent the CPU QB from being predictable, and we are empowering the CPU QB to make obvious logical base decisions. As a result of this logic being followed, it will then carry over to the defensive side of the ball. In its current form, the version 42 slider set is solid, but this most recent patch update has seemingly cancelled out the perception of how much time the CPU QB has on the ball - which in turn affects the way the defenders prepare their reactions. Cane found an older video from his Broncos series that had used Version 28 in this thread, which was coincidentally the Version 2 Sliders on my YouTube (I spare subscribers the 42 version updates lol), and the big factor was how the CPU QB played with such variety by way of a very low Pass Blocking value and a high offside value of 99. We opted to take the penalty values from Version 28, but gave extra emphasis to pressure on the QB by lowering RTP - which sped up the decision making process significantly. From there, it was about finding the best balance of good user pass coverage, speed disparity and overall player animations.
As I mentioned before, this has been a lot of fun, and we found ourselves in replay/sharing mode a lot. No two games feel the same, which is a great nod to the variety you can get with this set up. There are so many little things that I hadn't seen before, and parts of the game that I thought I had truly figured out - but am pleasantly surprised to have been proven that there are more ways to approach the sliders in this game. It is also some good validation that the analysis was acceptable overall.
Here is Version 43. It's posted complete and each slider value is reviewed. *Please note, I did not have time to review the All-Pro version yet, but will be doing so soon. In the small sample size of post-patch gameplay, I had not seen anything that was too alarming for the current All-Pro set. I also plan on modifying the OP format here to make it easier to read, but let's go ahead and get this set posted first.*
Speed Disparity Scale: 45 (previous: 40)
Just a slight rise to help balance the coverage and separation. Good sweet spot between the positive thresholds of sets that used 40 and 48.
Injuries: 45 in Main Menu and in Franchise Menu (Previous: 5 in Main Menu; 45 in Franchise Menu)
This value has seemed to lose its impact of effectiveness over the last couple patch updates. Setting it to 45 to remain in sync, not to mention easier to use the import function and not have to change the value in franchise is a plus.
Pass Blocking: 48/25 | 30/40 (Previous: 48/48 | 30/40)
All Madden: A huge difference from before, and basically goes against the theory that the CPU needs to perceive more time on their end. Basically, what was found in the set version that inspired this change is that it forces the CPU QB to make decisions quickly. The key was ensuring that they weren't instantly throwing as soon as the ball touched their hands. As a result, some other values needed to be adjusted, however the benefit to this low PBL is that it resyncs the routes run, and the routes covered. From a defensive point of view, there is much less time to mess up the coverage because chances are the route is already finished, or the QB is ready to make a decision. Overall, the focus is back on the game plan and how either the CPU is going to handle what's in front of them, or how you as the user is going to be ready for their adjustments.
Run Blocking: 30/38 | 20/40 (Previous: 30/35 | 20/40)
All Madden: Just a slight bump for the CPUs run game to ensure they are accelerating where needed. The CPUs run game is dynamic with not just RBL, but a multitude of other values.
Pass Defensive Reaction: 50/50 (Previous: 40/50)
All Madden: This value needed to go back to normal as this set operates a bit differently since it is not on as low of a threshold and patch update 1.29 has seemed to revert back to normal with the PDR value in general.
All Pro: This value needed to go back to normal as this set operates a bit differently since it is not on as low of a threshold and patch update 1.29 has seemed to revert back to normal with the PDR value in general.
Pass Coverage: 48/50 (Previous: 50/50)
All Madden: Thats right, for the first time in this thread, the PCV value gets a change. The reason for this is because of the composition of the sliders that contribute towards CPU QB decision making. If left at 50, the users coverage is too tight, and the CPU QB stands around waiting for the perfect separation that will never come. From a defensive standpoint, the Users coverage cant perform a deflection animation because they are too tight (to the point they warp into the receivers), so lowering the value to 48 allows that natural separation to happen. This value was the last piece of the puzzle for the set and has brought in more confidence for the CPU QB, but also allows the users coverage to be in logical positions based on player ratings, etc. It also makes one feel like the CPU is giving up by just standing in the pocket and not throwing the ball at all, or even scrambling. Yes, this will still happen on occasion, but there is a significant uptick in quicker decisions.
All Pro: Same as above for the AP set.
Tackling: 48/48 | 42/58 (Previous: 49/49 | 42/58)
All Madden: I absolutely love lower tackling values. I feel they produce some of the best tackling animations that Madden can allow. In addition, the forward momentum is so key in football, and I had felt like at 49 the tackles were too perfect and too geared on forcing the ball carrier backwards. IRL this doesnt happen that often, and usually requires a size mismatch to be produced. With the value at 48 there is just enough of a chance for runners to juke out of tackles, but also a chance theyll get wrapped up - followed by 2-3 more defensive teammates to finish the job. What we also like about this change is how it brings the dynamic play of receivers to make things happen after the catch, which is something that has been missing for Madden 20 in general.
Offside: 99 (Previous: 75)
One of the stars of the set, as it was in Version 28, because of how it helps the pass coverage, reaction and block shedding in the trenches.
False Start: 70
This value is used to prepare the OL to be dynamic versus the oncoming pass rush. This, along with an increase in the holding value, creates the effect of holding the block longer despite a low PBL value.
Offensive Holding: 60 (Previous: 70)
In the previous set the holding value got a bump to compensate for some of the higher PBL and lower threshold changes. With this set the value has to be lowered to combat the higher offside value and low PBL. The low PBL will cause more chances of the calls appearing, but it will also give the 3 penalties here to make the great animations of the OL/DL interaction.
Roughing the Passer: 25 (Previous: 50)
This is the value that makes the pass rush get its second wind, but can also cause big plays to happen for both offense and defense. Offensively, it can take advantage of poor pursuit angles, and defensively it can make for some solid tackles that lead to fumbles and incompletions.
If you provide feedback, please advise of any modifications you have done from this OP set.
VERSION 43 - Game Settings
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had an accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 45 in Main Menu and in Franchise Menu (Previous: 5 in Main Menu; 45 in Franchise Menu)
This value has seemed to lose its impact of effectiveness over the last couple patch updates. Setting it to 45 to remain in sync, not to mention easier to use the import function and not have to change the value in franchise is a plus.
Fatigue: 50
This value is going to stay at 50, and I will say I've kept it there. No longer going to pursue raising it as the slowdown animations, in coverage primarily, are too negative for me to consider working with anymore.
Speed Disparity Scale: 45 (previous: 40)
Just a slight rise to help balance the coverage and separation. Good sweet spot between the positive thresholds of sets that used 40 and 48.
QB Accuracy: 50/48 | 48/50
All Madden: Reviewed this value mainly for the CPU on All-Madden and determined that 48 was a good spot. I tested 45 as the lowest value, which would create a good variety in throws, but it prevented the CPU QB to heave the ball long on 4-verts, so they'd wait for a receiver to come back 20 yards each time. As long as pass coverage remains intact, the CPU will try all sorts of passes, and yes - completion percentages.
All Pro: No Change. Reduced the value for the user just a bit as the sense of inaccuracy needed to be increased based on the sensitivity of leading passes and touch. The CPU QB honors the variety of throws at 50 so there is no need to change their value.
Pass Blocking: 48/25 | 30/40 (Previous: 48/48 | 30/40)
All Madden: A huge difference from before, and basically goes against the theory that the CPU needs to perceive more time on their end. Basically, what was found in the set version that inspired this change is that it forces the CPU QB to make decisions quickly. The key was ensuring that they weren't instantly throwing as soon as the ball touched their hands. As a result, some other values needed to be adjusted, however the benefit to this low PBL is that it resyncs the routes run, and the routes covered. From a defensive point of view, there is much less time to mess up the coverage because chances are the route is already finished, or the QB is ready to make a decision. Overall, the focus is back on the game plan and how either the CPU is going to handle what's in front of them, or how you as the user is going to be ready for their adjustments.
All Pro: Lowering PBL seems questionable, but if there's anything I've learned this patch update is that the PBL controls how the CPU QB plays. It makes sense because when addressing the value relative to the All-Madden set, each time I lowered the PBL value, the CPU QB would release the ball quicker - increasing their completions. However, on AP, the CPU QB holds onto the ball too long and is usually waiting on receivers to come back out of their routes to make completions. With the PBL at 40, the CPU QB is forced to be decisive and makes all types of throws that are relative to their ratings and capabilities. It is also rewarding though for when you have a stout defensive line that can break through the OL to put pressure on the QB in the right fashion.
WR Catch: 49/45 | 45/55
All Madden: The change here was for the CPU WRC because simply put they were catching everything, and everything in traffic. I did not feel bad lowering this value at all. This will reduce those one handed catches as well.
All Pro: Pretty straightforward approach in getting the CPU receivers to catch and hold onto the ball a bit better. Even at 55 the ball can get jarred loose, but there will always be the chance of solid catches in traffic, etc. It's not as arcade-like as I expected though, and the variety of catches are a breath of fresh air all things considered. The lowering for the User value is simply to even out the interactions. The receivers can still catch plenty, and are threats to the CPU's coverage no matter what.
Run Blocking: 30/38 | 20/40 (Previous: 30/35 | 20/40)
All Madden: Just a slight bump for the CPUs run game to ensure they are accelerating where needed. The CPUs run game is dynamic with not just RBL, but a multitude of other values.
All Pro: Lowered the user's side just because the blocks were being held a bit longer, and I did not want to increase the tackle slider too much higher than where I have changed it to (58) as every tackle will be a bit too much like WWE body-slams. One would think raising the value for the CPU is obvious, but I couldn't go too high on the value because a lower threshold means the OL releases their blocks earlier and goes upfield sooner, basically leaving their RB in the dust after the snap.
Fumbles: 50/50
No changes here.
Pass Defensive Reaction: 50/50 (Previous: 40/50)
All Madden: This value needed to go back to normal as this set operates a bit differently since it is not on as low of a threshold and patch update 1.29 has seemed to revert back to normal with the PDR value in general.
All Pro: This value needed to go back to normal as this set operates a bit differently since it is not on as low of a threshold and patch update 1.29 has seemed to revert back to normal with the PDR value in general.
Interceptions: 35/30 | 35/50
All Madden: Just a slight change here for the sake of simply allowing the user to catch more picks compared to the All-Madden CPU. I'd like to say it helps the pass coverage, but it's not really that effective.
All Pro: A more significant bump for the CPU as it brings in the sense of risk/reward when throwing the ball. That split decision of heaving a pass into the heavens or dumping it off could be a real key to the game scenario for the user. Nothing outrageous either as a result, and no warping interception animations that I had feared initially when moving this value up so high. Users also got a bump to help with some of the very obvious picks that should be made by elite players. I started to see too many obvious drops that didn't punish the CPU. I want a challenge, sure, but not by making my players worse.
Pass Coverage: 48/50 (Previous: 50/50)
All Madden: Thats right, for the first time in this thread, the PCV value gets a change. The reason for this is because of the composition of the sliders that contribute towards CPU QB decision making. If left at 50, the users coverage is too tight, and the CPU QB stands around waiting for the perfect separation that will never come. From a defensive standpoint, the Users coverage cant perform a deflection animation because they are too tight (to the point they warp into the receivers), so lowering the value to 48 allows that natural separation to happen. This value was the last piece of the puzzle for the set and has brought in more confidence for the CPU QB, but also allows the users coverage to be in logical positions based on player ratings, etc. It also makes one feel like the CPU is giving up by just standing in the pocket and not throwing the ball at all, or even scrambling. Yes, this will still happen on occasion, but there is a significant uptick in quicker decisions.
All Pro: Same as above for the AP set.
Tackling: 48/48 | 35/58 (Previous: 48/48 | 42/58)
All Madden: I absolutely love lower tackling values. I feel they produce some of the best tackling animations that Madden can allow. In addition, the forward momentum is so key in football, and I had felt like at 49 the tackles were too perfect and too geared on forcing the ball carrier backwards. IRL this doesnt happen that often, and usually requires a size mismatch to be produced. With the value at 48 there is just enough of a chance for runners to juke out of tackles, but also a chance theyll get wrapped up - followed by 2-3 more defensive teammates to finish the job. What we also like about this change is how it brings the dynamic play of receivers to make things happen after the catch, which is something that has been missing for Madden 20 in general.
All Pro: Emphasis on proper run blocking value being determined as lowering TAK allows the defensive pursuit to run into blocks a bit earlier so there is a bit more room for the CPU RB to run forwards. The key is also establishing the forward momentum that allows positive yards for the CPU RB or WR/TE.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Oftentimes I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99 (Previous: 75)
One of the stars of the set, as it was in Version 28, because of how it helps the pass coverage, reaction and block shedding in the trenches.
False Start: 70
This value is used to prepare the OL to be dynamic versus the oncoming pass rush. This, along with an increase in the holding value, creates the effect of holding the block longer despite a low PBL value.
Offensive Holding: 60 (Previous: 70)
In the previous set the holding value got a bump to compensate for some of the higher PBL and lower threshold changes. With this set the value has to be lowered to combat the higher offside value and low PBL. The low PBL will cause more chances of the calls appearing, but it will also give the 3 penalties here to make the great animations of the OL/DL interaction.
Defensive Pass Interference: 55
Simply raising this value to get more DPI called as I did not see many on the last couple of sets.
Intentional Grounding: Off
No changes here. Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
Roughing the Passer: 25 (Previous: 50)
This is the value that makes the pass rush get its second wind, but can also cause big plays to happen for both offense and defense. Offensively, it can take advantage of poor pursuit angles, and defensively it can make for some solid tackles that lead to fumbles and incompletions.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so I can't recommend doing anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 42 (post-All Pro version updated)
Spoiler
================================= Slider Update Log
================================= 4/3/2020: This is an update to the All-Pro version of the sliders. I've done a rework from the ground up with them, and am quite happy with the results.
The goal was to make All-Pro feel similar to All-Madden, but still maintain the benefits that AP has always brought, which is adhere to player ratings (and gameplay sliders) a lot more than All-Madden. The biggest issue though, especially this patch update, is how much more of a push-over the AP difficulty has been in Madden 20. From the CPU QB holding onto the ball too long, or running backs not hitting their holes with any conviction, and defenders not taking advantage of poor decision making from the user.
These have each been addressed, and as a result some values are more extreme than others, but also some may not stand out as obvious until you start playing the games. Of course, I've explained my decisions for the values in the sub section of the gameplay slider.
Enjoy!
Note: I've also made a note of Fatigue and how I've personally been using it at 52. I still believe the set is best at 50, but if you want a bit more depth tested and maybe a calmer feel to a low threshold set, the fatigue as a modifier is always a good route. I am weary of it because of my past experiences throughout the sets on this thread though, which is why 52 is the max I'd raise the value.
VERSION 42 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 5 in Main Menu; 45 in Franchise Menu
This value remains intact. I spent a lot of time using it as a modifier for foot planting and reducing jogging animations at random on higher thresholds.
Fatigue: 50 (personally, I am using 52, explained below)
Let's say that 50 is the safe value and has the most sample size. However, I personally use 52 for the sake of testing my roster depth, in particular getting the RBs to switch out at the right times, regardless of auto-subs (I haven't touched them this year). I also like the aspect of truly wearing down a defense on a long drive or deep into the game. It brings that sense of athleticism of mental and physical toughness that could make or break a player.
Speed Disparity Scale: 40 (previous: 52)
I've said a bit about this value, and I feel that the most important takeaway is that players are free of distraction and can now remain focused on their assignments at hand. Such as a DB in man coverage who chooses to react to the route as it is run versus how it is on higher thresholds where the route is assumed before it happens - the over-aggressive issue. This isn't to say the animation does not happen at all anymore, but the DB can recover from it in time (ratings dependent of course).
QB Accuracy: 50/48 | 48/50 (Previous: 50/48 | 50/50)
All Madden: Reviewed this value mainly for the CPU on All-Madden and determined that 48 was a good spot. I tested 45 as the lowest value, which would create a good variety in throws, but it prevented the CPU QB to heave the ball long on 4-verts, so they'd wait for a receiver to come back 20 yards each time. As long as pass coverage remains intact, the CPU will try all sorts of passes, and yes - completion percentages.
All Pro: Reduced the value for the user just a bit as the sense of inaccuracy needed to be increased based on the sensitivity of leading passes and touch. The CPU QB honors the variety of throws at 50 so there is no need to change their value.
Pass Blocking: 48/48 | 30/40 (Previous: 48/48)
All Madden: Had to review this value quite a bit too, but similar to QBA, kept within a 5 point range. As mentioned in the version 41 findings, and other previous sets, the PBL value controls the QB's behavior just as much as QBA does itself. This value cannot go too low as it will create the quick snap and pass/throwaway. The lower threshold also allows the block shedding to be intact, so the high pass block value helps that perception the QB needs to make a variety of throws.
All Pro: Lowering PBL seems questionable, but if there's anything I've learned this patch update is that the PBL controls how the CPU QB plays. It makes sense because when addressing the value relative to the All-Madden set, each time I lowered the PBL value, the CPU QB would release the ball quicker - increasing their completions. However, on AP, the CPU QB holds onto the ball too long and is usually waiting on receivers to come back out of their routes to make completions. With the PBL at 40, the CPU QB is forced to be decisive and makes all types of throws that are relative to their ratings and capabilities. It is also rewarding though for when you have a stout defensive line that can break through the OL to put pressure on the QB in the right fashion.
WR Catch: 49/45 | 45/55 (Previous: 49/45 | 49/49)
All Madden: The change here was for the CPU WRC because simply put they were catching everything, and everything in traffic. I did not feel bad lowering this value at all. This will reduce those one handed catches as well.
All Pro: Pretty straightforward approach in getting the CPU receivers to catch and hold onto the ball a bit better. Even at 55 the ball can get jarred loose, but there will always be the chance of solid catches in traffic, etc. It's not as arcade-like as I expected though, and the variety of catches are a breath of fresh air all things considered. The lowering for the User value is simply to even out the interactions. The receivers can still catch plenty, and are threats to the CPU's coverage no matter what.
Run Blocking: 30/35 | 20/40 (Previous: 30/35 | 30/40)
All Madden: One of the big decisions was to either raise or keep the CPU RBL from 35 to 40. On the higher thresholds, I felt this was necessary, but instead, it was easier to re-raise Roughing the Passer (RTP) back to 50 to calm things down a bit. The combination of the penalty values serve to create that dynamic OL/DL interaction as well - and the lower threshold creates that sense of anything can happen at the second levels.
All Pro: Lowered the user's side just because the blocks were being held a bit longer, and I did not want to increase the tackle slider too much higher than where I have changed it to (58) as every tackle will be a bit too much like WWE body-slams. One would think raising the value for the CPU is obvious, but I couldn't go too high on the value because a lower threshold means the OL releases their blocks earlier and go upfield sooner, basically leaving their RB in the dust after the snap.
Fumbles: 50/50
No changes here.
Pass Defensive Reaction: 40/50 (Previous: 40/50 | 50/50)
All Madden: One of the more significant changes the set was to reduce the PDR value from 50 to 40. I played around with this value the most when exploring thresholds in general. I found that having it too high was contributing to the distracted pass coverage as mentioned earlier. As I lowered it, the more the swat animation appeared, along with a variety of other attempts in defending the pass. I believe 50 actually plays like a 60, a bit hyper-aggressive, so lowering it to 40 essentially normalizes it to play like a 50.
All Pro: Decided to make the PDR value the same as the All-Madden because of what I mentioned above. The distracted pass coverage reared its ugly head when the value was at 50, so just being safe with what I know and have seen with the 40 value. Still plenty of pass deflections all over the field - quite enjoyable to see the interactions overall.
Interceptions: 35/30 | 35/50 (Previous: 35/30 | 30/30)
All Madden: Just a slight change here for the sake of simply allowing the user to catch more picks compared to the All-Madden CPU. I'd like to say it helps the pass coverage, but it's not really that effective.
All Pro: A more significant bump for the CPU as it brings in the sense of risk/reward when throwing the ball. That split decision of heaving a pass into the heavens or dumping it off could be a real key to the game scenario for the user. Nothing outrageous either as a result, and no warping interception animations that I had feared initially when moving this value up so high. User also got a bump to help with some of the very obvious picks that should be made by elite players. I started to see too many obvious drops that didn't punish the CPU. I want a challenge, sure, but not by making my players worse.
Pass Coverage: 50/50
No changes here. Highly volatile value that attributes to the overly aggressive coverage issues. One would think lowering it would reduce its effect, but it doesn't - it just makes the coverage more passive. Overall, a useless value as its been all year.
All Pro: Same as above for the AP set.
Tackling: 49/49 | 42/58 (Previous: 49/49)
All Madden: No changes here. With the special running moves by the backs it becomes very tricky to modify this value to go lower. I love lower tackling with a low threshold, but each game would be a breakout with very little plays per drive I imagine.
All Pro: Another significant change here is to establish the run game for the CPU, and a bit more resistance for the user. The lowering for the user is obvious, but even at 42 the tackles are quite solid. The key was not changing the value so much that every first tackle is a broken one. It also helps with those jet sweeps and screens by the CPU to get a bit more forward movement versus just being tackled for a loss each time. On the CPU side, the max value I felt comfortable with was at 58 in which the quality of tackles are one thing, but so is the pursuit angles and swarming to the football. Tackles can still be broken, and if your decent at running the ball, there is still a good sense of risk/reward.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 75 (Previous: 70)
Had to raise this value back up to get the OL/DL interaction intact for the lower thresholds as I did not want to lower run blocking anymore.
False Start: 75
No change here as it is part of the offside and holding values to create the dynamic effect in the trenches.
Offensive Holding: 70
No changes as the value holds up in this version. Good offensive lineman will not get called too often, while the lower rated ones will have a tendency to get caught. All depends though and there are no exemptions to being called. This value compliments the offside and false start to allow the block shedding to be timed in a more realistic fashion, relative to the ratings going head-to-head of course.
Defensive Pass Interference: 55 (Previous: 50)
Simply raising this value to get more DPI called as I did not see many on the last couple of sets.
Intentional Grounding: Off
No changes here. Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
Roughing the Passer: 50 (Previous: 5)
The value that was the star for a while needs to go back to normal as it was a big factor to a lot of the run game inconsistencies. The main issue I was having with it was how aggressive it made the defense overall, and in some spots that's good - but other spots, like pass coverage, it's bad. With the lower threshold though, it allows me to normalize it back to 50 as now the aggression will be at the mercy of the playcaller rather than the animations of overcomitting and taking poor angles.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 42 (pre-All Pro version update from 4/3)
Spoiler
[indent]
================================= Slider Update Log
================================= 4/2/2020: Pretty crazy couple of days this week. The update dropped and Version 41 was released. If I am honest, I think it was done way too soon. I managed to get my sample sizes in, but the more I played, the more I realized that something seemed off. Sure enough, over-aggressive man coverage and wonky animations all over the place. It started to feel like the players were getting sucked into a forcefield of indecision - which was similar to how the game had played after the day one patch, right before EA released the patch that got rid of running back special moves. The irony of the running back moves is that when they did return, the over-aggressive man coverage came along for the ride. When the running back moves weren't around, the man coverage was actually in good standing.
Relative to the set at hand, the higher threshold at 52 was not panning out. I know I've read feedback about how it has improved coverage, but to me it's been at a cost of logic and complete animations. I have seen some of the worst animations at 52, from a defender falling over yet warping forward to make a tackle, or a DB ready to make a pick deciding to warp behind the receiver first.
With the concept of the forcefield of indecision in mind, it was important to release the players of these unnecessary distractions. I need them to be committed to an assignment and focused as much as possible, relative to their ratings of course. As a result, I tested lower thresholds, starting with zero and moving up in 5pt increments as I always do. I determined that the best value, relative to the values of the current set, was a threshold/speed disparity scale of 40. My main concern was the open feel of a value like 40, but I also trusted my gained knowledge of each slider value when testing higher thresholds throughout the last couple of days.
The first goal was to ensure that the QB variety would remain intact, then a bit more challenge against different types of runners, and finally securing the pass coverage. The pass coverage is much better than where it was on 52, and the attention to the ball in the air is clear for not just defensive backs, but also linebackers. The reaction to the ball is in a much better spot for in the air and on the ground. Against strong defensive lines, the gaps close very quickly, and against weaker run defense teams, the gaps stay open - and second level blocking will spring big runs. The best part of the set for me is that I have to be on my game at all times. On each snap, there's a chance that the game can be blown wide open. I have had low scoring games to absolutely shootouts. I've been completely pummeled in the first quarter, and the CPU never lets up in the fourth. That's what I had been missing for a while now. No matter how good or bad I had played, I felt like the CPU was still keeping me around - that's not the case anymore.
Anyway, that's my brief summary of what has unfolded this week. Like many of you, I've been social distancing and if any of you are parents (I have 3 boys under 7yrs old), then you know what type escapes we can find ourselves in. My wife and kids have been sick off and on, and most recently on, but things are looking up.
I'm very proud of this Version 42, and I believe it has addressed a lot of the issues I've been having with. I know EA will most likely come out with another update at some point, but for now - enjoy this one. I've gone through each value in the descriptions as well. Thanks!
VERSION 42 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 5 in Main Menu; 45 in Franchise Menu
This value remains intact. I spent a lot of time using it as a modifier for foot planting and reducing jogging animations at random on higher thresholds.
Fatigue: 50
I think this is still a value worth exploring, but as I've adjusted it the negatives outweigh the positives. What I have noticed is that the effort put in by players seems to deteriorate over time, such as receivers jogging in their routes vs cutting sharply, etc. I do love the subs that happen at 52 for example as it respects when players come in such as an RB going for a long run and taking a break for not only 1 play, but maybe 2-3. I will most likely return to this one day.
Speed Disparity Scale: 40 (previous: 52)
I've said a bit about this value, and I feel that the most important takeaway is that players are free of distraction and can now remain focused on their assignments at hand. Such as a DB in man coverage who chooses to react to the route as it is run versus how it is on higher thresholds where the route is assumed before it happens - the over-aggressive issue. This isn't to say the animation does not happen at all anymore, but the DB can recover from it in time (ratings dependent of course).
QB Accuracy: 50/48 | 50/50
Reviewed this value mainly for the CPU on All-Madden and determined that 48 was a good spot. I tested 45 as the lowest value, which would create a good variety in throws, but it prevented the CPU QB to heave the ball long on 4-verts, so they'd wait for a receiver to come back 20 yards each time. As long as pass coverage remains intact, the CPU will try all sorts of passes, and yes - completion percentages.
Pass Blocking: 48/48
Had to review this value quite a bit too, but similar to QBA, kept within a 5 point range. As mentioned in the version 41 findings, and other previous sets, the PBL value controls the QB's behavior just as much as QBA does itself. This value cannot go too low as it will create the quick snap and pass/throwaway. The lower threshold also allows the block shedding to be intact, so the high pass block value helps that perception the QB needs to make a variety of throws.
WR Catch: 49/45 | 49/49 (Previous: 49/48 | 49/49)
The change here was for the CPU WRC because simply put they were catching everything, and everything in traffic. I did not feel bad lowering this value at all. This will reduce those one handed catches as well.
Run Blocking: 30/35 | 30/40
One of the big decisions was to either raise or keep the CPU RBL from 35 to 40. On the higher thresholds, I felt this was necessary, but instead, it was easier to re-raise Roughing the Passer (RTP) back to 50 to calm things down a bit. The combination of the penalty values serve to create that dynamic OL/DL interaction as well - and the lower threshold creates that sense of anything can happen at the second levels.
Fumbles: 50/50
No changes here.
Pass Defensive Reaction: 40/50 | 50/50 (Previous: 50/50)
One of the more significant changes the set was to reduce the PDR value from 50 to 40. I played around with this value the most when exploring thresholds in general. I found that having it too high was contributing to the distracted pass coverage as mentioned earlier. As I lowered it, the more the swat animation appeared, along with a variety of other attempts in defending the pass. I believe 50 actually plays like a 60, a bit hyper-aggressive, so lowering it to 40 essentially normalizes it to play like a 50.
Interceptions: 35/30 | 30/30 (Previous: 30/30)
Just a slight change here for the sake of simply allowing the user to catch more picks compared to the All-Madden CPU. I'd like to say it helps the pass coverage, but it's not really that effective.
Pass Coverage: 50/50
No changes here. Highly volatile value that attributes to the overly aggressive coverage issues. One would think lowering it would reduce its effect, but it doesn't - it just makes the coverage more passive. Overall, a useless value as its been all year.
Tackling: 49/49
No changes here. With the special running moves by the backs it becomes very tricky to modify this value to go lower. I love lower tackling with a low threshold, but each game would be a breakout with very little plays per drive I imagine.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 75 (Previous: 70)
Had to raise this value back up to get the OL/DL interaction intact for the lower thresholds as I did not want to lower run blocking anymore.
False Start: 75
No change here as it is part of the offside and holding values to create the dynamic effect in the trenches.
Offensive Holding: 70
No changes as the value holds up in this version. Good offensive lineman will not get called too often, while the lower rated ones will have a tendency to get caught. All depends though and there are no exemptions to being called. This value compliments the offside and false start to allow the block shedding to be timed in a more realistic fashion, relative to the ratings going head-to-head of course.
Defensive Pass Interference: 55 (Previous: 50)
Simply raising this value to get more DPI called as I did not see many on the last couple of sets.
Intentional Grounding: Off
No changes here. Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
Roughing the Passer: 50 (Previous: 5)
The value that was the star for a while needs to go back to normal as it was a big factor to a lot of the run game inconsistencies. The main issue I was having with it was how aggressive it made the defense overall, and in some spots that's good - but other spots, like pass coverage, it's bad. With the lower threshold though, it allows me to normalize it back to 50 as now the aggression will be at the mercy of the playcaller rather than the animations of overcomitting and taking poor angles.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 41
Spoiler
================================= Slider Update Log
================================= 3/27/2020: Based on feedback (thank you), and my own testing, I think there is some room to adjust in order to get some better animations. Primary focus here is the OL/DL interaction. I had not originally taken consideration into the OL/DL interactions with the higher threshold. The sticky animations returned primarily at the LOS, which made things a bit frustrating as the interaction no longer looked organic. No fear though as penalties come to the rescue with a small balancing act of raising holding and lowering offside.
Penalties
Offside: 70 (Previous: 80)
Offside need to go lower to ensure the raising of holding would not create an advantage to the DL's blockshedding for each snap.
Offensive Holding: 70 (Previous: 60)
Holding gets a raise here to help with the sticky animations between the OL/DL right now. With this subtle adjustment, the blocks will be shed just a tad sooner, which is necessary with the new threshold at 52.
Thanks to @seanstephans for continuing work on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
VERSION 41 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 5 in Main Menu; 45 in Franchise Menu (Previous: 1 in Main Menu; 45 in Franchise Menu)
Raised this value just a bit to get a sense of urgency in getting to the next animation versus staying on a jogging animation instead. Did not want to go too high as it will eventually affect the smoothness of animations at times.
Fatigue: 50
Too many issues with it at 52 again. I have to pretty much let go of this value. Too many jogging animations and fairly low acceleration route running that just continued to be affect the immersion of the CPU QB's behavior.
Speed Disparity Scale: 52 (previous: 48)
I spent the most time on this value as I needed to make sure the lower threshold was still intact, and if it was able to be used with the adjustment to PBL. Unfortunately, raising PBL, and having a low threshold, still creates the sense of urgency for the CPU QB to get rid of the ball and ignore progression. From a simple separation standpoint, the 48 threshold was not holding up in the pass coverage department any longer as when receivers were open - they were wide open, and it was the recovery time of the defenders that needed more attention. As some would expect, I tweaked this value to extreme, from lower 20's to high 80's. I found the animations I was looking for at 85, 68 and 58, but the high threshold, even at 58, resulted in the need to compensate too many other areas - in particular penalties (holding/offsides/false start) paired up with too many gameplay slider changes. So, I took the animations and verified they appeared at a more subtle threshold of 52. It still required the PBL value to be modified, to give the CPU QB sense of time in the pocket, but didn't want to go back to sticky animations that higher thresholds tend to produce when not paired with significant penalty + gameplay slider adjustments.
QB Accuracy: 50/48 | 50/50
The other changes validate the lowering of QBA overall. As I've mentioned, the goal is not to get less Robo QB, it is to ensure that CPU offense stays in the fight, primarily from the CPU QB position. The user has modifiers (moving analog stick) which can create accurate/inaccurate throws, so the subtle lowering of QBA allows those modifiers to seemingly take place for the CPU, resulting in "inaccurate" throws to be displayed at times. All-Pro does not need changes.
Pass Blocking: 48/48 (previous: 48/40)
I think it's clear that the adjusting PBL needed to be done with this set up because the way the CPU QB would quickly get rid of the ball indicated that they were aiming to make sure strikes, versus taking chances when needed. Sure, they will still use the short routes or dump offs, but it should fall within the scenario of the game. Raising PBL from 40 to 48 has allowed that to happen in a more realistic fashion where the CPU QB senses just a bit more time (even if they don't have it) in the pocket. Remember that the penalty values help in creating that sense of pressure, so do not isolate just PBL as a means to produce frontline pressure.
WR Catch: 49/48 | 49/49 (Previous: 49/49)
Did not want to go too low here, but the main issue was that the CPU receivers were catching everything, even in traffic. It became a bit tiresome, and was consistently a source of concern of how it didn't match the ratings of the players. Too many receivers with 70-80 CIT making every catch.
Run Blocking: 30/35 | 30/40 (previous: 30/40)
With any kind of adjustment to the threshold, the sticky animations will show up sooner, and the RBL value is not a surprise here. Adjusting this lower for the CPU continues the timing of release animations the the composition of this set creates, which makes it less about just getting blocks downfield, but also pushing oncoming defenders out of the way at the LOS as first priority.
Fumbles: 50/50
With the lowering of RTP, the RBs are naturally responding to immediate "danger", so there is no need to force adjustments with conservative play from the fumbles value. In addition, the fumbles value above 50 brought in some big hits that will already happen naturally with the increased aggression, although less hit-stick and more swarming to the ball carrier.
Pass Defensive Reaction: 50/50
With the adjustment to injuries, the reactions are more in line with the foot planting and decision making. This allows the PDR to be normalized and let other elements of the set take over, in particular Offsides raised to 80, which will help the reactions in the air.
Interceptions: 30/30
This is the key change to the coverage part of the set. Tested this value from top to bottom, and I can say that, relative to the set, it determines the priority of animations when defending the pass. If INT is too high, that will be the first priority, followed by tackle, followed by deflection. The issue that I was seeing is that the INT animation would take priority no matter where the defender was, whether they were behind the receiver, or in front of them.
Pass Coverage: 50/50
Same as PDR, the adjustment here is to allow the modifications to injuries and offside to take over. Pass coverage can be very sensitive, and players can over-cover routes too often. This still happens as it is a legacy issue with M20, but it's much more in line with what is happening on the field.
Tackling: 49/49
Another evening out value here for both All-Madden and All-Pro. The fumble + RTP value should produce the types of tackles, while still giving a chance for the ball carrier to perform skill moves when possible.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 70 (Previous: 80)
Offside need to go lower to ensure the raising of holding would not create an advantage to the DL's blockshedding for each snap.
False Start: 75
As mentioned before, this value works in tandem with Offside and Holding. As the offside animation is triggered, so is the false start animation (movement from a static position) which creates that OL/DL interaction that can be so organic and consists of multiple types of blocking and defensive styles.
Offensive Holding: 70 (Previous: 60)
Holding gets a raise here to help with the sticky animations between the OL/DL right now. With this subtle adjustment, the blocks will be shed just a tad sooner, which is necessary with the new threshold at 52.
Defensive Pass Interference: 50
The significant change of the set is reducing DPI back to 50 here. Having it high was not an advantage that the CPU QB saw, and instead would react by being more conservative with their play - which meant more checkdowns and coverage sacks. The CPU QB should be putting up more of a fight, and there needs to be more pass variety. With this adjustment, along with the other values, they will do so.
Intentional Grounding: Off
Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
Roughing the Passer: 5
The star of this set is the [extreme] drop in RTP. RTP works as an aggression value for both the pass and rush defense. With the way the OL is pushing to the 2nd level on runs, no matter what RBL is set to, the only way was to force them to stay put by lowering RTP even further. This will fill the gaps with defenders, but if a good OL is present, they will focus on their first point of contact, then push along if able to - not touch-and-go to 2nd level in the way it is now. Pass rush will be adequate as well. While not instant shed-like, there will be push that forces OL into the QB if the match up is logical to do so. A handly little modifier for the set.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 40
Spoiler
================================= Slider Update Log
================================= 3/25/2020: The last bit of changes here is icing on the cake for me. I wanted to make sure the catches in traffic were toned down by the CPU receivers, but also get some variety from the type of throws seen by the CPU QB. In addition, I noticed that there were some strange jogging animations, at times, during the hand off and after the catch.
Feel even better about where the set is after these adjustments. Here's, sigh, Version 40.
Game Options
Injuries: 5 in Main Menu; 45 in Franchise Menu (Previous: 1 in Main Menu; 45 in Franchise Menu)
Raised this value just a bit to get a sense of urgency in getting to the next animation versus staying on a jogging animation instead. Did not want to go too high as it will eventually affect the smoothness of animations at times.
WR Catch: 49/48 | 49/49 (Previous: 49/49)
Did not want to go too low here, but the main issue was that the CPU receivers were catching everything, even in traffic. It became a bit tiresome, and was consistently a source of concern of how it didn't match the ratings of the players. Too many receivers with 70-80 CIT making every catch.
Thanks to @seanstephans for continuing work on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
VERSION 40 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 5 in Main Menu; 45 in Franchise Menu (Previous: 1 in Main Menu; 45 in Franchise Menu)
Raised this value just a bit to get a sense of urgency in getting to the next animation versus staying on a jogging animation instead. Did not want to go too high as it will eventually affect the smoothness of animations at times.
Fatigue: 50
Too many issues with it at 52 again. I have to pretty much let go of this value. Too many jogging animations and fairly low acceleration route running that just continued to be affect the immersion of the CPU QB's behavior.
Speed Disparity Scale: 52 (previous: 48)
I spent the most time on this value as I needed to make sure the lower threshold was still intact, and if it was able to be used with the adjustment to PBL. Unfortunately, raising PBL, and having a low threshold, still creates the sense of urgency for the CPU QB to get rid of the ball and ignore progression. From a simple separation standpoint, the 48 threshold was not holding up in the pass coverage department any longer as when receivers were open - they were wide open, and it was the recovery time of the defenders that needed more attention. As some would expect, I tweaked this value to extreme, from lower 20's to high 80's. I found the animations I was looking for at 85, 68 and 58, but the high threshold, even at 58, resulted in the need to compensate too many other areas - in particular penalties (holding/offsides/false start) paired up with too many gameplay slider changes. So, I took the animations and verified they appeared at a more subtle threshold of 52. It still required the PBL value to be modified, to give the CPU QB sense of time in the pocket, but didn't want to go back to sticky animations that higher thresholds tend to produce when not paired with significant penalty + gameplay slider adjustments.
QB Accuracy: 50/48 | 50/50
The other changes validate the lowering of QBA overall. As I've mentioned, the goal is not to get less Robo QB, it is to ensure that CPU offense stays in the fight, primarily from the CPU QB position. The user has modifiers (moving analog stick) which can create accurate/inaccurate throws, so the subtle lowering of QBA allows those modifiers to seemingly take place for the CPU, resulting in "inaccurate" throws to be displayed at times. All-Pro does not need changes.
Pass Blocking: 48/48 (previous: 48/40)
I think it's clear that the adjusting PBL needed to be done with this set up because the way the CPU QB would quickly get rid of the ball indicated that they were aiming to make sure strikes, versus taking chances when needed. Sure, they will still use the short routes or dump offs, but it should fall within the scenario of the game. Raising PBL from 40 to 48 has allowed that to happen in a more realistic fashion where the CPU QB senses just a bit more time (even if they don't have it) in the pocket. Remember that the penalty values help in creating that sense of pressure, so do not isolate just PBL as a means to produce frontline pressure.
WR Catch: 49/48 | 49/49 (Previous: 49/49)
Did not want to go too low here, but the main issue was that the CPU receivers were catching everything, even in traffic. It became a bit tiresome, and was consistently a source of concern of how it didn't match the ratings of the players. Too many receivers with 70-80 CIT making every catch.
Run Blocking: 30/35 | 30/40 (previous: 30/40)
With any kind of adjustment to the threshold, the sticky animations will show up sooner, and the RBL value is not a surprise here. Adjusting this lower for the CPU continues the timing of release animations the the composition of this set creates, which makes it less about just getting blocks downfield, but also pushing oncoming defenders out of the way at the LOS as first priority.
Fumbles: 50/50
With the lowering of RTP, the RBs are naturally responding to immediate "danger", so there is no need to force adjustments with conservative play from the fumbles value. In addition, the fumbles value above 50 brought in some big hits that will already happen naturally with the increased aggression, although less hit-stick and more swarming to the ball carrier.
Pass Defensive Reaction: 50/50
With the adjustment to injuries, the reactions are more in line with the foot planting and decision making. This allows the PDR to be normalized and let other elements of the set take over, in particular Offsides raised to 80, which will help the reactions in the air.
Interceptions: 30/30
This is the key change to the coverage part of the set. Tested this value from top to bottom, and I can say that, relative to the set, it determines the priority of animations when defending the pass. If INT is too high, that will be the first priority, followed by tackle, followed by deflection. The issue that I was seeing is that the INT animation would take priority no matter where the defender was, whether they were behind the receiver, or in front of them.
Pass Coverage: 50/50
Same as PDR, the adjustment here is to allow the modifications to injuries and offside to take over. Pass coverage can be very sensitive, and players can over-cover routes too often. This still happens as it is a legacy issue with M20, but it's much more in line with what is happening on the field.
Tackling: 49/49
Another evening out value here for both All-Madden and All-Pro. The fumble + RTP value should produce the types of tackles, while still giving a chance for the ball carrier to perform skill moves when possible.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 80
Bumped just slightly to allow the block shedding to look more natural as the OL seems to be a bit more overpowered compared to the DL. In addition, Offsides has served as a reaction slider in past sets, and the same continues here, which allows the PDR gameplay slider to be normalized back to 50.
False Start: 75
As mentioned before, this value works in tandem with Offside and Holding. As the offside animation is triggered, so is the false start animation (movement from a static position) which creates that OL/DL interaction that can be so organic and consists of multiple types of blocking and defensive styles.
Offensive Holding: 60
Lowered this value just a tad to get the sync of the pass game back for the CPU and also reducing some insta-shed animations.
Defensive Pass Interference: 50
The significant change of the set is reducing DPI back to 50 here. Having it high was not an advantage that the CPU QB saw, and instead would react by being more conservative with their play - which meant more checkdowns and coverage sacks. The CPU QB should be putting up more of a fight, and there needs to be more pass variety. With this adjustment, along with the other values, they will do so.
Intentional Grounding: Off
Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
Roughing the Passer: 5
The star of this set is the [extreme] drop in RTP. RTP works as an aggression value for both the pass and rush defense. With the way the OL is pushing to the 2nd level on runs, no matter what RBL is set to, the only way was to force them to stay put by lowering RTP even further. This will fill the gaps with defenders, but if a good OL is present, they will focus on their first point of contact, then push along if able to - not touch-and-go to 2nd level in the way it is now. Pass rush will be adequate as well. While not instant shed-like, there will be push that forces OL into the QB if the match up is logical to do so. A handly little modifier for the set.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 39
Spoiler
================================= Slider Update Log
================================= 3/23/2020: I've spent a bit of time trying to make sure this slider update covers all through the AP and AM difficulty, and ensuring that teams are playing in a realistic fashion in terms of reacting to where the football is on the field. My main issue with the version 38 was that there was too much of an open feel due to the reactions of the defending players being too far away from the receivers. In addition, the continuous issue with the pass coverage being over-aggressive caused its fair share of concerns, so it was more important to tighten the pass coverage without modifying the actual PCV value (this value raised seems to cause more aggression).
Game Options
Speed Disparity Scale: 52 (previous: 48)
I spent the most time on this value as I needed to make sure the lower threshold was still intact, and if it was able to be used with the adjustment to PBL. Unfortunately, raising PBL, and having a low threshold, still creates the sense of urgency for the CPU QB to get rid of the ball and ignore progression. From a simple separation standpoint, the 48 threshold was not holding up in the pass coverage department any longer as when receivers were open - they were wide open, and it was the recovery time of the defenders that needed more attention. As some would expect, I tweaked this value to extreme, from lower 20's to high 80's. I found the animations I was looking for at 85, 68 and 58, but the high threshold, even at 58, resulted in the need to compensate too many other areas - in particular penalties (holding/offsides/false start) paired up with too many gameplay slider changes. So, I took the animations and verified they appeared at a more subtle threshold of 52. It still required the PBL value to be modified, to give the CPU QB sense of time in the pocket, but didn't want to go back to sticky animations that higher thresholds tend to produce when not paired with significant penalty + gameplay slider adjustments.
Pass Blocking: 48/48 (previous: 48/40)
I think it's clear that the adjusting PBL needed to be done with this set up because the way the CPU QB would quickly get rid of the ball indicated that they were aiming to make sure strikes, versus taking chances when needed. Sure, they will still use the short routes or dump offs, but it should fall within the scenario of the game. Raising PBL from 40 to 48 has allowed that to happen in a more realistic fashion where the CPU QB senses just a bit more time (even if they don't have it) in the pocket. Remember that the penalty values help in creating that sense of pressure, so do not isolate just PBL as a means to produce frontline pressure.
Run Blocking: 30/35 | 30/40 (previous: 30/40)
With any kind of adjustment to the threshold, the sticky animations will show up sooner, and the RBL value is not a surprise here. Adjusting this lower for the CPU continues the timing of release animations the the composition of this set creates, which makes it less about just getting blocks downfield, but also pushing oncoming defenders out of the way at the LOS as first priority.
Thanks to @seanstephans for continuing work on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
VERSION 39 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 1 in Main Menu; 45 in Franchise Menu (Previous: 10 in Main Menu; 45 in Franchise Menu)
Dropped the main menu value to help with the foot planting of players a bit more. Gives just that bit more time to stay engaged in the play (depending on ratings of course) that can make or break a play.
Fatigue: 50
Too many issues with it at 52 again. I have to pretty much let go of this value. Too many jogging animations and fairly low acceleration route running that just continued to be affect the immersion of the CPU QB's behavior.
Speed Disparity Scale: 52 (previous: 48)
I spent the most time on this value as I needed to make sure the lower threshold was still intact, and if it was able to be used with the adjustment to PBL. Unfortunately, raising PBL, and having a low threshold, still creates the sense of urgency for the CPU QB to get rid of the ball and ignore progression. From a simple separation standpoint, the 48 threshold was not holding up in the pass coverage department any longer as when receivers were open - they were wide open, and it was the recovery time of the defenders that needed more attention. As some would expect, I tweaked this value to extreme, from lower 20's to high 80's. I found the animations I was looking for at 85, 68 and 58, but the high threshold, even at 58, resulted in the need to compensate too many other areas - in particular penalties (holding/offsides/false start) paired up with too many gameplay slider changes. So, I took the animations and verified they appeared at a more subtle threshold of 52. It still required the PBL value to be modified, to give the CPU QB sense of time in the pocket, but didn't want to go back to sticky animations that higher thresholds tend to produce when not paired with significant penalty + gameplay slider adjustments.
QB Accuracy: 50/48 | 50/50
The other changes validate the lowering of QBA overall. As I've mentioned, the goal is not to get less Robo QB, it is to ensure that CPU offense stays in the fight, primarily from the CPU QB position. The user has modifiers (moving analog stick) which can create accurate/inaccurate throws, so the subtle lowering of QBA allows those modifiers to seemingly take place for the CPU, resulting in "inaccurate" throws to be displayed at times. All-Pro does not need changes.
Pass Blocking: 48/48 (previous: 48/40)
I think it's clear that the adjusting PBL needed to be done with this set up because the way the CPU QB would quickly get rid of the ball indicated that they were aiming to make sure strikes, versus taking chances when needed. Sure, they will still use the short routes or dump offs, but it should fall within the scenario of the game. Raising PBL from 40 to 48 has allowed that to happen in a more realistic fashion where the CPU QB senses just a bit more time (even if they don't have it) in the pocket. Remember that the penalty values help in creating that sense of pressure, so do not isolate just PBL as a means to produce frontline pressure.
WR Catch: 49/49
I've lowered WR catch because there was a consistency of multiple one handed catches each game I played, regardless of player's ratings. Immediate hits were not jarring the ball loose either, or catches into traffic. This is only dropped by one because the value is quite sensitive. I did not want to introduce multiple drops a game, and I still want the receivers to make spectacular catches on occasion. .
Run Blocking: 30/35 | 30/40 (previous: 30/40)
With any kind of adjustment to the threshold, the sticky animations will show up sooner, and the RBL value is not a surprise here. Adjusting this lower for the CPU continues the timing of release animations the the composition of this set creates, which makes it less about just getting blocks downfield, but also pushing oncoming defenders out of the way at the LOS as first priority.
Fumbles: 50/50
With the lowering of RTP, the RBs are naturally responding to immediate "danger", so there is no need to force adjustments with conservative play from the fumbles value. In addition, the fumbles value above 50 brought in some big hits that will already happen naturally with the increased aggression, although less hit-stick and more swarming to the ball carrier.
Pass Defensive Reaction: 50/50
With the adjustment to injuries, the reactions are more in line with the foot planting and decision making. This allows the PDR to be normalized and let other elements of the set take over, in particular Offsides raised to 80, which will help the reactions in the air.
Interceptions: 30/30
This is the key change to the coverage part of the set. Tested this value from top to bottom, and I can say that, relative to the set, it determines the priority of animations when defending the pass. If INT is too high, that will be the first priority, followed by tackle, followed by deflection. The issue that I was seeing is that the INT animation would take priority no matter where the defender was, whether they were behind the receiver, or in front of them.
Pass Coverage: 50/50
Same as PDR, the adjustment here is to allow the modifications to injuries and offside to take over. Pass coverage can be very sensitive, and players can over-cover routes too often. This still happens as it is a legacy issue with M20, but it's much more in line with what is happening on the field.
Tackling: 49/49
Another evening out value here for both All-Madden and All-Pro. The fumble + RTP value should produce the types of tackles, while still giving a chance for the ball carrier to perform skill moves when possible.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 80
Bumped just slightly to allow the block shedding to look more natural as the OL seems to be a bit more overpowered compared to the DL. In addition, Offsides has served as a reaction slider in past sets, and the same continues here, which allows the PDR gameplay slider to be normalized back to 50.
False Start: 75
As mentioned before, this value works in tandem with Offside and Holding. As the offside animation is triggered, so is the false start animation (movement from a static position) which creates that OL/DL interaction that can be so organic and consists of multiple types of blocking and defensive styles.
Offensive Holding: 60
Lowered this value just a tad to get the sync of the pass game back for the CPU and also reducing some insta-shed animations.
Defensive Pass Interference: 50
The significant change of the set is reducing DPI back to 50 here. Having it high was not an advantage that the CPU QB saw, and instead would react by being more conservative with their play - which meant more checkdowns and coverage sacks. The CPU QB should be putting up more of a fight, and there needs to be more pass variety. With this adjustment, along with the other values, they will do so.
Intentional Grounding: Off
Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
Roughing the Passer: 5
The star of this set is the [extreme] drop in RTP. RTP works as an aggression value for both the pass and rush defense. With the way the OL is pushing to the 2nd level on runs, no matter what RBL is set to, the only way was to force them to stay put by lowering RTP even further. This will fill the gaps with defenders, but if a good OL is present, they will focus on their first point of contact, then push along if able to - not touch-and-go to 2nd level in the way it is now. Pass rush will be adequate as well. While not instant shed-like, there will be push that forces OL into the QB if the match up is logical to do so. A handly little modifier for the set.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 38
Spoiler
1/12/2020: Tiny update in response to Patch 1.22. I noticed the foot planting had gone a bit off the mark, with DBs sliding in man coverage and even slight hesitation animation that would result in easy breakdowns.
This does not directly fix anything 100% with man coverage, like I've said before that has been broke since the return of special running moves, but it will help defensive players to recover and be more in tune with the flight of the ball. You will still see the DBs turn the wrong way and get beat. It's been that way since day 1 with Madden 20. I'm surprised some are only seeing it just now. There are examples of this even in the opening cinematic sequence when using the game for the first time. Unfortunately, it's just M20 seems to be at the moment. For some reason the correlation of special running moves is detrimental to the man coverage.
Regardless, here we go with Version 38. Also, Go Chiefs!
Game Options
Injuries: 1 in Main Menu; 45 in Franchise Menu (Previous: 10 in Main Menu; 45 in Franchise Menu)
Dropped the main menu value to help with the foot planting of players a bit more. Gives just that bit more time to stay engaged in the play (depending on ratings of course) that can make or break a play.
1/04/2020: Thanks to @seanstephans for continuing work on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
VERSION 38 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 1 in Main Menu; 45 in Franchise Menu (Previous: 10 in Main Menu; 45 in Franchise Menu)
Dropped the main menu value to help with the foot planting of players a bit more. Gives just that bit more time to stay engaged in the play (depending on ratings of course) that can make or break a play.
Fatigue: 50
Too many issues with it at 52 again. I have to pretty much let go of this value. Too many jogging animations and fairly low acceleration route running that just continued to be affect the immersion of the CPU QB's behavior.
Speed Disparity Scale: 48
Initial change to 52 did help with the coverage and separation, but it felt like I was having to adjust other values when I had fixed other elements of gameplay. Just became too much of a chore, and I never felt true separation of players with the thershold raised. Back to 48, and hopefully to stay.
QB Accuracy: 50/48 | 50/50
The other changes validate the lowering of QBA overall. As I've mentioned, the goal is not to get less Robo QB, it is to ensure that CPU offense stays in the fight, primarily from the CPU QB position. The user has modifiers (moving analog stick) which can create accurate/inaccurate throws, so the subtle lowering of QBA allows those modifiers to seemingly take place for the CPU, resulting in "inaccurate" throws to be displayed at times. All-Pro does not need changes.
Pass Blocking: 48/40
The CPU gets a raise in PBL here so they can perceive that there is more time in the pocket, even if there physically isn't. The lowering of Holding penalty slider will also help to balance this change.
WR Catch: 49/49
I've lowered WR catch because there was a consistency of multiple one handed catches each game I played, regardless of player's ratings. Immediate hits were not jarring the ball loose either, or catches into traffic. This is only dropped by one because the value is quite sensitive. I did not want to introduce multiple drops a game, and I still want the receivers to make spectacular catches on occasion. .
Run Blocking: 30/40
A bump for the CPU run game here as the blocks need to be held just a bit longer. Similar to PBL, the holding slider will bring some balance to the run game as well.
Fumbles: 50/50
With the lowering of RTP, the RBs are naturally responding to immediate "danger", so there is no need to force adjustments with conservative play from the fumbles value. In addition, the fumbles value above 50 brought in some big hits that will already happen naturally with the increased aggression, although less hit-stick and more swarming to the ball carrier.
Pass Defensive Reaction: 50/50
With the adjustment to injuries, the reactions are more in line with the foot planting and decision making. This allows the PDR to be normalized and let other elements of the set take over, in particular Offsides raised to 80, which will help the reactions in the air.
Interceptions: 30/30
This is the key change to the coverage part of the set. Tested this value from top to bottom, and I can say that, relative to the set, it determines the priority of animations when defending the pass. If INT is too high, that will be the first priority, followed by tackle, followed by deflection. The issue that I was seeing is that the INT animation would take priority no matter where the defender was, whether they were behind the receiver, or in front of them.
Pass Coverage: 50/50
Same as PDR, the adjustment here is to allow the modifications to injuries and offside to take over. Pass coverage can be very sensitive, and players can over-cover routes too often. This still happens as it is a legacy issue with M20, but it's much more in line with what is happening on the field.
Tackling: 49/49
Another evening out value here for both All-Madden and All-Pro. The fumble + RTP value should produce the types of tackles, while still giving a chance for the ball carrier to perform skill moves when possible.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 80
Bumped just slightly to allow the block shedding to look more natural as the OL seems to be a bit more overpowered compared to the DL. In addition, Offsides has served as a reaction slider in past sets, and the same continues here, which allows the PDR gameplay slider to be normalized back to 50.
False Start: 75
As mentioned before, this value works in tandem with Offside and Holding. As the offside animation is triggered, so is the false start animation (movement from a static position) which creates that OL/DL interaction that can be so organic and consists of multiple types of blocking and defensive styles.
Offensive Holding: 60
Lowered this value just a tad to get the sync of the pass game back for the CPU and also reducing some insta-shed animations.
Defensive Pass Interference: 50
The significant change of the set is reducing DPI back to 50 here. Having it high was not an advantage that the CPU QB saw, and instead would react by being more conservative with their play - which meant more checkdowns and coverage sacks. The CPU QB should be putting up more of a fight, and there needs to be more pass variety. With this adjustment, along with the other values, they will do so.
Intentional Grounding: Off
Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
Roughing the Passer: 5
The star of this set is the [extreme] drop in RTP. RTP works as an aggression value for both the pass and rush defense. With the way the OL is pushing to the 2nd level on runs, no matter what RBL is set to, the only way was to force them to stay put by lowering RTP even further. This will fill the gaps with defenders, but if a good OL is present, they will focus on their first point of contact, then push along if able to - not touch-and-go to 2nd level in the way it is now. Pass rush will be adequate as well. While not instant shed-like, there will be push that forces OL into the QB if the match up is logical to do so. A handly little modifier for the set.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 37
Spoiler
================================= Slider Update Log
================================= 1/4/2020: Happy New Year, everyone. It's been a fun Madden 20, and subtle changes here and there have helped improve the current set. I've read through feedback and reviewed my gameplay, not to mention others games, then getting extra set of eyes on things.
The main item that stands out for me is the QB play. Not Robo QB, but more so the fact that the high completion relative to the end product. I started to see less aggression in the way the CPU would try to break me down. It became a tad repetitive, and missing the QB variety was just not going to fly much longer for my own game. So, I had to basically review each value, and compare it to previous versions, not to mention default values.
When the CPU would have a 4-verts play, for example, the QB would hesitate a bit too long to throw the ball, before finding a check down - or getting sacked. This was the most consistent issue for me. There was something that was preventing them from truly giving it a go. I thought, maybe QBA, so I lowered it to think "low QBA = low comp % goal", no dice. So, maybe it was PCV, nope, all that did was make user pass coverage brain-dead. Next, I thought it was PBL, they aren't getting enough time, in their mind, to throw the ball - or to produce the deep ball throw animation. That was somewhat closer, but the value had to be raised significantly - or I could lower holding. I chose to lower holding as that will help everything, including the CPU run game. Still, the CPU was just a bit hesitant for my liking. So, the last value was Defensive Pass Interference. Something about this value stood out because the animation that needed to appear were holding type animations. The CPU QB doesn't take the high % of a DPI as an advantage though, so instead of producing a throw, they basically stand still, scramble (based on archetype) or turn around and check the ball down.
Once I normalized DPI back to 50, the CPU QB started to take their shots again, and started to be more purposeful on downs. Pair that up with a lowering of holding and increase in PBL, the variety returned - and that was all I wanted. I did also lower CPU QBA to 48 to balance the increase of PBL, and reduction of holding (which will help blocks held longer).
The last change was to get some life into the CPU running backs. The lowering of holding will help, but a slight bump to RBL won't hurt either.
So, here's Version 37. One that I feel truly takes me to the completion of sets.
QB Accuracy: 50/48 | 50/50 (Previous: 50/50)
The other changes validate the lowering of QBA overall. As I've mentioned, the goal is not to get less Robo QB, it is to ensure that CPU offense stays in the fight, primarily from the CPU QB position. The user has modifiers (moving analog stick) which can create accurate/inaccurate throws, so the subtle lowering of QBA allows those modifiers to seemingly take place for the CPU, resulting in "inaccurate" throws to be displayed at times. All-Pro does not need changes.
Pass Blocking: 48/40 (Previous: 48/35)
The CPU gets a raise in PBL here so they can perceive that there is more time in the pocket, even if there physically isn't. The lowering of Holding penalty slider will also help to balance this change.
Run Blocking: 30/40 (Previous: 30/35)
A bump for the CPU run game here as the blocks need to be held just a bit longer. Similar to PBL, the holding slider will bring some balance to the run game as well.
Penalties
Offensive Holding: 60 (Previous: 65)
Lowered this value just a tad to get the sync of the pass game back for the CPU and also reducing some insta-shed animations.
Defensive Pass Interference: 50 (Previous: 80)
The significant change of the set is reducing DPI back to 50 here. Having it high was not an advantage that the CPU QB saw, and instead would react by being more conservative with their play - which meant more checkdowns and coverage sacks. The CPU QB should be putting up more of a fight, and there needs to be more pass variety. With this adjustment, along with the other values, they will do so.
1/04/2020: Thanks to @seanstephans for continuing work on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
VERSION 37 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 10 in Main Menu; 45 in Franchise Menu
Another subtle change here, but the the lower Injuries value in MM was causing a bit of a slow reaction in decision making by both the ball carrier and the defender. Being able to see a difference from the slight bump is nice because it does not speed up animations or make anything unrealistic.
Fatigue: 50
Too many issues with it at 52 again. I have to pretty much let go of this value. Too many jogging animations and fairly low acceleration route running that just continued to be affect the immersion of the CPU QB's behavior.
Speed Disparity Scale: 48
Initial change to 52 did help with the coverage and separation, but it felt like I was having to adjust other values when I had fixed other elements of gameplay. Just became too much of a chore, and I never felt true separation of players with the thershold raised. Back to 48, and hopefully to stay.
QB Accuracy: 50/48 | 50/50 (Previous: 50/50)
The other changes validate the lowering of QBA overall. As I've mentioned, the goal is not to get less Robo QB, it is to ensure that CPU offense stays in the fight, primarily from the CPU QB position. The user has modifiers (moving analog stick) which can create accurate/inaccurate throws, so the subtle lowering of QBA allows those modifiers to seemingly take place for the CPU, resulting in "inaccurate" throws to be displayed at times. All-Pro does not need changes.
Pass Blocking: 48/40 (Previous: 48/35)
The CPU gets a raise in PBL here so they can perceive that there is more time in the pocket, even if there physically isn't. The lowering of Holding penalty slider will also help to balance this change.
WR Catch: 49/49
I've lowered WR catch because there was a consistency of multiple one handed catches each game I played, regardless of player's ratings. Immediate hits were not jarring the ball loose either, or catches into traffic. This is only dropped by one because the value is quite sensitive. I did not want to introduce multiple drops a game, and I still want the receivers to make spectacular catches on occasion. .
Run Blocking: 30/40 (Previous: 30/35)
A bump for the CPU run game here as the blocks need to be held just a bit longer. Similar to PBL, the holding slider will bring some balance to the run game as well.
Fumbles: 50/50
With the lowering of RTP, the RBs are naturally responding to immediate "danger", so there is no need to force adjustments with conservative play from the fumbles value. In addition, the fumbles value above 50 brought in some big hits that will already happen naturally with the increased aggression, although less hit-stick and more swarming to the ball carrier.
Pass Defensive Reaction: 50/50
With the adjustment to injuries, the reactions are more in line with the foot planting and decision making. This allows the PDR to be normalized and let other elements of the set take over, in particular Offsides raised to 80, which will help the reactions in the air.
Interceptions: 30/30
This is the key change to the coverage part of the set. Tested this value from top to bottom, and I can say that, relative to the set, it determines the priority of animations when defending the pass. If INT is too high, that will be the first priority, followed by tackle, followed by deflection. The issue that I was seeing is that the INT animation would take priority no matter where the defender was, whether they were behind the receiver, or in front of them.
Pass Coverage: 50/50
Same as PDR, the adjustment here is to allow the modifications to injuries and offside to take over. Pass coverage can be very sensitive, and players can over-cover routes too often. This still happens as it is a legacy issue with M20, but it's much more in line with what is happening on the field.
Tackling: 49/49
Another evening out value here for both All-Madden and All-Pro. The fumble + RTP value should produce the types of tackles, while still giving a chance for the ball carrier to perform skill moves when possible.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 80
Bumped just slightly to allow the block shedding to look more natural as the OL seems to be a bit more overpowered compared to the DL. In addition, Offsides has served as a reaction slider in past sets, and the same continues here, which allows the PDR gameplay slider to be normalized back to 50.
False Start: 75
As mentioned before, this value works in tandem with Offside and Holding. As the offside animation is triggered, so is the false start animation (movement from a static position) which creates that OL/DL interaction that can be so organic and consists of multiple types of blocking and defensive styles.
Offensive Holding: 60 (Previous: 65)
Lowered this value just a tad to get the sync of the pass game back for the CPU and also reducing some insta-shed animations.
Defensive Pass Interference: 50 (Previous: 80)
The significant change of the set is reducing DPI back to 50 here. Having it high was not an advantage that the CPU QB saw, and instead would react by being more conservative with their play - which meant more checkdowns and coverage sacks. The CPU QB should be putting up more of a fight, and there needs to be more pass variety. With this adjustment, along with the other values, they will do so.
Intentional Grounding: Off
Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
Roughing the Passer: 5
The star of this set is the [extreme] drop in RTP. RTP works as an aggression value for both the pass and rush defense. With the way the OL is pushing to the 2nd level on runs, no matter what RBL is set to, the only way was to force them to stay put by lowering RTP even further. This will fill the gaps with defenders, but if a good OL is present, they will focus on their first point of contact, then push along if able to - not touch-and-go to 2nd level in the way it is now. Pass rush will be adequate as well. While not instant shed-like, there will be push that forces OL into the QB if the match up is logical to do so. A handly little modifier for the set.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 36
Spoiler
================================= Slider Update Log
================================= 12/24/19: First off, Merry Christmas and Happy Holidays to everyone. I did not think I'd still be updating the thread with more versions at this time of the year. However, the FIFA 20 sliders have been in such good shape, that I've been able to spend more time with Madden.
The update here is just something that has been weighing on my mind, and it started to become true of some behaviors from the CPU that would start to display. The first change is reverting fatigue back to 50, from 52. This is a bitter change as I love the idea and execution of fatigue in Madden, but I started to see too many issues related to the route running and ball carrier runs. The main issue was the jogging animation that would appear at random with the ball carriers, especially after performing several skill moves in succession. The route-running was primarily low acceleration at the LOS, especially when the defense is in press coverage. Normalizing fatigue has allowed those instances to be a bit more dynamic and more purposeful.
The last adjustment is turning Intentional Grounding Off. I think it's well documented how back-and-forth I've been about this value. In the end, the majority of the sets posted have had the IG value set to off. I think we've lost a bit of the CPU QB extending the play with it set to On, and what would result is some give up, even on All-Madden. The set has good coverage built into it already, so there will be times in which the CPU QB will opt to use checkdowns or throw out to a flat, short of the first down marker. It happens in the real game, it's going to happen in Madden. The importance is the consistency of that behavior, and I've seen the CPU push to convert 3rd downs more often with IG set to "Off" than "On".
Here is Version 36.
Fatigue: 50 (Previous: 52)
Too many issues with it at 52 again. I have to pretty much let go of this value. Too many jogging animations and fairly low acceleration route running that just continued to be affect the immersion of the CPU QB's behavior.
Intentional Grounding: Off (Previous: On)
Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
11/05/19: Thanks to @seanstephans for working on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
VERSION 36 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 10 in Main Menu; 45 in Franchise Menu
Another subtle change here, but the the lower Injuries value in MM was causing a bit of a slow reaction in decision making by both the ball carrier and the defender. Being able to see a difference from the slight bump is nice because it does not speed up animations or make anything unrealistic.
Fatigue: 50 (Previous: 52)
Too many issues with it at 52 again. I have to pretty much let go of this value. Too many jogging animations and fairly low acceleration route running that just continued to be affect the immersion of the CPU QB's behavior.
Speed Disparity Scale: 48
Initial change to 52 did help with the coverage and separation, but it felt like I was having to adjust other values when I had fixed other elements of gameplay. Just became too much of a chore, and I never felt true separation of players with the thershold raised. Back to 48, and hopefully to stay.
QB Accuracy: 50/50
QBA is a highly controversial topic, and part of me wants to say "Play what you want", but a big part of me says "trust me". Take the concept that the QB is the general on the field. His play dictates the entire play of all players and flow of the game. I feel like at 50 QBA the CPU playcalling is also significant. The QBA dictates a tendency, and that is why you will see more variety from all sorts of trajectories and types of throws. I also feel that QBA at 50 is true to the rating, and with the adjustment to the set, the coverage is tighter and defensive players will be rewarded for good positioning. As always adjust as you see fit, but I truly feel people will miss out without putting this at 50 for good.
Pass Blocking: 48/35
The main focus here was ensuring the user's OL was not splitting open on double-teams, making them pointless. The CPU has the advantage in their OL, so there is no need to modify it.
WR Catch: 49/49
I've lowered WR catch because there was a consistency of multiple one handed catches each game I played, regardless of player's ratings. Immediate hits were not jarring the ball loose either, or catches into traffic. This is only dropped by one because the value is quite sensitive. I did not want to introduce multiple drops a game, and I still want the receivers to make spectacular catches on occasion. .
Run Blocking: 30/35
Another bump here, but this time in favor of the CPU because the user is able to make adjustments as they see gaps, while the CPU can be predetermined. The RTP alone will bring in the rush defense to fill those gaps quicker, so it will be a mix of skill, power and good OL to determine solid yardage.
Fumbles: 50/50
With the lowering of RTP, the RBs are naturally responding to immediate "danger", so there is no need to force adjustments with conservative play from the fumbles value. In addition, the fumbles value above 50 brought in some big hits that will already happen naturally with the increased aggression, although less hit-stick and more swarming to the ball carrier.
Pass Defensive Reaction: 50/50
With the adjustment to injuries, the reactions are more in line with the foot planting and decision making. This allows the PDR to be normalized and let other elements of the set take over, in particular Offsides raised to 80, which will help the reactions in the air.
Interceptions: 30/30
This is the key change to the coverage part of the set. Tested this value from top to bottom, and I can say that, relative to the set, it determines the priority of animations when defending the pass. If INT is too high, that will be the first priority, followed by tackle, followed by deflection. The issue that I was seeing is that the INT animation would take priority no matter where the defender was, whether they were behind the receiver, or in front of them.
Pass Coverage: 50/50
Same as PDR, the adjustment here is to allow the modifications to injuries and offside to take over. Pass coverage can be very sensitive, and players can over-cover routes too often. This still happens as it is a legacy issue with M20, but it's much more in line with what is happening on the field.
Tackling: 49/49
Another evening out value here for both All-Madden and All-Pro. The fumble + RTP value should produce the types of tackles, while still giving a chance for the ball carrier to perform skill moves when possible.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 80
Bumped just slightly to allow the block shedding to look more natural as the OL seems to be a bit more overpowered compared to the DL. In addition, Offsides has served as a reaction slider in past sets, and the same continues here, which allows the PDR gameplay slider to be normalized back to 50.
False Start: 75
As mentioned before, this value works in tandem with Offside and Holding. As the offside animation is triggered, so is the false start animation (movement from a static position) which creates that OL/DL interaction that can be so organic and consists of multiple types of blocking and defensive styles.
Offensive Holding: 65
Another slight bump here to allow the blocks to be let go just a bit sooner, so there are not as many "straight-line" across look from the OL, which made the OL/DL interaction look a bit stagnant. This also allows the RTP + MM Injuries at 10 to play a role in the CPU QB to make their decisions in the pocket a bit sooner, which can be seen by how they step up into the pocket or step into a throw - or scramble to extend the play, etc.
Defensive Pass Interference: 80
Wanted to raise this value back up to simply get it called more often, but had to make sure other elements of the gameplay were intact first. Think with the other adjustments, raising DPI here will just bring another dynamic play to the DB/WR interactions - and how that will affect momentum overall.
Intentional Grounding: Off (Previous: On)
Simply put I need the CPU QB to extend plays where they can. We lost a bit of dynamic play by the CPU QB at IG set to On because they just would not get out of their play design if things were forced to be the case.
Roughing the Passer: 5
The star of this set is the [extreme] drop in RTP. RTP works as an aggression value for both the pass and rush defense. With the way the OL is pushing to the 2nd level on runs, no matter what RBL is set to, the only way was to force them to stay put by lowering RTP even further. This will fill the gaps with defenders, but if a good OL is present, they will focus on their first point of contact, then push along if able to - not touch-and-go to 2nd level in the way it is now. Pass rush will be adequate as well. While not instant shed-like, there will be push that forces OL into the QB if the match up is logical to do so. A handly little modifier for the set.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 35
Spoiler
================================= Slider Update Log
================================= 12/20/19: This update is just a fine-tune to the version 34 set. As a base, version 34 has provided a really fun and realistic experience. Like any patch update, I spent a lot of time reviewing the set and ensuring the values presented still hit the mark.
The first focus was the tendency of the CPU QB to throw screens on third down and/or really poor throws short of the first down. I wanted to make sure we still received the challenge of QBA at 50, but improve the coverage overall as a whole.
Here are the adjustments, to make the set Version 35.
Pass Blocking: 48/35 (Previous: 35/35)
The main focus here was ensuring the user's OL was not splitting open on double-teams, making them pointless. The CPU has the advantage in their OL, so there is no need to modify it.
Interceptions: 30/30 (Previous: 35/35)
This is the key change to the coverage part of the set. Tested this value from top to bottom, and I can say that, relative to the set, it determines the priority of animations when defending the pass. If INT is too high, that will be the first priority, followed by tackle, followed by deflection. The issue that I was seeing is that the INT animation would take priority no matter where the defender was, whether they were behind the receiver, or in front of them.
11/05/19: Thanks to @seanstephans for working on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
VERSION 35 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 10 in Main Menu; 45 in Franchise Menu (Previous: 5 in Main Menu; 45 in Franchise Menu)
Another subtle change here, but the the lower Injuries value in MM was causing a bit of a slow reaction in decision making by both the ball carrier and the defender. Being able to see a difference from the slight bump is nice because it does not speed up animations or make anything unrealistic.
Fatigue: 52
I know I've dabbled in this value for previous sets. The biggest scare was the jogging/walking animations that would show up at random. However, the last couple patch updates, I've seen these types of animations appear even with the fatigue value at 50. My working theory is that because the fatigue value was at 50, the players seemed to conserve their energy, thus making less explosive plays and moves. When the value is raised to 52, I instantly see animations that indicate there is a sense of purpose and aggression - thus reducing the stamina. The good thing about this value is that it is all-encompassing, so it affects every facet of the game. In addition, it brings in elements of game management because subs will come in sooner based on the scenario at hand.
Speed Disparity Scale: 48
Initial change to 52 did help with the coverage and separation, but it felt like I was having to adjust other values when I had fixed other elements of gameplay. Just became too much of a chore, and I never felt true separation of players with the thershold raised. Back to 48, and hopefully to stay.
QB Accuracy: 50/50
QBA is a highly controversial topic, and part of me wants to say "Play what you want", but a big part of me says "trust me". Take the concept that the QB is the general on the field. His play dictates the entire play of all players and flow of the game. I feel like at 50 QBA the CPU playcalling is also significant. The QBA dictates a tendency, and that is why you will see more variety from all sorts of trajectories and types of throws. I also feel that QBA at 50 is true to the rating, and with the adjustment to the set, the coverage is tighter and defensive players will be rewarded for good positioning. As always adjust as you see fit, but I truly feel people will miss out without putting this at 50 for good.
Pass Blocking: 48/35 (Previous: 35/35)
The main focus here was ensuring the user's OL was not splitting open on double-teams, making them pointless. The CPU has the advantage in their OL, so there is no need to modify it.
WR Catch: 49/49
I've lowered WR catch because there was a consistency of multiple one handed catches each game I played, regardless of player's ratings. Immediate hits were not jarring the ball loose either, or catches into traffic. This is only dropped by one because the value is quite sensitive. I did not want to introduce multiple drops a game, and I still want the receivers to make spectacular catches on occasion. .
Run Blocking: 30/35
Another bump here, but this time in favor of the CPU because the user is able to make adjustments as they see gaps, while the CPU can be predetermined. The RTP alone will bring in the rush defense to fill those gaps quicker, so it will be a mix of skill, power and good OL to determine solid yardage.
Fumbles: 50/50
With the lowering of RTP, the RBs are naturally responding to immediate "danger", so there is no need to force adjustments with conservative play from the fumbles value. In addition, the fumbles value above 50 brought in some big hits that will already happen naturally with the increased aggression, although less hit-stick and more swarming to the ball carrier.
Pass Defensive Reaction: 50/50
With the adjustment to injuries, the reactions are more in line with the foot planting and decision making. This allows the PDR to be normalized and let other elements of the set take over, in particular Offsides raised to 80, which will help the reactions in the air.
Interceptions: 30/30 (Previous: 35/35)
This is the key change to the coverage part of the set. Tested this value from top to bottom, and I can say that, relative to the set, it determines the priority of animations when defending the pass. If INT is too high, that will be the first priority, followed by tackle, followed by deflection. The issue that I was seeing is that the INT animation would take priority no matter where the defender was, whether they were behind the receiver, or in front of them.
Pass Coverage: 50/50
Same as PDR, the adjustment here is to allow the modifications to injuries and offside to take over. Pass coverage can be very sensitive, and players can over-cover routes too often. This still happens as it is a legacy issue with M20, but it's much more in line with what is happening on the field.
Tackling: 49/49
Another evening out value here for both All-Madden and All-Pro. The fumble + RTP value should produce the types of tackles, while still giving a chance for the ball carrier to perform skill moves when possible.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 80
Bumped just slightly to allow the block shedding to look more natural as the OL seems to be a bit more overpowered compared to the DL. In addition, Offsides has served as a reaction slider in past sets, and the same continues here, which allows the PDR gameplay slider to be normalized back to 50.
False Start: 75
As mentioned before, this value works in tandem with Offside and Holding. As the offside animation is triggered, so is the false start animation (movement from a static position) which creates that OL/DL interaction that can be so organic and consists of multiple types of blocking and defensive styles.
Offensive Holding: 65
Another slight bump here to allow the blocks to be let go just a bit sooner, so there are not as many "straight-line" across look from the OL, which made the OL/DL interaction look a bit stagnant. This also allows the RTP + MM Injuries at 10 to play a role in the CPU QB to make their decisions in the pocket a bit sooner, which can be seen by how they step up into the pocket or step into a throw - or scramble to extend the play, etc.
Defensive Pass Interference: 80
Wanted to raise this value back up to simply get it called more often, but had to make sure other elements of the gameplay were intact first. Think with the other adjustments, raising DPI here will just bring another dynamic play to the DB/WR interactions - and how that will affect momentum overall.
Roughing the Passer: 5
The star of this set is the [extreme] drop in RTP. RTP works as an aggression value for both the pass and rush defense. With the way the OL is pushing to the 2nd level on runs, no matter what RBL is set to, the only way was to force them to stay put by lowering RTP even further. This will fill the gaps with defenders, but if a good OL is present, they will focus on their first point of contact, then push along if able to - not touch-and-go to 2nd level in the way it is now. Pass rush will be adequate as well. While not instant shed-like, there will be push that forces OL into the QB if the match up is logical to do so. A handly little modifier for the set.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 34
Spoiler
================================= Slider Update Log
================================= 12/15/19: I have really enjoyed the current patch update and this version 33. It's accomplished a lot of what I wanted overall and can only see some very minor things to really take it to the next level.
Version 34 addresses the pressure on the QB, in particular the OL being able to stand up to most DL fairly easily, regardless of match up. While it is not 100% consistent, it is still enough to affect other elements of gameplay. In addition to the OL/DL, I've also reviewed the Main Menu injury setting to re-establish good foot planting and decision making.
Here is Version 34, a set I am quite happy with:
Injuries: 10 in Main Menu; 45 in Franchise Menu (Previous: 5 in Main Menu; 45 in Franchise Menu)
Another subtle change here, but the the lower Injuries value in MM was causing a bit of a slow reaction in decision making by both the ball carrier and the defender. Being able to see a difference from the slight bump is nice because it does not speed up animations or make anything unrealistic.
Pass Defensive Reaction: 50/50 (Previous: 52/52)
With the adjustment to injuries, the reactions are more in line with the foot planting and decision making. This allows the PDR to be normalized and let other elements of the set take over, in particular Offsides raised to 80, which will help the reactions in the air.
Pass Coverage: 50/50 (Previous: 55/55)
Same as PDR, the adjustment here is to allow the modifications to injuries and offside to take over. Pass coverage can be very sensitive, and players can over-cover routes too often. This still happens as it is a legacy issue with M20, but it's much more in line with what is happening on the field.
Offside: 80 (Previous: 75)
Bumped just slightly to allow the block shedding to look more natural as the OL seems to be a bit more overpowered compared to the DL. In addition, Offsides has served as a reaction slider in past sets, and the same continues here, which allows the PDR gameplay slider to be normalized back to 50.
Offensive Holding: 65 (Previous: 60)
Another slight bump here to allow the blocks to be let go just a bit sooner, so there are not as many "straight-line" across look from the OL, which made the OL/DL interaction look a bit stagnant. This also allows the RTP + MM Injuries at 10 to play a role in the CPU QB to make their decisions in the pocket a bit sooner, which can be seen by how they step up into the pocket or step into a throw - or scramble to extend the play, etc.
Defensive Pass Interference: 80 (Previous: 55)
Wanted to raise this value back up to simply get it called more often, but had to make sure other elements of the gameplay were intact first. Think with the other adjustments, raising DPI here will just bring another dynamic play to the DB/WR interactions - and how that will affect momentum overall.
11/05/19: Thanks to @seanstephans for working on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
VERSION 34 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 10 in Main Menu; 45 in Franchise Menu (Previous: 5 in Main Menu; 45 in Franchise Menu)
Another subtle change here, but the the lower Injuries value in MM was causing a bit of a slow reaction in decision making by both the ball carrier and the defender. Being able to see a difference from the slight bump is nice because it does not speed up animations or make anything unrealistic.
Fatigue: 52
I know I've dabbled in this value for previous sets. The biggest scare was the jogging/walking animations that would show up at random. However, the last couple patch updates, I've seen these types of animations appear even with the fatigue value at 50. My working theory is that because the fatigue value was at 50, the players seemed to conserve their energy, thus making less explosive plays and moves. When the value is raised to 52, I instantly see animations that indicate there is a sense of purpose and aggression - thus reducing the stamina. The good thing about this value is that it is all-encompassing, so it affects every facet of the game. In addition, it brings in elements of game management because subs will come in sooner based on the scenario at hand.
Speed Disparity Scale: 48
Initial change to 52 did help with the coverage and separation, but it felt like I was having to adjust other values when I had fixed other elements of gameplay. Just became too much of a chore, and I never felt true separation of players with the thershold raised. Back to 48, and hopefully to stay.
QB Accuracy: 50/50
QBA is a highly controversial topic, and part of me wants to say "Play what you want", but a big part of me says "trust me". Take the concept that the QB is the general on the field. His play dictates the entire play of all players and flow of the game. I feel like at 50 QBA the CPU playcalling is also significant. The QBA dictates a tendency, and that is why you will see more variety from all sorts of trajectories and types of throws. I also feel that QBA at 50 is true to the rating, and with the adjustment to the set, the coverage is tighter and defensive players will be rewarded for good positioning. As always adjust as you see fit, but I truly feel people will miss out without putting this at 50 for good.
Pass Blocking: 35/35
Just another raise to compensate for adjusting RTP lower which will increase the aggression for pass and rush defense. May see more holding calls as a result. This also gives the QBs some more time to allow routes to develop, but the RTP modifier will allow the rush to still come through enough to be felt.
WR Catch: 49/49
I've lowered WR catch because there was a consistency of multiple one handed catches each game I played, regardless of player's ratings. Immediate hits were not jarring the ball loose either, or catches into traffic. This is only dropped by one because the value is quite sensitive. I did not want to introduce multiple drops a game, and I still want the receivers to make spectacular catches on occasion. .
Run Blocking: 30/35
Another bump here, but this time in favor of the CPU because the user is able to make adjustments as they see gaps, while the CPU can be predetermined. The RTP alone will bring in the rush defense to fill those gaps quicker, so it will be a mix of skill, power and good OL to determine solid yardage.
Fumbles: 50/50
With the lowering of RTP, the RBs are naturally responding to immediate "danger", so there is no need to force adjustments with conservative play from the fumbles value. In addition, the fumbles value above 50 brought in some big hits that will already happen naturally with the increased aggression, although less hit-stick and more swarming to the ball carrier.
Pass Defensive Reaction: 50/50 (Previous: 52/52)
With the adjustment to injuries, the reactions are more in line with the foot planting and decision making. This allows the PDR to be normalized and let other elements of the set take over, in particular Offsides raised to 80, which will help the reactions in the air.
Interceptions: 35/35
Just a bump down here to lessen the tipped drill interceptions and what seemed to be less brick hands on more than one occasion.
Pass Coverage: 50/50 (Previous: 55/55)
Same as PDR, the adjustment here is to allow the modifications to injuries and offside to take over. Pass coverage can be very sensitive, and players can over-cover routes too often. This still happens as it is a legacy issue with M20, but it's much more in line with what is happening on the field.
Tackling: 49/49
Another evening out value here for both All-Madden and All-Pro. The fumble + RTP value should produce the types of tackles, while still giving a chance for the ball carrier to perform skill moves when possible.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 80 (Previous: 75)
Bumped just slightly to allow the block shedding to look more natural as the OL seems to be a bit more overpowered compared to the DL. In addition, Offsides has served as a reaction slider in past sets, and the same continues here, which allows the PDR gameplay slider to be normalized back to 50.
False Start: 75
As mentioned before, this value works in tandem with Offside and Holding. As the offside animation is triggered, so is the false start animation (movement from a static position) which creates that OL/DL interaction that can be so organic and consists of multiple types of blocking and defensive styles.
Offensive Holding: 65 (Previous: 60)
Another slight bump here to allow the blocks to be let go just a bit sooner, so there are not as many "straight-line" across look from the OL, which made the OL/DL interaction look a bit stagnant. This also allows the RTP + MM Injuries at 10 to play a role in the CPU QB to make their decisions in the pocket a bit sooner, which can be seen by how they step up into the pocket or step into a throw - or scramble to extend the play, etc.
Defensive Pass Interference: 80 (Previous: 55)
Wanted to raise this value back up to simply get it called more often, but had to make sure other elements of the gameplay were intact first. Think with the other adjustments, raising DPI here will just bring another dynamic play to the DB/WR interactions - and how that will affect momentum overall.
Roughing the Passer: 5
The star of this set is the [extreme] drop in RTP. RTP works as an aggression value for both the pass and rush defense. With the way the OL is pushing to the 2nd level on runs, no matter what RBL is set to, the only way was to force them to stay put by lowering RTP even further. This will fill the gaps with defenders, but if a good OL is present, they will focus on their first point of contact, then push along if able to - not touch-and-go to 2nd level in the way it is now. Pass rush will be adequate as well. While not instant shed-like, there will be push that forces OL into the QB if the match up is logical to do so. A handly little modifier for the set.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 33
Spoiler
================================= Slider Update Log
================================= 12/12/19: I reviewed the entire set from top to bottom with the most recent patch updates. The main focus was ensuring there is a balance of everything from an animation and logic standpoint. I've received feedback of stats and general occurences, but as always that just never gives the whole story. This is why my focus in animations and logic continue and this update to Version 33 is just to address items that have been consistent through 30+ games of various teams and match ups.
Here is Version 33:
WR Catch: 49/49 (Previous: 50/50)
I've lowered WR catch because there was a consistency of multiple one handed catches each game I played, regardless of player's ratings. Immediate hits were not jarring the ball loose either, or catches into traffic. This is only dropped by one because the value is quite sensitive. I did not want to introduce multiple drops a game, and I still want the receivers to make spectacular catches on occasion.
Interceptions: 35/35 (Previous: 38/38)
Just a bump down here to lessen the tipped drill interceptions and what seemed to be less brick hands on more than one occasion.
11/05/19: Thanks to @seanstephans for working on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
VERSION 33 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 5 in Main Menu; 45 in Franchise Menu (Previous: 5 in Main Menu; 50 in Franchise Menu)
A subtle change, but has brought in the balance in animations and logic I was looking for. Coverage is tighter, but not so aggressive that momentum takes over and wrong-footing defending players, or stopping them dead in their tracks. The concept to refer to with injuries in franchise menu is it controls how hard players are going to go. At 50 they'll running through a wall essentially, and as you go lower, they become more attentive and a bit smarter.
Fatigue: 52
I know I've dabbled in this value for previous sets. The biggest scare was the jogging/walking animations that would show up at random. However, the last couple patch updates, I've seen these types of animations appear even with the fatigue value at 50. My working theory is that because the fatigue value was at 50, the players seemed to conserve their energy, thus making less explosive plays and moves. When the value is raised to 52, I instantly see animations that indicate there is a sense of purpose and aggression - thus reducing the stamina. The good thing about this value is that it is all-encompassing, so it affects every facet of the game. In addition, it brings in elements of game management because subs will come in sooner based on the scenario at hand.
Speed Disparity Scale: 48
Initial change to 52 did help with the coverage and separation, but it felt like I was having to adjust other values when I had fixed other elements of gameplay. Just became too much of a chore, and I never felt true separation of players with the thershold raised. Back to 48, and hopefully to stay.
QB Accuracy: 50/50
QBA is a highly controversial topic, and part of me wants to say "Play what you want", but a big part of me says "trust me". Take the concept that the QB is the general on the field. His play dictates the entire play of all players and flow of the game. I feel like at 50 QBA the CPU playcalling is also significant. The QBA dictates a tendency, and that is why you will see more variety from all sorts of trajectories and types of throws. I also feel that QBA at 50 is true to the rating, and with the adjustment to the set, the coverage is tighter and defensive players will be rewarded for good positioning. As always adjust as you see fit, but I truly feel people will miss out without putting this at 50 for good.
Pass Blocking: 35/35
Just another raise to compensate for adjusting RTP lower which will increase the aggression for pass and rush defense. May see more holding calls as a result. This also gives the QBs some more time to allow routes to develop, but the RTP modifier will allow the rush to still come through enough to be felt.
WR Catch: 49/49 (Previous: 50/50)
I've lowered WR catch because there was a consistency of multiple one handed catches each game I played, regardless of player's ratings. Immediate hits were not jarring the ball loose either, or catches into traffic. This is only dropped by one because the value is quite sensitive. I did not want to introduce multiple drops a game, and I still want the receivers to make spectacular catches on occasion. .
Run Blocking: 30/35
Another bump here, but this time in favor of the CPU because the user is able to make adjustments as they see gaps, while the CPU can be predetermined. The RTP alone will bring in the rush defense to fill those gaps quicker, so it will be a mix of skill, power and good OL to determine solid yardage.
Fumbles: 50/50
With the lowering of RTP, the RBs are naturally responding to immediate "danger", so there is no need to force adjustments with conservative play from the fumbles value. In addition, the fumbles value above 50 brought in some big hits that will already happen naturally with the increased aggression, although less hit-stick and more swarming to the ball carrier.
Pass Defense Reaction Time: 52/52
As I may have mentioned in the thread, but the returning of the special running moves is great, however it does seem to have triggered the return of over-aggressive coverage animations. When this value was raised, it triggered the right animation, but now that the coverage is better, the value had to be lowered for the user. Lowering this value allows the threshold of covering a player tightly to triggering a decisions of either swatting the ball or tackling the receiver. When it was raised at 62, post patch, the decision was in favor of tackling first. As a result, the value had to be lowered to allow the decision to be made in favor of swatting if possible, but the distance in closing rate will determine a tackle. This allows the big plays to still happen, and also allows most of those jump balls to be less in favor of the DB swat each time - which brings in some cool catch animations, and a sense of dynamic play overall.
Interceptions: 35/35 (Previous: 38/38)
Just a bump down here to lessen the tipped drill interceptions and what seemed to be less brick hands on more than one occasion.
Pass Coverage: 55/55
Needed to give just a little bit of a boost for the coverage in mirroring some routes. This doesn't necessarily help with the over-aggressive play, but it does help them be a bit less passive responding to routes. Pair this change up with the PBL rise, the QB's extra time also means time for the pass defense to recover and respond.
Tackling: 49/49
Another evening out value here for both All-Madden and All-Pro. The fumble + RTP value should produce the types of tackles, while still giving a chance for the ball carrier to perform skill moves when possible.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 75
Used primarily here as the OL/DL interaction modifier versus pass coverage as before. It works in tandem with False Start and Holding. I chose to lower it to help the insta-shed animations to be lessened, relative to the ratings and match-ups of course.
False Start: 75
As mentioned before, this value works in tandem with Offside and Holding. As the offside animation is triggered, so is the false start animation (movement from a static position) which creates that OL/DL interaction that can be so organic and consists of multiple types of blocking and defensive styles.
Offensive Holding: 60
With the adjustment to the the threshold, I was able to lower the offensive holding value a bit more. It still brings in the strength of block shedding in the right spots, but also gets called just a bit less - but not so little that it doesn't get called at all.
Defensive Pass Interference: 55
Dropped this value down because I started to see the same type of DPI's called. The animation was still smooth, but it became a bit of an eye sore. When I adjusted this, paired with the injuries value, there were much more variety in DPI animations. Sometimes they are called, sometimes they aren't. I also like this value for the what it does to pass coverage, relative to the set, where it makes the defenders less hesitant to put a hand or get closer to the receivers. Should make a big difference and compliment the QBA/WR values.
Block in the Back: 50
Gets called too often in regular play vs special teams. Saw an animation that didn't make sense where the CPU scored a 70-yard touchdown and right when the RB reached the endone the penalty was being called because the tight end, who had been static, decided to push an OL in the back...twice. Just doesn't make sense to keep it.
Roughing the Passer: 5
The star of this set is the [extreme] drop in RTP. RTP works as an aggression value for both the pass and rush defense. With the way the OL is pushing to the 2nd level on runs, no matter what RBL is set to, the only way was to force them to stay put by lowering RTP even further. This will fill the gaps with defenders, but if a good OL is present, they will focus on their first point of contact, then push along if able to - not touch-and-go to 2nd level in the way it is now. Pass rush will be adequate as well. While not instant shed-like, there will be push that forces OL into the QB if the match up is logical to do so. A handly little modifier for the set.
Intentional Grounding: On
There was something missing in getting the CPU QB to react to the crumbling of their offensive line at times. They started to just stand in the pocket again, without moving side to side or forcing a pass. I believe they were out of their element and gameplay with IG set to Off, so this value has been turned back on to help the QB play.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 32
Spoiler
================================= Slider Update Log
================================= 12/10/19: Very simply, had a bit to address still from Version 31. The main issue was the ease in running that started to stack up. The reason being was the gaps weren't being filled when running against the CPU, but they were filled when the CPU rushed against the user. When reviewing the replays, it was clear the OL was back to ootb push to the 2nd level as quick as possible approach again. This is good in concept, but poor in execution (something I say quite a bit) where you do want the OL to get to the 2nd level eventually, but not immediately. This makes it look like the DL is insta-shedding, thus leaving the CPU RB in particular out to dry. So, I had to force the OL to stay put a little bit longer by lowering RTP to extreme levels of 5 and then raising RBL just a bit. Raising RTP is going to help the push of the defensive line, so PBL had to be raised as well to give the QBs more time on the ball. It balances out because the CPU QB will allow routes to develop just a bit longer before making throws, which in turn will help the pass coverage values to play a part - which is why I've raised that as well.
Here is Version 32:
Pass Blocking: 35/35 (Previous: 30/30)
Just another raise to compensate for adjusting RTP lower which will increase the aggression for pass and rush defense. May see more holding calls as a result. This also gives the QBs some more time to allow routes to develop, but the RTP modifier will allow the rush to still come through enough to be felt.
Run Blocking: 30/35 (Previous: 30/30)
Another bump here, but this time in favor of the CPU because the user is able to make adjustments as they see gaps, while the CPU can be predetermined. The RTP alone will bring in the rush defense to fill those gaps quicker, so it will be a mix of skill, power and good OL to determine solid yardage.
Pass Coverage: 55/55 (Previous: 50/50)
Needed to give just a little bit of a boost for the coverage in mirroring some routes. This doesn't necessarily help with the over-aggressive play, but it does help them be a bit less passive responding to routes. Pair this change up with the PBL rise, the QB's extra time also means time for the pass defense to recover and respond.
Fumbles: 50/50 (Previous: 52/52)
With the lowering of RTP, the RBs are naturally responding to immediate "danger", so there is no need to force adjustments with conservative play from the fumbles value. In addition, the fumbles value above 50 brought in some big hits that will already happen naturally with the increased aggression, although less hit-stick and more swarming to the ball carrier.
Penalties
Block in the Back: 50 (Previous: 55)
Gets called too often in regular play vs special teams. Saw an animation that didn't make sense where the CPU scored a 70-yard touchdown and right when the RB reached the endone the penalty was being called because the tight end, who had been static, decided to push an OL in the back...twice. Just doesn't make sense to keep it.
Roughing the Passer: 5 (Previous: 25)
The star of this set is the [extreme] drop in RTP. RTP works as an aggression value for both the pass and rush defense. With the way the OL is pushing to the 2nd level on runs, no matter what RBL is set to, the only way was to force them to stay put by lowering RTP even further. This will fill the gaps with defenders, but if a good OL is present, they will focus on their first point of contact, then push along if able to - not touch-and-go to 2nd level in the way it is now. Pass rush will be adequate as well. While not instant shed-like, there will be push that forces OL into the QB if the match up is logical to do so. A handly little modifier for the set.
11/05/19: Thanks to @seanstephans for working on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
VERSION 32 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 5 in Main Menu; 45 in Franchise Menu (Previous: 5 in Main Menu; 50 in Franchise Menu)
A subtle change, but has brought in the balance in animations and logic I was looking for. Coverage is tighter, but not so aggressive that momentum takes over and wrong-footing defending players, or stopping them dead in their tracks. The concept to refer to with injuries in franchise menu is it controls how hard players are going to go. At 50 they'll running through a wall essentially, and as you go lower, they become more attentive and a bit smarter.
Fatigue: 52
I know I've dabbled in this value for previous sets. The biggest scare was the jogging/walking animations that would show up at random. However, the last couple patch updates, I've seen these types of animations appear even with the fatigue value at 50. My working theory is that because the fatigue value was at 50, the players seemed to conserve their energy, thus making less explosive plays and moves. When the value is raised to 52, I instantly see animations that indicate there is a sense of purpose and aggression - thus reducing the stamina. The good thing about this value is that it is all-encompassing, so it affects every facet of the game. In addition, it brings in elements of game management because subs will come in sooner based on the scenario at hand.
Speed Disparity Scale: 48 (Previous: 52)
Initial change to 52 did help with the coverage and separation, but it felt like I was having to adjust other values when I had fixed other elements of gameplay. Just became too much of a chore, and I never felt true separation of players with the thershold raised. Back to 48, and hopefully to stay.
QB Accuracy: 50/50
QBA is a highly controversial topic, and part of me wants to say "Play what you want", but a big part of me says "trust me". Take the concept that the QB is the general on the field. His play dictates the entire play of all players and flow of the game. I feel like at 50 QBA the CPU playcalling is also significant. The QBA dictates a tendency, and that is why you will see more variety from all sorts of trajectories and types of throws. I also feel that QBA at 50 is true to the rating, and with the adjustment to the set, the coverage is tighter and defensive players will be rewarded for good positioning. As always adjust as you see fit, but I truly feel people will miss out without putting this at 50 for good.
Pass Blocking: 35/35 (Previous: 30/30)
Just another raise to compensate for adjusting RTP lower which will increase the aggression for pass and rush defense. May see more holding calls as a result. This also gives the QBs some more time to allow routes to develop, but the RTP modifier will allow the rush to still come through enough to be felt.
WR Catch: 50/50
I believe that dropped catches were a bit skewed on values under 50. The defense in most sets has been good to interact with a receiver, but the dropped catch stat would only suggest 1 or 2 (most of 3), which didn't seem accurate because it felt like so many catches were being dropped in traffic. I decided that I've got the QBA value under 50, let's balance it out and raise the WRC from a previous 48 to 50. This ensures different type of catch animations and adjustments to the ball in the air, which will be more likely with a less than 50 QBA value.
Run Blocking: 30/35 (Previous: 30/30)
Another bump here, but this time in favor of the CPU because the user is able to make adjustments as they see gaps, while the CPU can be predetermined. The RTP alone will bring in the rush defense to fill those gaps quicker, so it will be a mix of skill, power and good OL to determine solid yardage.
Fumbles: 50/50 (Previous: 52/52)
With the lowering of RTP, the RBs are naturally responding to immediate "danger", so there is no need to force adjustments with conservative play from the fumbles value. In addition, the fumbles value above 50 brought in some big hits that will already happen naturally with the increased aggression, although less hit-stick and more swarming to the ball carrier.
Pass Defense Reaction Time: 52/52 (Previous: 62/52 ALL-MADDEN | 52/52 ALL-PRO)
As I may have mentioned in the thread, but the returning of the special running moves is great, however it does seem to have triggered the return of over-aggressive coverage animations. When this value was raised, it triggered the right animation, but now that the coverage is better, the value had to be lowered for the user. Lowering this value allows the threshold of covering a player tightly to triggering a decisions of either swatting the ball or tackling the receiver. When it was raised at 62, post patch, the decision was in favor of tackling first. As a result, the value had to be lowered to allow the decision to be made in favor of swatting if possible, but the distance in closing rate will determine a tackle. This allows the big plays to still happen, and also allows most of those jump balls to be less in favor of the DB swat each time - which brings in some cool catch animations, and a sense of dynamic play overall.
Interceptions: 38/38
I started to feel like as we got into the 40's the defenders were catching better in traffic than receivers were. I didn't quite like the brick hands of 35, so I found that 38 is a good enough balance. It's definitely arbitrary, but relative to the set, I believe it's a good one to see a mix of brick hands and soft catches.
Pass Coverage: 55/55 (Previous: 50/50)
Needed to give just a little bit of a boost for the coverage in mirroring some routes. This doesn't necessarily help with the over-aggressive play, but it does help them be a bit less passive responding to routes. Pair this change up with the PBL rise, the QB's extra time also means time for the pass defense to recover and respond.
Tackling: 49/49 (Previous: 49/49 | 49/50)
Another evening out value here for both All-Madden and All-Pro. The fumble + RTP value should produce the types of tackles, while still giving a chance for the ball carrier to perform skill moves when possible.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 75 (Previous: 99)
Used primarily here as the OL/DL interaction modifier versus pass coverage as before. It works in tandem with False Start and Holding. I chose to lower it to help the insta-shed animations to be lessened, relative to the ratings and match-ups of course.
False Start: 75 (Previous: 70)
As mentioned before, this value works in tandem with Offside and Holding. As the offside animation is triggered, so is the false start animation (movement from a static position) which creates that OL/DL interaction that can be so organic and consists of multiple types of blocking and defensive styles.
Offensive Holding: 60
With the adjustment to the the threshold, I was able to lower the offensive holding value a bit more. It still brings in the strength of block shedding in the right spots, but also gets called just a bit less - but not so little that it doesn't get called at all.
Defensive Pass Interference: 55
Dropped this value down because I started to see the same type of DPI's called. The animation was still smooth, but it became a bit of an eye sore. When I adjusted this, paired with the injuries value, there were much more variety in DPI animations. Sometimes they are called, sometimes they aren't. I also like this value for the what it does to pass coverage, relative to the set, where it makes the defenders less hesitant to put a hand or get closer to the receivers. Should make a big difference and compliment the QBA/WR values.
Block in the Back: 50 (Previous: 55)
Gets called too often in regular play vs special teams. Saw an animation that didn't make sense where the CPU scored a 70-yard touchdown and right when the RB reached the endone the penalty was being called because the tight end, who had been static, decided to push an OL in the back...twice. Just doesn't make sense to keep it.
Roughing the Passer: 5 (Previous: 25)
The star of this set is the [extreme] drop in RTP. RTP works as an aggression value for both the pass and rush defense. With the way the OL is pushing to the 2nd level on runs, no matter what RBL is set to, the only way was to force them to stay put by lowering RTP even further. This will fill the gaps with defenders, but if a good OL is present, they will focus on their first point of contact, then push along if able to - not touch-and-go to 2nd level in the way it is now. Pass rush will be adequate as well. While not instant shed-like, there will be push that forces OL into the QB if the match up is logical to do so. A handly little modifier for the set.
Intentional Grounding: On
There was something missing in getting the CPU QB to react to the crumbling of their offensive line at times. They started to just stand in the pocket again, without moving side to side or forcing a pass. I believe they were out of their element and gameplay with IG set to Off, so this value has been turned back on to help the QB play.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 31
Spoiler
================================= Slider Update Log
================================= 12/7/19: There was just something off with the change to speed disparity scale/threshold. It was gradually starting to bug me how I started to see some of the same animations, and even felt boring at times to play. The sense that players were closer together didn't make me feel they were following assignments, they were merely sticking to what was closest. The freedom of the previous sets was a bit lost in the shuffle, and I think I jumped off 48 threshold way too soon.
As a result, I've made some adjustments to the set, primarily reverting back to 48 threshold, and finding a way to make that work as the base. Despite my decent amount of sample size on version 30, it just never played as good and as free as version 29 and before. With that said though, I have taken some of the gameplay sliders from the 52 threshold set, but one big game-changing item is what allows the coverage to work with the 48 threshold. That value is the injury value dropped from 50 to 45. Instantly, I've noticed less over-aggressive coverage. When it does happen, the defenders do have a chance to recover because they are not 100% committed to that over-aggressive animation, so there is still enough momentum to adjust.
Another value I looked at was the blocking values, relative to the threshold and penalty values, which have been modified. Very simply raising both RBL and PBL for the All-Madden set, and dropping values for the All-Pro set, has allowed the penalty sliders lowered to bring balance to the OL/DL interaction. There is still plenty of push due to the Roughing the Passer (RTP) being at 25 as well.
I've explained the reasoning behind some other value changes below, so let's just get on with Version 31:
Speed Disparity Scale: 48 (Previous: 52)
Initial change to 52 did help with the coverage and separation, but it felt like I was having to adjust other values when I had fixed other elements of gameplay. Just became too much of a chore, and I never felt true separation of players with the thershold raised. Back to 48, and hopefully to stay.
Injuries: 5 in Main Menu; 45 in Franchise Menu (Previous: 5 in Main Menu; 50 in Franchise Menu)
A subtle change, but has brought in the balance in animations and logic I was looking for. Coverage is tighter, but not so aggressive that momentum takes over and wrong-footing defending players, or stopping them dead in their tracks. The concept to refer to with injuries in franchise menu is it controls how hard players are going to go. At 50 they'll running through a wall essentially, and as you go lower, they become more attentive and a bit smarter.
Pass Blocking: 30/30 (Previous: 25/25)
Raised this value to get just a bit more time to let the defense to adjust to the passing plays. I had no real issues with it at 25, however I did start to see the CPU QB would throw before routes were complete a lot of the time, and their overall attitude was to get rid of the ball so quickly. Good in concept, but can get tedious to defend over time. With this slight adjustment, there is more variety seen by the QBs, and gives them more life to take matters into their own hands when necessary. RTP penalty value will allow the push to still be there, then the Offside/False Start/Holding values will set up the OL/DL animations.
Run Blocking: 30/30 (Previous: 25/25 ALL-MADDEN | 25/35 ALL-PRO)
So the biggest change here is that I've evened the value out for both All-Madden and All-Pro. With this adjustment there's just enough time before the block shedding animation takes place. Based on the ratings and match up, the shedding of the block animation starts just a tad bit more delayed compared to before. However, I lowered Offside and raised False Start, to balance out the insta-shed vs held blocks and second level blocking that tends to be prioritized when raising RBL. Overall, this balancing act allows the OL/DL interactions to being much more organic, and less sticky due to the threshold lowered back to 48.
Fumbles: 52/52 (Previous: 50/50)
One of the last values tested. With the return of special running moves, it's important to establish the urgency to run towards a first down, especially with the CPU on All-Pro. The concept here is as fumbles value is increased, the tackles on those runners will be a bit harder and aggressive (they try harder to shake the ball loose). As a result, the ball carrier tries to avoid getting hit, so instead of juking unecessarily at the handoff they will try to burst forward, then perform a move to avoid getting hit.
Pass Defense Reaction Time: 52/52 (Previous: 62/52 ALL-MADDEN | 52/52 ALL-PRO)
As I may have mentioned in the thread, but the returning of the special running moves is great, however it does seem to have triggered the return of over-aggressive coverage animations. When this value was raised, it triggered the right animation, but now that the coverage is better, the value had to be lowered for the user. Lowering this value allows the threshold of covering a player tightly to triggering a decisions of either swatting the ball or tackling the receiver. When it was raised at 62, post patch, the decision was in favor of tackling first. As a result, the value had to be lowered to allow the decision to be made in favor of swatting if possible, but the distance in closing rate will determine a tackle. This allows the big plays to still happen, and also allows most of those jump balls to be less in favor of the DB swat each time - which brings in some cool catch animations, and a sense of dynamic play overall.
Pass Coverage: 50/50 (Previous: 52/50) | 50/50 (Previous: 52/52)
While I love adjusting pass coverage, and seeing some true logic play out, I started to realize it wasn't necessary with the adjustment to the injury value to serve as the coverage placeholder. As a result, going to rever this back to a safe 50, and let the other values shine around it.
Tackling: 49/49 (Previous: 49/49 | 49/50)
Another evening out value here for both All-Madden and All-Pro. The fumble + RTP value should produce the types of tackles, while still giving a chance for the ball carrier to perform skill moves when possible.
Penalties
Offside: 75 (Previous: 99)
Used primarily here as the OL/DL interaction modifier versus pass coverage as before. It works in tandem with False Start and Holding. I chose to lower it to help the insta-shed animations to be lessened, relative to the ratings and match-ups of course.
False Start: 75 (Previous: 70)
As mentioned before, this value works in tandem with Offside and Holding. As the offside animation is triggered, so is the false start animation (movement from a static position) which creates that OL/DL interaction that can be so organic and consists of multiple types of blocking and defensive styles.
11/05/19: Thanks to @seanstephans for working on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
VERSION 31 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 5 in Main Menu; 45 in Franchise Menu (Previous: 5 in Main Menu; 50 in Franchise Menu)
A subtle change, but has brought in the balance in animations and logic I was looking for. Coverage is tighter, but not so aggressive that momentum takes over and wrong-footing defending players, or stopping them dead in their tracks. The concept to refer to with injuries in franchise menu is it controls how hard players are going to go. At 50 they'll running through a wall essentially, and as you go lower, they become more attentive and a bit smarter.
Fatigue: 52
I know I've dabbled in this value for previous sets. The biggest scare was the jogging/walking animations that would show up at random. However, the last couple patch updates, I've seen these types of animations appear even with the fatigue value at 50. My working theory is that because the fatigue value was at 50, the players seemed to conserve their energy, thus making less explosive plays and moves. When the value is raised to 52, I instantly see animations that indicate there is a sense of purpose and aggression - thus reducing the stamina. The good thing about this value is that it is all-encompassing, so it affects every facet of the game. In addition, it brings in elements of game management because subs will come in sooner based on the scenario at hand.
Speed Disparity Scale: 48 (Previous: 52)
Initial change to 52 did help with the coverage and separation, but it felt like I was having to adjust other values when I had fixed other elements of gameplay. Just became too much of a chore, and I never felt true separation of players with the thershold raised. Back to 48, and hopefully to stay.
QB Accuracy: 50/50
QBA is a highly controversial topic, and part of me wants to say "Play what you want", but a big part of me says "trust me". Take the concept that the QB is the general on the field. His play dictates the entire play of all players and flow of the game. I feel like at 50 QBA the CPU playcalling is also significant. The QBA dictates a tendency, and that is why you will see more variety from all sorts of trajectories and types of throws. I also feel that QBA at 50 is true to the rating, and with the adjustment to the set, the coverage is tighter and defensive players will be rewarded for good positioning. As always adjust as you see fit, but I truly feel people will miss out without putting this at 50 for good.
Pass Blocking: 30/30 (Previous: 25/25)
Raised this value to get just a bit more time to let the defense to adjust to the passing plays. I had no real issues with it at 25, however I did start to see the CPU QB would throw before routes were complete a lot of the time, and their overall attitude was to get rid of the ball so quickly. Good in concept, but can get tedious to defend over time. With this slight adjustment, there is more variety seen by the QBs, and gives them more life to take matters into their own hands when necessary. RTP penalty value will allow the push to still be there, then the Offside/False Start/Holding values will set up the OL/DL animations.
WR Catch: 50/50
I believe that dropped catches were a bit skewed on values under 50. The defense in most sets has been good to interact with a receiver, but the dropped catch stat would only suggest 1 or 2 (most of 3), which didn't seem accurate because it felt like so many catches were being dropped in traffic. I decided that I've got the QBA value under 50, let's balance it out and raise the WRC from a previous 48 to 50. This ensures different type of catch animations and adjustments to the ball in the air, which will be more likely with a less than 50 QBA value.
Run Blocking: 30/30 (Previous: 25/25 ALL-MADDEN | 25/35 ALL-PRO)
So the biggest change here is that I've evened the value out for both All-Madden and All-Pro. With this adjustment there's just enough time before the block shedding animation takes place. Based on the ratings and match up, the shedding of the block animation starts just a tad bit more delayed compared to before. However, I lowered Offside and raised False Start, to balance out the insta-shed vs held blocks and second level blocking that tends to be prioritized when raising RBL. Overall, this balancing act allows the OL/DL interactions to being much more organic, and less sticky due to the threshold lowered back to 48.
Fumbles: 52/52 (Previous: 50/50)
One of the last values tested. With the return of special running moves, it's important to establish the urgency to run towards a first down, especially with the CPU on All-Pro. The concept here is as fumbles value is increased, the tackles on those runners will be a bit harder and aggressive (they try harder to shake the ball loose). As a result, the ball carrier tries to avoid getting hit, so instead of juking unecessarily at the handoff they will try to burst forward, then perform a move to avoid getting hit.
Pass Defense Reaction Time: 52/52 (Previous: 62/52 ALL-MADDEN | 52/52 ALL-PRO)
As I may have mentioned in the thread, but the returning of the special running moves is great, however it does seem to have triggered the return of over-aggressive coverage animations. When this value was raised, it triggered the right animation, but now that the coverage is better, the value had to be lowered for the user. Lowering this value allows the threshold of covering a player tightly to triggering a decisions of either swatting the ball or tackling the receiver. When it was raised at 62, post patch, the decision was in favor of tackling first. As a result, the value had to be lowered to allow the decision to be made in favor of swatting if possible, but the distance in closing rate will determine a tackle. This allows the big plays to still happen, and also allows most of those jump balls to be less in favor of the DB swat each time - which brings in some cool catch animations, and a sense of dynamic play overall.
Interceptions: 38/38
I started to feel like as we got into the 40's the defenders were catching better in traffic than receivers were. I didn't quite like the brick hands of 35, so I found that 38 is a good enough balance. It's definitely arbitrary, but relative to the set, I believe it's a good one to see a mix of brick hands and soft catches.
Pass Coverage: 50/50 (Previous: 52/50) | 50/50 (Previous: 52/52)
While I love adjusting pass coverage, and seeing some true logic play out, I started to realize it wasn't necessary with the adjustment to the injury value to serve as the coverage placeholder. As a result, going to rever this back to a safe 50, and let the other values shine around it.
Tackling: 49/49 (Previous: 49/49 | 49/50)
Another evening out value here for both All-Madden and All-Pro. The fumble + RTP value should produce the types of tackles, while still giving a chance for the ball carrier to perform skill moves when possible.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 75 (Previous: 99)
Used primarily here as the OL/DL interaction modifier versus pass coverage as before. It works in tandem with False Start and Holding. I chose to lower it to help the insta-shed animations to be lessened, relative to the ratings and match-ups of course.
False Start: 75 (Previous: 70)
As mentioned before, this value works in tandem with Offside and Holding. As the offside animation is triggered, so is the false start animation (movement from a static position) which creates that OL/DL interaction that can be so organic and consists of multiple types of blocking and defensive styles.
Offensive Holding: 60
With the adjustment to the the threshold, I was able to lower the offensive holding value a bit more. It still brings in the strength of block shedding in the right spots, but also gets called just a bit less - but not so little that it doesn't get called at all.
Defensive Pass Interference: 55
Dropped this value down because I started to see the same type of DPI's called. The animation was still smooth, but it became a bit of an eye sore. When I adjusted this, paired with the injuries value, there were much more variety in DPI animations. Sometimes they are called, sometimes they aren't. I also like this value for the what it does to pass coverage, relative to the set, where it makes the defenders less hesitant to put a hand or get closer to the receivers. Should make a big difference and compliment the QBA/WR values.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Roughing the Passer: 25
This is another one of those values I like to test each patch update. It is a value that can be used to address lack of push in the defensive line, or it can be used to help the aggression of pursuit angles overall. I like it because not every pursuit angle should be perfect, and when paired up with the low tackle value, it brings in another unpredictable event. Previously this would impact the pass reactions, but so far it does not seem to do that.
Intentional Grounding: On
There was something missing in getting the CPU QB to react to the crumbling of their offensive line at times. They started to just stand in the pocket again, without moving side to side or forcing a pass. I believe they were out of their element and gameplay with IG set to Off, so this value has been turned back on to help the QB play.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 30
Spoiler
================================= Slider Update Log
================================= 12/3/19: I've reviewed the set version 29 for a while now, and while I like a lot of the gameplay, there are just some very little things that I wanted to address with this version. I mainly wanted to take advantage of the returning CPU running moves. Oddly enough though, with the return of those running moves, the pass coverage has suffered.
I tried to make the threshold at 48 work with modifying pass coverage (PCV) as much as possible, but no matter what, the distance was too great. Reluctantly, I've changed the threshold to a more "in-sync" value at 52, which matches the fatigue at 52 as well. I am happy to see that PCV actually has an impact, but it is quite a sensitive value - so I am approaching it cautiously.
A couple of other values are tackling to help more forward momentum, and lastly a change to turning Intentional Grounding back on. I felt that in this update, the CPU QB started to just take sacks instead of attempt to scramble or even step up into the pocket. Again, it's odd that with the return of running moves, pass related items were impacted.
I also wanted to raise the level of push of the defensive line to help with pressure on the QB, but mainly I wanted to get the pursuit angles to be a bit more aggressive based on the player's ratings. This creates that chance of "hit or miss", which is what can create big plays - something that I have felt, and received feedback, that the previous set(s) had been missing. I feel this humanizes the game again, and allows it to breathe while creating an unpredictability that sport does overall.
Here's Version 30:
Speed Disparity Scale: 52 (Previous: 48)
This value has been raised to re-sync the animations and behavior. The return of the running moves has helped, but I fear it has also caused the pass coverage to suffer, especially on the lower threshold/scales that I've used previously.
Pass Coverage: 52/50 (Previous: 50/50) | 52/52 (Previous: 50/50)
Each time a patch update comes out, I test pass coverage to see if it does anything. For the first time in this Madden version, I've seen it actually make a difference. I found that it is a sensitive value though, so I am going to ensure it remains in sync with speed disparity scale and fatigue values. I primarily want to have the user's coverage improved as I feel the CPU's is quite good as is, however it is raised to 52 for the All-Pro set.
Tackling: 49/49 (Previous: 50/50) | 49/50 (Previous: 50/50)
I got a bit tired of open field tackles being too perfect. Yes, there are broken tackles from time-to-time, but it did not look right. With this subtle adjustment, it has allowed the open field to be truly open, and most of the time it's not just one-on-one, it's a mix of numbers in pursuit, as it should be. This allows the big plays to happen, and allow any player make something out of nothing. I did keep the CPU tackle at 50 for All-Pro because it is too easy to beat pursuit on the edge compared to AM at times.
Penalties
Roughing the Passer: 25 (Previous: 50)
This is another one of those values I like to test each patch update. It is a value that can be used to address lack of push in the defensive line, or it can be used to help the aggression of pursuit angles overall. I like it because not every pursuit angle should be perfect, and when paired up with the low tackle value, it brings in another unpredictable event. Previously this would impact the pass reactions, but so far it does not seem to do that.
Intentional Grounding: On (Previous: Off)
There was something missing in getting the CPU QB to react to the crumbling of their offensive line at times. They started to just stand in the pocket again, without moving side to side or forcing a pass. I believe they were out of their element and gameplay with IG set to Off, so this value has been turned back on to help the QB play.
11/05/19: Thanks to @seanstephans for working on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
VERSION 30 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 5 in Main Menu; 50 in Franchise Menu
So I'd say this is optional, but I like it because the type of injuries on 40 were starting to be the same ones to the running backs. It's odd because I had not seen this in the last patch update (1.17 and 1.16), so 1.18 has forced a change. It's not necessarily a bad one though, and I'm sure users already have their own preferences. I think this patch update has smoothed out some animations overall, and the injury value in the Main Menu continues to do what I wanted with getting things like foot-planting, etc, on point.
Fatigue: 52
I know I've dabbled in this value for previous sets. The biggest scare was the jogging/walking animations that would show up at random. However, the last couple patch updates, I've seen these types of animations appear even with the fatigue value at 50. My working theory is that because the fatigue value was at 50, the players seemed to conserve their energy, thus making less explosive plays and moves. When the value is raised to 52, I instantly see animations that indicate there is a sense of purpose and aggression - thus reducing the stamina. The good thing about this value is that it is all-encompassing, so it affects every facet of the game. In addition, it brings in elements of game management because subs will come in sooner based on the scenario at hand.
Speed Disparity Scale: 52 (Previous: 48)
This value has been raised to re-sync the animations and behavior. The return of the running moves has helped, but I fear it has also caused the pass coverage to suffer, especially on the lower threshold/scales that I've used previously.
QB Accuracy: 50/50
QBA is a highly controversial topic, and part of me wants to say "Play what you want", but a big part of me says "trust me". Take the concept that the QB is the general on the field. His play dictates the entire play of all players and flow of the game. I feel like at 50 QBA the CPU playcalling is also significant. The QBA dictates a tendency, and that is why you will see more variety from all sorts of trajectories and types of throws. I also feel that QBA at 50 is true to the rating, and with the adjustment to the set, the coverage is tighter and defensive players will be rewarded for good positioning. As always adjust as you see fit, but I truly feel people will miss out without putting this at 50 for good.
Pass Blocking: 25/25
The OL/DL interaction on default is very sticky and stuck in 2-man animations of suction blocking unfortunately, so it's time to modify the value significantly to address the behavior. The animations I look for here are multiple across the line, which forces the QB to be aware of what is in front of him and downfield. I did test this in increments of 5 down, then 10 up, all the way from 5 to 95 (in hopes of reversed slider value). I found that 25, at the threshold and penalty values presented, displays the best in ratings and fatigue accurately.
WR Catch: 50/50
I believe that dropped catches were a bit skewed on values under 50. The defense in most sets has been good to interact with a receiver, but the dropped catch stat would only suggest 1 or 2 (most of 3), which didn't seem accurate because it felt like so many catches were being dropped in traffic. I decided that I've got the QBA value under 50, let's balance it out and raise the WRC from a previous 48 to 50. This ensures different type of catch animations and adjustments to the ball in the air, which will be more likely with a less than 50 QBA value.
Run Blocking: 30/30 (Previous: 25/25 ALL-MADDEN | 25/35 ALL-PRO)
The OL/DL interaction isn't just about the behavior at the LOS, but primarily how second level interactions go. My biggest concern with lowering this value was to get stagnant offensive linemen that just looked around at who to block, instead of trying to get to the second level blocks. The good thing about this value, paired up with the penalty values (false start/offside/holding) is that the intent to block is there, but the animations of block shedding can still occur based on the ratings of the defensive player. The threshold lowered also allows less of the warping blocks to occur by the second level OL and receivers accordingly.
All Pro: Just a bit more time for the CPU RB to make some plays. Felt they were getting a lot of negative yardage due to the blocks being shed.
Fumbles: 50/50
Lowered this back down to help the runners and receivers behave more in line with what is happening on the field. The higher fumble value, at times, would make things seem a bit unrealistic in the sense of the RB starting to cover too soon, or the receivers coming down with impossible catches, despite receiving a big hit or swat on the ball. It's more so about consistency here than anything, and I think adjusting this value will help for more dynamic play throughout.
Pass Defense Reaction Time: 62/52 ALL-MADDEN | 52/52 ALL-PRO
This is the only value that has a difference based on All-Madden vs All-Pro. Technically, you can use 62/62 for both, but I found that some CPU QBs just could not get off the mark with some high user level reactions on All-Pro. Overall, this value is true to what the number is and it lets the animations of batting the ball down take priority over interceptions animation in the right spots. Ambitious defenders will still take chances on going for the pick though, so there is definitely some randomness that can happen.
Interceptions: 38/38
I started to feel like as we got into the 40's the defenders were catching better in traffic than receivers were. I didn't quite like the brick hands of 35, so I found that 38 is a good enough balance. It's definitely arbitrary, but relative to the set, I believe it's a good one to see a mix of brick hands and soft catches.
Pass Coverage: 52/50 ALL-MADDEN (Previous: 50/50) | 52/52 ALL-PRO (Previous: 50/50)
Each time a patch update comes out, I test pass coverage to see if it does anything. For the first time in this Madden version, I've seen it actually make a difference. I found that it is a sensitive value though, so I am going to ensure it remains in sync with speed disparity scale and fatigue values. I primarily want to have the user's coverage improved as I feel the CPU's is quite good as is, however it is raised to 52 for the All-Pro set.
Tackling: 49/49 ALL-MADDEN (Previous: 50/50) | 49/50 ALL-PRO (Previous: 50/50)
I got a bit tired of open field tackles being too perfect. Yes, there are broken tackles from time-to-time, but it did not look right. With this subtle adjustment, it has allowed the open field to be truly open, and most of the time it's not just one-on-one, it's a mix of numbers in pursuit, as it should be. This allows the big plays to happen, and allow any player make something out of nothing. I did keep the CPU tackle at 50 for All-Pro because it is too easy to beat pursuit on the edge compared to AM at times.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
Still works just as much as it had in previous sets. Yes, it gets called, as it should, but it plays a big role in the route coverage that the PCV could not do.
False Start: 70
A strong compliment to the Offside and Offensive Holding, the false start value prepares the OL to be dynamic against the DL, while still bringing in that sense that a penalty can happen to affect momentum.
Offensive Holding: 60
With the adjustment to the the threshold, I was able to lower the offensive holding value a bit more. It still brings in the strength of block shedding in the right spots, but also gets called just a bit less - but not so little that it doesn't get called at all.
Defensive Pass Interference: 55
Dropped this value down because I started to see the same type of DPI's called. The animation was still smooth, but it became a bit of an eye sore. When I adjusted this, paired with the injuries value, there were much more variety in DPI animations. Sometimes they are called, sometimes they aren't. I also like this value for the what it does to pass coverage, relative to the set, where it makes the defenders less hesitant to put a hand or get closer to the receivers. Should make a big difference and compliment the QBA/WR values.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Roughing the Passer: 25 (Previous: 50)
This is another one of those values I like to test each patch update. It is a value that can be used to address lack of push in the defensive line, or it can be used to help the aggression of pursuit angles overall. I like it because not every pursuit angle should be perfect, and when paired up with the low tackle value, it brings in another unpredictable event. Previously this would impact the pass reactions, but so far it does not seem to do that.
Intentional Grounding: On (Previous: Off)
There was something missing in getting the CPU QB to react to the crumbling of their offensive line at times. They started to just stand in the pocket again, without moving side to side or forcing a pass. I believe they were out of their element and gameplay with IG set to Off, so this value has been turned back on to help the QB play.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 29
Spoiler
================================= Slider Update Log
================================= 11/13/19: All right, so this is what I am calling the icing on the cake. It's just a very slight adjustment to allow a bit more smoother animations to show up. In addition, the game management element comes back into play. The good thing is there are not many changes, so it is easy to be applied into an existing franchise.
Here's Version 29:
Fatigue: 52 (Previous: 50)
I know I've dabbled in this value for previous sets. The biggest scare was the jogging/walking animations that would show up at random. However, the last couple patch updates, I've seen these types of animations appear even with the fatigue value at 50. My working theory is that because the fatigue value was at 50, the players seemed to conserve their energy, thus making less explosive plays and moves. When the value is raised to 52, I instantly see animations that indicate there is a sense of purpose and aggression - thus reducing the stamina. The good thing about this value is that it is all-encompassing, so it affects every facet of the game. In addition, it brings in elements of game management because subs will come in sooner based on the scenario at hand.
Injuries: 5 in Main Menu; 50 in Franchise Menu (previous: 40 in Franchise Menu)
So I'd say this is optional, but I like it because the type of injuries on 40 were starting to be the same ones to the running backs. It's odd because I had not seen this in the last patch update (1.17 and 1.16), so 1.18 has forced a change. It's not necessarily a bad one though, and I'm sure users already have their own preferences. I think this patch update has smoothed out some animations overall, and the injury value in the Main Menu continues to do what I wanted with getting things like foot-planting, etc, on point.
11/05/19: Thanks to @seanstephans for working on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
In terms of the most recent patch update. There is nothing that has stood out as negative for me yet. I will keep reviewing the gameplay though, but so far so good to remain with the current set.
VERSION 29 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 5 in Main Menu; 50 in Franchise Menu (previous: 40 in Franchise Menu)
So I'd say this is optional, but I like it because the type of injuries on 40 were starting to be the same ones to the running backs. It's odd because I had not seen this in the last patch update (1.17 and 1.16), so 1.18 has forced a change. It's not necessarily a bad one though, and I'm sure users already have their own preferences. I think this patch update has smoothed out some animations overall, and the injury value in the Main Menu continues to do what I wanted with getting things like foot-planting, etc, on point.
Fatigue: 52 (Previous: 50)
I know I've dabbled in this value for previous sets. The biggest scare was the jogging/walking animations that would show up at random. However, the last couple patch updates, I've seen these types of animations appear even with the fatigue value at 50. My working theory is that because the fatigue value was at 50, the players seemed to conserve their energy, thus making less explosive plays and moves. When the value is raised to 52, I instantly see animations that indicate there is a sense of purpose and aggression - thus reducing the stamina. The good thing about this value is that it is all-encompassing, so it affects every facet of the game. In addition, it brings in elements of game management because subs will come in sooner based on the scenario at hand.
Speed Disparity Scale: 48
Adjustment here is to get the coverage back in-sync and help the reactions to the ball in the air. In addition, the lower threshold at 35 was resulting in the over-aggressive coverage animations to really stand out, making defenders look a bit foolish. It still happens because it's M20, but it's all about if the defenders can recover or not. In addition to the coverage, this value does help a bit with the blocking, but not so much that it is going back to sticky blocking or too much suction blocking. The goal of having less 2-man animations remains intact as well. Overall happy with being able to use a lower threshold as a result.
QB Accuracy: 50/50
QBA is a highly controversial topic, and part of me wants to say "Play what you want", but a big part of me says "trust me". Take the concept that the QB is the general on the field. His play dictates the entire play of all players and flow of the game. I feel like at 50 QBA the CPU playcalling is also significant. The QBA dictates a tendency, and that is why you will see more variety from all sorts of trajectories and types of throws. I also feel that QBA at 50 is true to the rating, and with the adjustment to the set, the coverage is tighter and defensive players will be rewarded for good positioning. As always adjust as you see fit, but I truly feel people will miss out without putting this at 50 for good.
Pass Blocking: 25/25
The current patch of 1.13 (1.12 more defining) is the reason this finally needs a solid good look. The OL/DL interaction on default is very sticky and stuck in 2-man animations of suction blocking unfortunately, so it's time to modify the value significantly to address the behavior. The animations I look for here are multiple across the line, which forces the QB to be aware of what is in front of him and downfield. I did test this in increments of 5 down, then 10 up, all the way from 5 to 95 (in hopes of reversed slider value). I found that 25, at the threshold and penalty values presented, displays the best in ratings and fatigue accurately.
WR Catch: 50/50
I believe that dropped catches were a bit skewed on values under 50. The defense in most sets has been good to interact with a receiver, but the dropped catch stat would only suggest 1 or 2 (most of 3), which didn't seem accurate because it felt like so many catches were being dropped in traffic. I decided that I've got the QBA value under 50, let's balance it out and raise the WRC from a previous 48 to 50. This ensures different type of catch animations and adjustments to the ball in the air, which will be more likely with a less than 50 QBA value.
Run Blocking: 25/25 | 25/35 (previous: 25/25 | 25/25)
The OL/DL interaction isn't just about the behavior at the LOS, but primarily how second level interactions go. My biggest concern with lowering this value was to get stagnant offensive linemen that just looked around at who to block, instead of trying to get to the second level blocks. The good thing about this value, paired up with the penalty values (false start/offside/holding) is that the intent to block is there, but the animations of block shedding can still occur based on the ratings of the defensive player. The threshold lowered also allows less of the warping blocks to occur by the second level OL and receivers accordingly.
All Pro: Just a bit more time for the CPU RB to make some plays. Felt they were getting a lot of negative yardage due to the blocks being shed.
Fumbles: 50/50 (previous: 52/52)
Lowered this back down to help the runners and receivers behave more in line with what is happening on the field. The higher fumble value, at times, would make things seem a bit unrealistic in the sense of the RB starting to cover too soon, or the receivers coming down with impossible catches, despite receiving a big hit or swat on the ball. It's more so about consistency here than anything, and I think adjusting this value will help for more dynamic play throughout.
Pass Defense Reaction Time: 62/52 ALL-MADDEN | 52/52 ALL-PRO
This is the only value that has a difference based on All-Madden vs All-Pro. Technically, you can use 62/62 for both, but I found that some CPU QBs just could not get off the mark with some high user level reactions on All-Pro. Overall, this value is true to what the number is and it lets the animations of batting the ball down take priority over interceptions animation in the right spots. Ambitious defenders will still take chances on going for the pick though, so there is definitely some randomness that can happen.
Interceptions: 38/38
I started to feel like as we got into the 40's the defenders were catching better in traffic than receivers were. I didn't quite like the brick hands of 35, so I found that 38 is a good enough balance. It's definitely arbitrary, but relative to the set, I believe it's a good one to see a mix of brick hands and soft catches.
Pass Coverage: 50/50
If I'm consistent in anything, it's this useless PCV value. It still does not do a thing. It gets tested each and every time, and each and every time, it fails me. I've left it alone for yet another set.
Tackling: 50/50
The patch update to 1.14 introduces a focus on tackling, which I am a big fan of, so I naturally wanted to keep this value in-line with any possible tackling animations. This will also balance out the threshold adjustment because there will be just slightly longer blocks held by the OL.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
Still works just as much as it had in previous sets. Yes, it gets called, as it should, but it plays a big role in the route coverage that the PCV could not do.
False Start: 70
A strong compliment to the Offside and Offensive Holding, the false start value prepares the OL to be dynamic against the DL, while still bringing in that sense that a penalty can happen to affect momentum.
Offensive Holding: 60
With the adjustment to the the threshold, I was able to lower the offensive holding value a bit more. It still brings in the strength of block shedding in the right spots, but also gets called just a bit less - but not so little that it doesn't get called at all.
Defensive Pass Interference: 55
Dropped this value down because I started to see the same type of DPI's called. The animation was still smooth, but it became a bit of an eye sore. When I adjusted this, paired with the injuries value, there were much more variety in DPI animations. Sometimes they are called, sometimes they aren't. I also like this value for the what it does to pass coverage, relative to the set, where it makes the defenders less hesitant to put a hand or get closer to the receivers. Should make a big difference and compliment the QBA/WR values.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Roughing the Passer: 50
As much as I liked this value at 35, the patch 1.14 seemed to have address pursuit angles all on it sown with updating the tackle animations. Things lost a bit of sync with this value at 35, and it ended up hurting the coverage for the user. Keeping things safe and bumping it back up to default, 50.
Intentional Grounding: Off
I know this is one of those values that keeps getting switched on and off, but to be fair, I have been in high threshold values for quite a while, and the behavior of IG in a high threshold compared to a lower threshold are enough to be considered. In a low threshold, there is a bit more space to be covered, but that also means there is a wider assignment focus for the defenders. Meaning less separation (threshold) = more chance of being released from an assignment. So a safety or linebacker will react quicker to a QB scrambling out of the pocket because they release from their preassigned mark sooner. The more the CPU QB is being forced to stick to their gameplan (completion), the more they will stand still in the pocket, in their first read - and just wait. Scramblers will scramble, and passers will pass or throw the ball away. They will surprise you, as shown in the videos, in making forced passes as well. The lower QBA you go, the more safe they'll go, and the higher, the more aggressive. This is why I like the value at 48 because it is just below the base of 50 to respect throwing power that looks realistic still, while still maintaining QB behavior and decision making, relative to the IG and RTP values.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 28
Spoiler
11/05/19: Thanks to @seanstephans for working on a Coach Mode set based on the sliders. If you are interested in that mode, please click HERE for his most recent updates.
In terms of the most recent patch update. There is nothing that has stood out as negative for me yet. I will keep reviewing the gameplay though, but so far so good to remain with the current set.
10/27/19: There are no updates to the sliders. So go enjoy your franchises, please. I just thought I'd update the thread "officially". Overall, still very pleased with how much variety there is in each game. I definitely stress tested values throughout 30+ games, and always came back to the current version. This patch update, in general, has been solid and some elements that I was thinking about modifying before, have already been addressed - in particular tackling and blocking.
The feedback has been good as well, and the best part of them is that they have been varied. I love hearing this because it means users are getting variety throughout their sample sizes, and it presents the chance of anything can happen.
So, again, go enjoy your franchises. Thanks for checking these out. Let me know if you have any questions!
10/03/19: The most recent patch update was fairly significant in what it did to the pass coverage. I felt that the over-aggressive coverage was back, and there was a hyper-speed to it all that just pushed the set a bit out of sync. Thankfully, the time I spent testing the injury sliders, for both the Main Menu and Franchise Menu, has allowed the set to resync, while also getting the injuries that wasn't as consistently occurring on the value of 13. I've found that the MM value plays the role of foot planting, but also the sense of awareness. This was a tough value to get right on the previous patch though because, relative to the set, I was ready to release an update with a high value in MM and a low value in the CFM. I was really quite excited to do so, but then this patch update dropped today, and I was forced to review the findings.
So, I was able to settle for a low MM value to combat the over-aggressive coverage the new patch brought, while still allowing the higher injury value in CFM to ensure there is not as much "lack of interest" in plays that injuries at 13 had shown at times - such as when you would see a RB start jogging after the hand-off.
The only other change to the set is I've dropped the Fumbles value down. I felt that above 50 the runners were covering up a bit too soon, not to mention the receivers who were coming down with everything, regardless of their ratings at times. Granted, this was not super consistent, but the benefit of having more dynamic catch and run interactions was too good to pass up.
Here is Version 28. Barring any significant patch update, this is a keeper.
Injuries: 5 in Main Menu; 40 in Franchise Menu (previous: 13 in both)
The Main Menu value, from my testing, controls the foot planting, smooth animations and overall movement. The Franchise Menu value controls a lot of the attitude towards the environment as a whole. Too low and players start to be a bit lackadaisical in making plays such as running and tackling, but too high and they end up overdoing things. At 40, the value gives the best balance of attention to the environment, while still having an urgency to make plays, without disrupting good contextual animations from appearing. Injuries do happen as well, and a variety to positions.
Fumbles: 50/50 (previous: 52/52)
Lowered this back down to help the runners and receivers behave more in line with what is happening on the field. The higher fumble value, at times, would make things seem a bit unrealistic in the sense of the RB starting to cover too soon, or the receivers coming down with impossible catches, despite receiving a big hit or swat on the ball. It's more so about consistency here than anything, and I think adjusting this value will help for more dynamic play throughout.
VERSION 28 - Game Settings
*Edit > I forgot to include the 25/35 RBL discrepancy for All-Pro in the video.
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 5 in Main Menu; 40 in Franchise Menu (previous: 13 in both)
The Main Menu value, from my testing, controls the foot planting, smooth animations and overall movement. The Franchise Menu value controls a lot of the attitude towards the environment as a whole. Too low and players start to be a bit lackadaisical in making plays such as running and tackling, but too high and they end up overdoing things. At 40, the value gives the best balance of attention to the environment, while still having an urgency to make plays, without disrupting good contextual animations from appearing. Injuries do happen as well, and a variety to positions.
Fatigue: 50
It's time to officially say goodbye to fatigue, for me at least. The reason for this is simply because the jogging animations, again, were creeping up in the worst spots. In addition, I had felt that the effort was not as high for those who were at in-play fatigue. Meaning a RB who could run forward for the first down, started to jog, or move slower than they were initially. As I've played more games, it is clear that the value needs to go back to default 50 - and from there let autosubs play a role. For those who still like fatigue, please feel free to keep it, however do be aware of some of the jogging animations that can occur. If you do want it, I would recommend lower than 58, possibly 52 at the most. Sorry for the confusion, but this is the last adjustment that I believe gets the set just right.
Speed Disparity Scale: 48
Adjustment here is to get the coverage back in-sync and help the reactions to the ball in the air. In addition, the lower threshold at 35 was resulting in the over-aggressive coverage animations to really stand out, making defenders look a bit foolish. It still happens because it's M20, but it's all about if the defenders can recover or not. In addition to the coverage, this value does help a bit with the blocking, but not so much that it is going back to sticky blocking or too much suction blocking. The goal of having less 2-man animations remains intact as well. Overall happy with being able to use a lower threshold as a result.
QB Accuracy: 50/50
QBA is a highly controversial topic, and part of me wants to say "Play what you want", but a big part of me says "trust me". Take the concept that the QB is the general on the field. His play dictates the entire play of all players and flow of the game. I feel like at 50 QBA the CPU playcalling is also significant. The QBA dictates a tendency, and that is why you will see more variety from all sorts of trajectories and types of throws. I also feel that QBA at 50 is true to the rating, and with the adjustment to the set, the coverage is tighter and defensive players will be rewarded for good positioning. As always adjust as you see fit, but I truly feel people will miss out without putting this at 50 for good.
Pass Blocking: 25/25
The current patch of 1.13 (1.12 more defining) is the reason this finally needs a solid good look. The OL/DL interaction on default is very sticky and stuck in 2-man animations of suction blocking unfortunately, so it's time to modify the value significantly to address the behavior. The animations I look for here are multiple across the line, which forces the QB to be aware of what is in front of him and downfield. I did test this in increments of 5 down, then 10 up, all the way from 5 to 95 (in hopes of reversed slider value). I found that 25, at the threshold and penalty values presented, displays the best in ratings and fatigue accurately.
WR Catch: 50/50
I believe that dropped catches were a bit skewed on values under 50. The defense in most sets has been good to interact with a receiver, but the dropped catch stat would only suggest 1 or 2 (most of 3), which didn't seem accurate because it felt like so many catches were being dropped in traffic. I decided that I've got the QBA value under 50, let's balance it out and raise the WRC from a previous 48 to 50. This ensures different type of catch animations and adjustments to the ball in the air, which will be more likely with a less than 50 QBA value.
Run Blocking: 25/25 | 25/35 (previous: 25/25 | 25/25)
The OL/DL interaction isn't just about the behavior at the LOS, but primarily how second level interactions go. My biggest concern with lowering this value was to get stagnant offensive linemen that just looked around at who to block, instead of trying to get to the second level blocks. The good thing about this value, paired up with the penalty values (false start/offside/holding) is that the intent to block is there, but the animations of block shedding can still occur based on the ratings of the defensive player. The threshold lowered also allows less of the warping blocks to occur by the second level OL and receivers accordingly.
All Pro: Just a bit more time for the CPU RB to make some plays. Felt they were getting a lot of negative yardage due to the blocks being shed.
Fumbles: 50/50 (previous: 52/52)
Lowered this back down to help the runners and receivers behave more in line with what is happening on the field. The higher fumble value, at times, would make things seem a bit unrealistic in the sense of the RB starting to cover too soon, or the receivers coming down with impossible catches, despite receiving a big hit or swat on the ball. It's more so about consistency here than anything, and I think adjusting this value will help for more dynamic play throughout.
Pass Defense Reaction Time: 62/52 ALL-MADDEN | 52/52 ALL-PRO
This is the only value that has a difference based on All-Madden vs All-Pro. Technically, you can use 62/62 for both, but I found that some CPU QBs just could not get off the mark with some high user level reactions on All-Pro. Overall, this value is true to what the number is and it lets the animations of batting the ball down take priority over interceptions animation in the right spots. Ambitious defenders will still take chances on going for the pick though, so there is definitely some randomness that can happen.
Interceptions: 38/38
I started to feel like as we got into the 40's the defenders were catching better in traffic than receivers were. I didn't quite like the brick hands of 35, so I found that 38 is a good enough balance. It's definitely arbitrary, but relative to the set, I believe it's a good one to see a mix of brick hands and soft catches.
Pass Coverage: 50/50
If I'm consistent in anything, it's this useless PCV value. It still does not do a thing. It gets tested each and every time, and each and every time, it fails me. I've left it alone for yet another set.
Tackling: 50/50
The patch update to 1.14 introduces a focus on tackling, which I am a big fan of, so I naturally wanted to keep this value in-line with any possible tackling animations. This will also balance out the threshold adjustment because there will be just slightly longer blocks held by the OL.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
Still works just as much as it had in previous sets. Yes, it gets called, as it should, but it plays a big role in the route coverage that the PCV could not do.
False Start: 70
A strong compliment to the Offside and Offensive Holding, the false start value prepares the OL to be dynamic against the DL, while still bringing in that sense that a penalty can happen to affect momentum.
Offensive Holding: 60
With the adjustment to the the threshold, I was able to lower the offensive holding value a bit more. It still brings in the strength of block shedding in the right spots, but also gets called just a bit less - but not so little that it doesn't get called at all.
Defensive Pass Interference: 55
Dropped this value down because I started to see the same type of DPI's called. The animation was still smooth, but it became a bit of an eye sore. When I adjusted this, paired with the injuries value, there were much more variety in DPI animations. Sometimes they are called, sometimes they aren't. I also like this value for the what it does to pass coverage, relative to the set, where it makes the defenders less hesitant to put a hand or get closer to the receivers. Should make a big difference and compliment the QBA/WR values.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Roughing the Passer: 50
As much as I liked this value at 35, the patch 1.14 seemed to have address pursuit angles all on it sown with updating the tackle animations. Things lost a bit of sync with this value at 35, and it ended up hurting the coverage for the user. Keeping things safe and bumping it back up to default, 50.
Intentional Grounding: Off
I know this is one of those values that keeps getting switched on and off, but to be fair, I have been in high threshold values for quite a while, and the behavior of IG in a high threshold compared to a lower threshold are enough to be considered. In a low threshold, there is a bit more space to be covered, but that also means there is a wider assignment focus for the defenders. Meaning less separation (threshold) = more chance of being released from an assignment. So a safety or linebacker will react quicker to a QB scrambling out of the pocket because they release from their preassigned mark sooner. The more the CPU QB is being forced to stick to their gameplan (completion), the more they will stand still in the pocket, in their first read - and just wait. Scramblers will scramble, and passers will pass or throw the ball away. They will surprise you, as shown in the videos, in making forced passes as well. The lower QBA you go, the more safe they'll go, and the higher, the more aggressive. This is why I like the value at 48 because it is just below the base of 50 to respect throwing power that looks realistic still, while still maintaining QB behavior and decision making, relative to the IG and RTP values.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 27
Spoiler
================================= Slider Update Log
================================= 9/24/19: As shown in the thread, when it was first brought up to me, I thought injuries affecting gameplay did not seem possible - but the more I tested it myself, I could instantly "feel" the difference. It's much smoother animations, and you guys know how much I love animations, so I'm all for it. A huge thanks to my good friend, Josh, for giving me guidance and allowing me to use his advice as a runway to land on for the values. I'd also like to thank Raider_Ren for his thread and the analysis he does relative to the injuries slider (and others of course) are most appreciated.
In addition to the change in injuries, I'm going to adjust DPI from 80 to 55. I feel like the animation definitely still appears, but the same type of animation also seemed to have shown up a lot as well. The good thing is 55 still allows the DPI to be called, and the coverage will improve just a bit because defenders are not too "scared" to get called as often.
So, here is Version 27. Not the prettiest number in the world, but can't complain about how pretty the animations are now. Enjoy!
Injuries: 13 (previous: 50)
As someone who is a big stickler for animations, it only makes sense to explore the injuries as a means to find smoother animations in the game. In the most basic understanding, the higher the value, the less players "care" about getting hurt. So, it goes in a bit of a hyper-speed animations to complete the task. By lowering the value, the players seem to be more in-sync with their task and the animation supports this. This paired up with a lower threshold has produced some really great interactions all over the field.
QB Accuracy: 50/50 (previous: 48/48 | 48/50)
QBA is a highly controversial topic, and part of me wants to say "Play what you want", but a big part of me says "trust me". Take the concept that the QB is the general on the field. His play dictates the entire play of all players and flow of the game. I feel like at 50 QBA the CPU playcalling is also significant. The QBA dictates a tendency, and that is why you will see more variety from all sorts of trajectories and types of throws. I also feel that QBA at 50 is true to the rating, and with the adjustment to the set, the coverage is tighter and defensive players will be rewarded for good positioning. As always adjust as you see fit, but I truly feel people will miss out without putting this at 50 for good.
Defensive Pass Interference: 55 (previous: 80)
Dropped this value down because I started to see the same type of DPI's called. The animation was still smooth, but it became a bit of an eye sore. When I adjusted this, paired with the injuries value, there were much more variety in DPI animations. Sometimes they are called, sometimes they aren't. I also like this value for the what it does to pass coverage, relative to the set, where it makes the defenders less hesitant to put a hand or get closer to the receivers. Should make a big difference and compliment the QBA/WR values.
VERSION 27 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 13 (previous: 50)
As someone who is a big stickler for animations, it only makes sense to explore the injuries as a means to find smoother animations in the game. In the most basic understanding, the higher the value, the less players "care" about getting hurt. So, it goes in a bit of a hyper-speed animations to complete the task. By lowering the value, the players seem to be more in-sync with their task and the animation supports this. This paired up with a lower threshold has produced some really great interactions all over the field.
Fatigue: 50
It's time to officially say goodbye to fatigue, for me at least. The reason for this is simply because the jogging animations, again, were creeping up in the worst spots. In addition, I had felt that the effort was not as high for those who were at in-play fatigue. Meaning a RB who could run forward for the first down, started to jog, or move slower than they were initially. As I've played more games, it is clear that the value needs to go back to default 50 - and from there let autosubs play a role. For those who still like fatigue, please feel free to keep it, however do be aware of some of the jogging animations that can occur. If you do want it, I would recommend lower than 58, possibly 52 at the most. Sorry for the confusion, but this is the last adjustment that I believe gets the set just right.
Speed Disparity Scale: 48
Adjustment here is to get the coverage back in-sync and help the reactions to the ball in the air. In addition, the lower threshold at 35 was resulting in the over-aggressive coverage animations to really stand out, making defenders look a bit foolish. It still happens because it's M20, but it's all about if the defenders can recover or not. In addition to the coverage, this value does help a bit with the blocking, but not so much that it is going back to sticky blocking or too much suction blocking. The goal of having less 2-man animations remains intact as well. Overall happy with being able to use a lower threshold as a result.
QB Accuracy: 50/50 (previous: 48/48 | 48/50)
QBA is a highly controversial topic, and part of me wants to say "Play what you want", but a big part of me says "trust me". Take the concept that the QB is the general on the field. His play dictates the entire play of all players and flow of the game. I feel like at 50 QBA the CPU playcalling is also significant. The QBA dictates a tendency, and that is why you will see more variety from all sorts of trajectories and types of throws. I also feel that QBA at 50 is true to the rating, and with the adjustment to the set, the coverage is tighter and defensive players will be rewarded for good positioning. As always adjust as you see fit, but I truly feel people will miss out without putting this at 50 for good.
Pass Blocking: 25/25
The current patch of 1.13 (1.12 more defining) is the reason this finally needs a solid good look. The OL/DL interaction on default is very sticky and stuck in 2-man animations of suction blocking unfortunately, so it's time to modify the value significantly to address the behavior. The animations I look for here are multiple across the line, which forces the QB to be aware of what is in front of him and downfield. I did test this in increments of 5 down, then 10 up, all the way from 5 to 95 (in hopes of reversed slider value). I found that 25, at the threshold and penalty values presented, displays the best in ratings and fatigue accurately.
WR Catch: 50/50
I believe that dropped catches were a bit skewed on values under 50. The defense in most sets has been good to interact with a receiver, but the dropped catch stat would only suggest 1 or 2 (most of 3), which didn't seem accurate because it felt like so many catches were being dropped in traffic. I decided that I've got the QBA value under 50, let's balance it out and raise the WRC from a previous 48 to 50. This ensures different type of catch animations and adjustments to the ball in the air, which will be more likely with a less than 50 QBA value.
Run Blocking: 25/25 | 25/35 (previous: 25/25 | 25/25)
The OL/DL interaction isn't just about the behavior at the LOS, but primarily how second level interactions go. My biggest concern with lowering this value was to get stagnant offensive linemen that just looked around at who to block, instead of trying to get to the second level blocks. The good thing about this value, paired up with the penalty values (false start/offside/holding) is that the intent to block is there, but the animations of block shedding can still occur based on the ratings of the defensive player. The threshold lowered also allows less of the warping blocks to occur by the second level OL and receivers accordingly.
All Pro: Just a bit more time for the CPU RB to make some plays. Felt they were getting a lot of negative yardage due to the blocks being shed.
Fumbles: 52/52
Spent a good amount of time with this value. Too high and the CPU attempts to run conservative, and harder hits seem to occur by teammate AI. The user value is also impacted and the CPU tacklers will go for harder hits versus more conservative/realistic wrap up tackles.
Pass Defense Reaction Time: 62/52 ALL-MADDEN | 52/52 ALL-PRO
This is the only value that has a difference based on All-Madden vs All-Pro. Technically, you can use 62/62 for both, but I found that some CPU QBs just could not get off the mark with some high user level reactions on All-Pro. Overall, this value is true to what the number is and it lets the animations of batting the ball down take priority over interceptions animation in the right spots. Ambitious defenders will still take chances on going for the pick though, so there is definitely some randomness that can happen.
Interceptions: 38/38
I started to feel like as we got into the 40's the defenders were catching better in traffic than receivers were. I didn't quite like the brick hands of 35, so I found that 38 is a good enough balance. It's definitely arbitrary, but relative to the set, I believe it's a good one to see a mix of brick hands and soft catches.
Pass Coverage: 50/50
If I'm consistent in anything, it's this useless PCV value. It still does not do a thing. It gets tested each and every time, and each and every time, it fails me. I've left it alone for yet another set.
Tackling: 50/50
The patch update to 1.14 introduces a focus on tackling, which I am a big fan of, so I naturally wanted to keep this value in-line with any possible tackling animations. This will also balance out the threshold adjustment because there will be just slightly longer blocks held by the OL.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
Still works just as much as it had in previous sets. Yes, it gets called, as it should, but it plays a big role in the route coverage that the PCV could not do.
False Start: 70
A strong compliment to the Offside and Offensive Holding, the false start value prepares the OL to be dynamic against the DL, while still bringing in that sense that a penalty can happen to affect momentum.
Offensive Holding: 60
With the adjustment to the the threshold, I was able to lower the offensive holding value a bit more. It still brings in the strength of block shedding in the right spots, but also gets called just a bit less - but not so little that it doesn't get called at all.
Defensive Pass Interference: 55 (previous: 80)
Dropped this value down because I started to see the same type of DPI's called. The animation was still smooth, but it became a bit of an eye sore. When I adjusted this, paired with the injuries value, there were much more variety in DPI animations. Sometimes they are called, sometimes they aren't. I also like this value for the what it does to pass coverage, relative to the set, where it makes the defenders less hesitant to put a hand or get closer to the receivers. Should make a big difference and compliment the QBA/WR values.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Roughing the Passer: 50 (previous 35)
As much as I liked this value at 35, the patch 1.14 seemed to have address pursuit angles all on it sown with updating the tackle animations. Things lost a bit of sync with this value at 35, and it ended up hurting the coverage for the user. Keeping things safe and bumping it back up to default, 50.
Intentional Grounding: Off
I know this is one of those values that keeps getting switched on and off, but to be fair, I have been in high threshold values for quite a while, and the behavior of IG in a high threshold compared to a lower threshold are enough to be considered. In a low threshold, there is a bit more space to be covered, but that also means there is a wider assignment focus for the defenders. Meaning less separation (threshold) = more chance of being released from an assignment. So a safety or linebacker will react quicker to a QB scrambling out of the pocket because they release from their preassigned mark sooner. The more the CPU QB is being forced to stick to their gameplan (completion), the more they will stand still in the pocket, in their first read - and just wait. Scramblers will scramble, and passers will pass or throw the ball away. They will surprise you, as shown in the videos, in making forced passes as well. The lower QBA you go, the more safe they'll go, and the higher, the more aggressive. This is why I like the value at 48 because it is just below the base of 50 to respect throwing power that looks realistic still, while still maintaining QB behavior and decision making, relative to the IG and RTP values.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 26
Spoiler
================================= Slider Update Log
================================= 9/21/19: Last change here is to get the separation between the DB/WR/TE sorted out. Simply put, the previous attempt to get the CPU QB extend the play was IG off + RTP at 35. I've decided to scrap the RTP back to 50. CPU QB is still moving in the because of IG, and if coverage is better, they should know when to take off or make other things happen. This should help the CPU QB make more forced throws when under pressure, whether that be pressure in their face or simply pressure to perform. I've also addressed the CPU play on All-Pro difficulty.
Some small adjustments, but anything that has to do with QB play is significant. Version 26 to round out the set. Enjoy!
QB Accuracy: 48/48 | 48/50 (previous: 48/48 | 48/48)
I wanted to get the intent of the QBs to play like they are on 50 QBA, but just a bit more realistic power in the throws needed to be addressed. In addition, I felt like at 50 QBA the CPU QB used it as behavior to push for deep balls, such as consistently 4-verts, which could get quite tiresome as that play always creates more suction blocking than any other. The less I could do without it - the better. You will see much more variety with this value, relative to the set, because the physical and mental pressure to perform as a QB are well intact.
All Pro: I wanted to help the CPU QB a bit as they would kind of make safe throws a bit too often. Made for some pretty "easy" wins that could have been much more challenging.
Run Blocking: 25/25 | 25/35 (previous: 25/25 | 25/25)
The OL/DL interaction isn't just about the behavior at the LOS, but primarily how second level interactions go. My biggest concern with lowering this value was to get stagnant offensive linemen that just looked around at who to block, instead of trying to get to the second level blocks. The good thing about this value, paired up with the penalty values (false start/offside/holding) is that the intent to block is there, but the animations of block shedding can still occur based on the ratings of the defensive player. The threshold lowered also allows less of the warping blocks to occur by the second level OL and receivers accordingly.
All Pro: Just a bit more time for the CPU RB to make some plays. Felt they were getting a lot of negative yardage due to the blocks being shed.
Roughing the Passer: 50 (previous 35)
As much as I liked this value at 35, the patch 1.14 seemed to have address pursuit angles all on it sown with updating the tackle animations. Things lost a bit of sync with this value at 35, and it ended up hurting the coverage for the user. Keeping things safe and bumping it back up to default, 50.
VERSION 26 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50
It's time to officially say goodbye to fatigue, for me at least. The reason for this is simply because the jogging animations, again, were creeping up in the worst spots. In addition, I had felt that the effort was not as high for those who were at in-play fatigue. Meaning a RB who could run forward for the first down, started to jog, or move slower than they were initially. As I've played more games, it is clear that the value needs to go back to default 50 - and from there let autosubs play a role. For those who still like fatigue, please feel free to keep it, however do be aware of some of the jogging animations that can occur. If you do want it, I would recommend lower than 58, possibly 52 at the most. Sorry for the confusion, but this is the last adjustment that I believe gets the set just right.
Speed Disparity Scale: 48
Adjustment here is to get the coverage back in-sync and help the reactions to the ball in the air. In addition, the lower threshold at 35 was resulting in the over-aggressive coverage animations to really stand out, making defenders look a bit foolish. It still happens because it's M20, but it's all about if the defenders can recover or not. In addition to the coverage, this value does help a bit with the blocking, but not so much that it is going back to sticky blocking or too much suction blocking. The goal of having less 2-man animations remains intact as well. Overall happy with being able to use a lower threshold as a result.
QB Accuracy: 48/48 | 48/50 (previous: 48/48 | 48/48)
I wanted to get the intent of the QBs to play like they are on 50 QBA, but just a bit more realistic power in the throws needed to be addressed. In addition, I felt like at 50 QBA the CPU QB used it as behavior to push for deep balls, such as consistently 4-verts, which could get quite tiresome as that play always creates more suction blocking than any other. The less I could do without it - the better. You will see much more variety with this value, relative to the set, because the physical and mental pressure to perform as a QB are well intact.
All Pro: I wanted to help the CPU QB a bit as they would kind of make safe throws a bit too often. Made for some pretty "easy" wins that could have been much more challenging.
Pass Blocking: 25/25
The current patch of 1.13 (1.12 more defining) is the reason this finally needs a solid good look. The OL/DL interaction on default is very sticky and stuck in 2-man animations of suction blocking unfortunately, so it's time to modify the value significantly to address the behavior. The animations I look for here are multiple across the line, which forces the QB to be aware of what is in front of him and downfield. I did test this in increments of 5 down, then 10 up, all the way from 5 to 95 (in hopes of reversed slider value). I found that 25, at the threshold and penalty values presented, displays the best in ratings and fatigue accurately.
WR Catch: 50/50
I believe that dropped catches were a bit skewed on values under 50. The defense in most sets has been good to interact with a receiver, but the dropped catch stat would only suggest 1 or 2 (most of 3), which didn't seem accurate because it felt like so many catches were being dropped in traffic. I decided that I've got the QBA value under 50, let's balance it out and raise the WRC from a previous 48 to 50. This ensures different type of catch animations and adjustments to the ball in the air, which will be more likely with a less than 50 QBA value.
Run Blocking: 25/25 | 25/35 (previous: 25/25 | 25/25)
The OL/DL interaction isn't just about the behavior at the LOS, but primarily how second level interactions go. My biggest concern with lowering this value was to get stagnant offensive linemen that just looked around at who to block, instead of trying to get to the second level blocks. The good thing about this value, paired up with the penalty values (false start/offside/holding) is that the intent to block is there, but the animations of block shedding can still occur based on the ratings of the defensive player. The threshold lowered also allows less of the warping blocks to occur by the second level OL and receivers accordingly.
All Pro: Just a bit more time for the CPU RB to make some plays. Felt they were getting a lot of negative yardage due to the blocks being shed.
Fumbles: 52/52
Spent a good amount of time with this value. Too high and the CPU attempts to run conservative, and harder hits seem to occur by teammate AI. The user value is also impacted and the CPU tacklers will go for harder hits versus more conservative/realistic wrap up tackles.
Pass Defense Reaction Time: 62/52 ALL-MADDEN | 52/52 ALL-PRO
This is the only value that has a difference based on All-Madden vs All-Pro. Technically, you can use 62/62 for both, but I found that some CPU QBs just could not get off the mark with some high user level reactions on All-Pro. Overall, this value is true to what the number is and it lets the animations of batting the ball down take priority over interceptions animation in the right spots. Ambitious defenders will still take chances on going for the pick though, so there is definitely some randomness that can happen.
Interceptions: 38/38
I started to feel like as we got into the 40's the defenders were catching better in traffic than receivers were. I didn't quite like the brick hands of 35, so I found that 38 is a good enough balance. It's definitely arbitrary, but relative to the set, I believe it's a good one to see a mix of brick hands and soft catches.
Pass Coverage: 50/50
If I'm consistent in anything, it's this useless PCV value. It still does not do a thing. It gets tested each and every time, and each and every time, it fails me. I've left it alone for yet another set.
Tackling: 50/50
The patch update to 1.14 introduces a focus on tackling, which I am a big fan of, so I naturally wanted to keep this value in-line with any possible tackling animations. This will also balance out the threshold adjustment because there will be just slightly longer blocks held by the OL.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
Still works just as much as it had in previous sets. Yes, it gets called, as it should, but it plays a big role in the route coverage that the PCV could not do.
False Start: 70
A strong compliment to the Offside and Offensive Holding, the false start value prepares the OL to be dynamic against the DL, while still bringing in that sense that a penalty can happen to affect momentum.
Offensive Holding: 60
With the adjustment to the the threshold, I was able to lower the offensive holding value a bit more. It still brings in the strength of block shedding in the right spots, but also gets called just a bit less - but not so little that it doesn't get called at all.
Defensive Pass Interference: 80
I love this value because the DPI animation can be triggered, and get a call, or get triggered, and not get a call. It's exactly what football fans experience in the battle of fairness when referees are at work. It's such a crucial penalty, and with the physical play of DB/WR it only compliments the feeling of chance and pressure to perform.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Roughing the Passer: 50 (previous 35)
As much as I liked this value at 35, the patch 1.14 seemed to have address pursuit angles all on it sown with updating the tackle animations. Things lost a bit of sync with this value at 35, and it ended up hurting the coverage for the user. Keeping things safe and bumping it back up to default, 50.
Intentional Grounding: Off
I know this is one of those values that keeps getting switched on and off, but to be fair, I have been in high threshold values for quite a while, and the behavior of IG in a high threshold compared to a lower threshold are enough to be considered. In a low threshold, there is a bit more space to be covered, but that also means there is a wider assignment focus for the defenders. Meaning less separation (threshold) = more chance of being released from an assignment. So a safety or linebacker will react quicker to a QB scrambling out of the pocket because they release from their preassigned mark sooner. The more the CPU QB is being forced to stick to their gameplan (completion), the more they will stand still in the pocket, in their first read - and just wait. Scramblers will scramble, and passers will pass or throw the ball away. They will surprise you, as shown in the videos, in making forced passes as well. The lower QBA you go, the more safe they'll go, and the higher, the more aggressive. This is why I like the value at 48 because it is just below the base of 50 to respect throwing power that looks realistic still, while still maintaining QB behavior and decision making, relative to the IG and RTP values.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 25
Spoiler
================================= Slider Update Log
================================= 9/20/19: All right, so the update 1.14 was expected, and I had not quite prepared myself for some of the changes. The good thing is a lot of what was in Version 24 is still intact. Some slight adjustments though are to help pass coverage again. This title update seemed to have made tackling a priority, but in turn it hurt pursuit angles and general coverage animations on fairly lower thresholds. A bit unfortunate, but I did some thorough testing at all thresholds and found just a couple notches 50 was a sweet spot to get the CPU QB explore the field a bit more. So, the threshold will be changing to 48, where it's high enough to keep things in-sync, and low enough to allow proper separation. Wonky coverage animations pop up out of no where on all slider values and thresholds. Believe me, I tested default more than anything, and continuously isolated each slider/penalty value. That is what took the longest during this process, basically to validate the "base" settings of what Version 24 had was remaining intact.
After the threshold change, I wanted to explore the tackling changes that were announced in the title update, but also knowing that I'd have to address the lower tackle value because the threshold increased - which meant possible more sticky blocking animations. So, the tackle value gets a slight bump to 50 for both User/CPU as that is showing some of the smooth tackle animations suggested in the title update - but not too unfamiliar territory that the lower thresholds produced.
That's it. Subtle, but effective changes. Good validation I needed for what Version 24 was as a base set. Please feel free to adjust as you see fit, ask questions in the thread. Enjoy!
Speed Disparity Scale: 48 (previous: 35)
Adjustment here is to get the coverage back in-sync and help the reactions to the ball in the air. In addition, the lower threshold at 35 was resulting in the over-aggressive coverage animations to really stand out, making defenders look a bit foolish. It still happens because it's M20, but it's all about if the defenders can recover or not. In addition to the coverage, this value does help a bit with the blocking, but not so much that it is going back to sticky blocking or too much suction blocking. The goal of having less 2-man animations remains intact as well. Overall happy with being able to use a lower threshold as a result.
Tackling: 50/50 (previous: 48/48)
The patch update to 1.14 introduces a focus on tackling, which I am a big fan of, so I naturally wanted to keep this value in-line with any possible tackling animations. This will also balance out the threshold adjustment because there will be just slightly longer blocks held by the OL.
VERSION 25 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50
It's time to officially say goodbye to fatigue, for me at least. The reason for this is simply because the jogging animations, again, were creeping up in the worst spots. In addition, I had felt that the effort was not as high for those who were at in-play fatigue. Meaning a RB who could run forward for the first down, started to jog, or move slower than they were initially. As I've played more games, it is clear that the value needs to go back to default 50 - and from there let autosubs play a role. For those who still like fatigue, please feel free to keep it, however do be aware of some of the jogging animations that can occur. If you do want it, I would recommend lower than 58, possibly 52 at the most. Sorry for the confusion, but this is the last adjustment that I believe gets the set just right.
Speed Disparity Scale: 48 (previous: 35)
Adjustment here is to get the coverage back in-sync and help the reactions to the ball in the air. In addition, the lower threshold at 35 was resulting in the over-aggressive coverage animations to really stand out, making defenders look a bit foolish. It still happens because it's M20, but it's all about if the defenders can recover or not. In addition to the coverage, this value does help a bit with the blocking, but not so much that it is going back to sticky blocking or too much suction blocking. The goal of having less 2-man animations remains intact as well. Overall happy with being able to use a lower threshold as a result.
QB Accuracy: 48/48
I wanted to get the intent of the QBs to play like they are on 50 QBA, but just a bit more realistic power in the throws needed to be addressed. In addition, I felt like at 50 QBA the CPU QB used it as behavior to push for deep balls, such as consistently 4-verts, which could get quite tiresome as that play always creates more suction blocking than any other. The less I could do without it - the better. You will see much more variety with this value, relative to the set, because the physical and mental pressure to perform as a QB are well intact.
Pass Blocking: 25/25
The current patch of 1.13 (1.12 more defining) is the reason this finally needs a solid good look. The OL/DL interaction on default is very sticky and stuck in 2-man animations of suction blocking unfortunately, so it's time to modify the value significantly to address the behavior. The animations I look for here are multiple across the line, which forces the QB to be aware of what is in front of him and downfield. I did test this in increments of 5 down, then 10 up, all the way from 5 to 95 (in hopes of reversed slider value). I found that 25, at the threshold and penalty values presented, displays the best in ratings and fatigue accurately.
WR Catch: 50/50
I believe that dropped catches were a bit skewed on values under 50. The defense in most sets has been good to interact with a receiver, but the dropped catch stat would only suggest 1 or 2 (most of 3), which didn't seem accurate because it felt like so many catches were being dropped in traffic. I decided that I've got the QBA value under 50, let's balance it out and raise the WRC from a previous 48 to 50. This ensures different type of catch animations and adjustments to the ball in the air, which will be more likely with a less than 50 QBA value.
Run Blocking: 25/25
The OL/DL interaction isn't just about the behavior at the LOS, but primarily how second level interactions go. My biggest concern with lowering this value was to get stagnant offensive linemen that just looked around at who to block, instead of trying to get to the second level blocks. The good thing about this value, paired up with the penalty values (false start/offside/holding) is that the intent to block is there, but the animations of block shedding can still occur based on the ratings of the defensive player. The threshold lowered also allows less of the warping blocks to occur by the second level OL and receivers accordingly.
Fumbles: 52/52
Spent a good amount of time with this value. Too high and the CPU attempts to run conservative, and harder hits seem to occur by teammate AI. The user value is also impacted and the CPU tacklers will go for harder hits versus more conservative/realistic wrap up tackles.
Pass Defense Reaction Time: 62/52 ALL-MADDEN | 52/52 ALL-PRO
This is the only value that has a difference based on All-Madden vs All-Pro. Technically, you can use 62/62 for both, but I found that some CPU QBs just could not get off the mark with some high user level reactions on All-Pro. Overall, this value is true to what the number is and it lets the animations of batting the ball down take priority over interceptions animation in the right spots. Ambitious defenders will still take chances on going for the pick though, so there is definitely some randomness that can happen.
Interceptions: 38/38
I started to feel like as we got into the 40's the defenders were catching better in traffic than receivers were. I didn't quite like the brick hands of 35, so I found that 38 is a good enough balance. It's definitely arbitrary, but relative to the set, I believe it's a good one to see a mix of brick hands and soft catches.
Pass Coverage: 50/50
If I'm consistent in anything, it's this useless PCV value. It still does not do a thing. It gets tested each and every time, and each and every time, it fails me. I've left it alone for yet another set.
Tackling: 50/50 (previous: 48/48)
The patch update to 1.14 introduces a focus on tackling, which I am a big fan of, so I naturally wanted to keep this value in-line with any possible tackling animations. This will also balance out the threshold adjustment because there will be just slightly longer blocks held by the OL.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
Still works just as much as it had in previous sets. Yes, it gets called, as it should, but it plays a big role in the route coverage that the PCV could not do.
False Start: 70
A strong compliment to the Offside and Offensive Holding, the false start value prepares the OL to be dynamic against the DL, while still bringing in that sense that a penalty can happen to affect momentum.
Offensive Holding: 60
With the adjustment to the the threshold, I was able to lower the offensive holding value a bit more. It still brings in the strength of block shedding in the right spots, but also gets called just a bit less - but not so little that it doesn't get called at all.
Defensive Pass Interference: 80
I love this value because the DPI animation can be triggered, and get a call, or get triggered, and not get a call. It's exactly what football fans experience in the battle of fairness when referees are at work. It's such a crucial penalty, and with the physical play of DB/WR it only compliments the feeling of chance and pressure to perform.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Roughing the Passer: 35
I have toyed with this value for pretty much all versions, it's basically my last "what if" adjustment that never gets added. It controls so much of defensive pursuit, and behavior of the QB. It makes the defensive aggression a risk/reward - something that, in the right context, can maintain the sense of anything can happen. It also seems to keep an aggressive coverage, especially in man coverage, that I am liking the DB/WR/TE interactions.
Intentional Grounding: Off
I know this is one of those values that keeps getting switched on and off, but to be fair, I have been in high threshold values for quite a while, and the behavior of IG in a high threshold compared to a lower threshold are enough to be considered. In a low threshold, there is a bit more space to be covered, but that also means there is a wider assignment focus for the defenders. Meaning less separation (threshold) = more chance of being released from an assignment. So a safety or linebacker will react quicker to a QB scrambling out of the pocket because they release from their preassigned mark sooner. The more the CPU QB is being forced to stick to their gameplan (completion), the more they will stand still in the pocket, in their first read - and just wait. With the combination of RTP at 35 and IG set to off, the QB is more aware of their surroundings, and the IG allows them to be freed from their assignment, while the RTP forces them to make a decision. Scramblers will scramble, and passers will pass or throw the ball away. They will surprise you, as shown in the videos, in making forced passes as well. The lower QBA you go, the more safe they'll go, and the higher, the more aggressive. This is why I like the value at 48 because it is just below the base of 50 to respect throwing power that looks realistic still, while still maintaining QB behavior and decision making, relative to the IG and RTP values.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 24
Spoiler
================================= Slider Update Log
================================= 9/18/19: Thanks for the feedback on Version 23, guys. I'm a tad hesitant to post the last of the changes because of how good it seems to be playing for most, however I feel they are worthy enough changes to further improve the experience.
I wanted to find a way to get the CPU QB to throw a bit more "forced" when under pressure. Sure, as it is in Madden/NCAA, when you lower PBL, they basically find more completions somehow. However, I believe I've been able to get them just a bit more "aware". Not necessarily guaranteeing a low comp% immediately, but more so a behavior (which to me is more important) that is realistic.
In the videos below, Notice Mayfield moving about the pocket. It's not quite where I'd like QBs to be though as I feel they should get out of the pocket and throw on the run or something, but honestly have not seen that in previous versions or even on default.
So, here are the changes for Version 24. Right in time too because FIFA comes out tomorrow for me, so I'll be spending a bit of time in the OS Community sliders thread (once I create it). Overall, I feel quite good about the set. The changes here have a lot of benefits, but if you don't like them, feel free to revert back to version 23.
The following penalties work together because RTP controls the aggression, while IG controls the QB behavior.
Fatigue: 50 (previous: 58)
It's time to officially say goodbye to fatigue, for me at least. The reason for this is simply because the jogging animations, again, were creeping up in the worst spots. In addition, I had felt that the effort was not as high for those who were at in-play fatigue. Meaning a RB who could run forward for the first down, started to jog, or move slower than they were initially. As I've played more matches, it is clear that the value needs to go back to default 50 - and from there let autosubs play a role. For those who still like fatigue, please feel free to keep it, however do be aware of some of the jogging animations that can occur. If you do want it, I would recommend lower than 58, possibly 52 at the most. Sorry for the confusion, but this is the last adjustment that I believe gets the set just right.
Roughing the Passer: 35 (previous: 50)
I have toyed with this value for pretty much all versions, it's basically my last "what if" adjustment that never gets added. It controls so much of defensive pursuit, and behavior of the QB. It makes the defensive aggression a risk/reward - something that, in the right context, can maintain the sense of anything can happen. It also seems to keep an aggressive coverage, especially in man coverage, that I am liking the DB/WR/TE interactions.
Intentional Grounding: Off (Previous: On)
I know this is one of those values that keeps getting switched on and off, but to be fair, I have been in high threshold values for quite a while, and the behavior of IG in a high threshold compared to a lower threshold are enough to be considered. In a low threshold, there is a bit more space to be covered, but that also means there is a wider assignment focus for the defenders. Meaning less separation (threshold) = more chance of being released from an assignment. So a safety or linebacker will react quicker to a QB scrambling out of the pocket because they release from their preassigned mark sooner. The more the CPU QB is being forced to stick to their gameplan (completion), the more they will stand still in the pocket, in their first read - and just wait. With the combination of RTP at 35 and IG set to off, the QB is more aware of their surroundings, and the IG allows them to be freed from their assignment, while the RTP forces them to make a decision. Scramblers will scramble, and passers will pass or throw the ball away. They will surprise you, as shown in the videos, in making forced passes as well. The lower QBA you go, the more safe they'll go, and the higher, the more aggressive. This is why I like the value at 48 because it is just below the base of 50 to respect throwing power that looks realistic still, while still maintaining QB behavior and decision making, relative to the IG and RTP values.
VERSION 24 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50 (previous: 58)
It's time to officially say goodbye to fatigue, for me at least. The reason for this is simply because the jogging animations, again, were creeping up in the worst spots. In addition, I had felt that the effort was not as high for those who were at in-play fatigue. Meaning a RB who could run forward for the first down, started to jog, or move slower than they were initially. As I've played more games, it is clear that the value needs to go back to default 50 - and from there let autosubs play a role. For those who still like fatigue, please feel free to keep it, however do be aware of some of the jogging animations that can occur. If you do want it, I would recommend lower than 58, possibly 52 at the most. Sorry for the confusion, but this is the last adjustment that I believe gets the set just right.
Speed Disparity Scale: 35
When I originally played the early access of M20, I explored threshold lower. I've always loved it, but the gameplay of Madden was too open initially on them. The game just became a lot about speed, and less about creativity in spaces to respect that speed. I like how animations come together with this value, relative to the set, in particular how the players interact with different touch points such as tackling, evading tackles, diving forward for first downs, catches, DB/WR battles, OL/DL variety - the works. This value compliments the entire set and cannot be singled out to why the set works. This threshold works because of the set I've created.
QB Accuracy: 48/48
I wanted to get the intent of the QBs to play like they are on 50 QBA, but just a bit more realistic power in the throws needed to be addressed. In addition, I felt like at 50 QBA the CPU QB used it as behavior to push for deep balls, such as consistently 4-verts, which could get quite tiresome as that play always creates more suction blocking than any other. The less I could do without it - the better. You will see much more variety with this value, relative to the set, because the physical and mental pressure to perform as a QB are well intact.
Pass Blocking: 25/25
The current patch of 1.13 (1.12 more defining) is the reason this finally needs a solid good look. The OL/DL interaction on default is very sticky and stuck in 2-man animations of suction blocking unfortunately, so it's time to modify the value significantly to address the behavior. The animations I look for here are multiple across the line, which forces the QB to be aware of what is in front of him and downfield. I did test this in increments of 5 down, then 10 up, all the way from 5 to 95 (in hopes of reversed slider value). I found that 25, at the threshold and penalty values presented, displays the best in ratings and fatigue accurately.
WR Catch: 50/50
I believe that dropped catches were a bit skewed on values under 50. The defense in most sets has been good to interact with a receiver, but the dropped catch stat would only suggest 1 or 2 (most of 3), which didn't seem accurate because it felt like so many catches were being dropped in traffic. I decided that I've got the QBA value under 50, let's balance it out and raise the WRC from a previous 48 to 50. This ensures different type of catch animations and adjustments to the ball in the air, which will be more likely with a less than 50 QBA value.
Run Blocking: 25/25
The OL/DL interaction isn't just about the behavior at the LOS, but primarily how second level interactions go. My biggest concern with lowering this value was to get stagnant offensive linemen that just looked around at who to block, instead of trying to get to the second level blocks. The good thing about this value, paired up with the penalty values (false start/offside/holding) is that the intent to block is there, but the animations of block shedding can still occur based on the ratings of the defensive player. The threshold lowered also allows less of the warping blocks to occur by the second level OL and receivers accordingly.
Fumbles: 52/52
Spent a good amount of time with this value. Too high and the CPU attempts to run conservative, and harder hits seem to occur by teammate AI. The user value is also impacted and the CPU tacklers will go for harder hits versus more conservative/realistic wrap up tackles. I spent the most time at 48 with this, but the fatigue value eventually cancelled out its effectiveness as by about the end of 2nd/start of 3rd quarter, the fumbles would start taking place. At 52, I can get a solid 4 quarters, with some random enforcers and good tacklers, able to cause some fumbles in realistic scenarios.
Pass Defense Reaction Time: 62/52 ALL-MADDEN | 52/52 ALL-PRO
This is the only value that has a difference based on All-Madden vs All-Pro. Technically, you can use 62/62 for both, but I found that some CPU QBs just could not get off the mark with some high user level reactions on All-Pro. Overall, this value is true to what the number is and it lets the animations of batting the ball down take priority over interceptions animation in the right spots. Ambitious defenders will still take chances on going for the pick though, so there is definitely some randomness that can happen.
Interceptions: 38/38
I started to feel like as we got into the 40's the defenders were catching better in traffic than receivers were. I didn't quite like the brick hands of 35, so I found that 38 is a good enough balance. It's definitely arbitrary, but relative to the set, I believe it's a good one to see a mix of brick hands and soft catches.
Pass Coverage: 50/50
If I'm consistent in anything, it's this useless PCV value. It still does not do a thing. It gets tested each and every time, and each and every time, it fails me. I've left it alone for yet another set.
Tackling: 48/48
This is a value I have really wanted to get lower than 50. I just love how the wrap up tackles happen, and how the missed tackles can cause more RAC. It just brings a lot more dynamic play to the game and lets players stand out.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
Still works just as much as it had in previous sets. Yes, it gets called, as it should, but it plays a big role in the route coverage that the PCV could not do.
False Start: 70
A strong compliment to the Offside and Offensive Holding, the false start value prepares the OL to be dynamic against the DL, while still bringing in that sense that a penalty can happen to affect momentum.
Offensive Holding: 60
With the adjustment to the the threshold, I was able to lower the offensive holding value a bit more. It still brings in the strength of block shedding in the right spots, but also gets called just a bit less - but not so little that it doesn't get called at all.
Defensive Pass Interference: 80
I love this value because the DPI animation can be triggered, and get a call, or get triggered, and not get a call. It's exactly what football fans experience in the battle of fairness when referees are at work. It's such a crucial penalty, and with the physical play of DB/WR it only compliments the feeling of chance and pressure to perform.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Roughing the Passer: 35 (previous: 50)
I have toyed with this value for pretty much all versions, it's basically my last "what if" adjustment that never gets added. It controls so much of defensive pursuit, and behavior of the QB. It makes the defensive aggression a risk/reward - something that, in the right context, can maintain the sense of anything can happen. It also seems to keep an aggressive coverage, especially in man coverage, that I am liking the DB/WR/TE interactions.
Intentional Grounding: Off (Previous: On)
I know this is one of those values that keeps getting switched on and off, but to be fair, I have been in high threshold values for quite a while, and the behavior of IG in a high threshold compared to a lower threshold are enough to be considered. In a low threshold, there is a bit more space to be covered, but that also means there is a wider assignment focus for the defenders. Meaning less separation (threshold) = more chance of being released from an assignment. So a safety or linebacker will react quicker to a QB scrambling out of the pocket because they release from their preassigned mark sooner. The more the CPU QB is being forced to stick to their gameplan (completion), the more they will stand still in the pocket, in their first read - and just wait. With the combination of RTP at 35 and IG set to off, the QB is more aware of their surroundings, and the IG allows them to be freed from their assignment, while the RTP forces them to make a decision. Scramblers will scramble, and passers will pass or throw the ball away. They will surprise you, as shown in the videos, in making forced passes as well. The lower QBA you go, the more safe they'll go, and the higher, the more aggressive. This is why I like the value at 48 because it is just below the base of 50 to respect throwing power that looks realistic still, while still maintaining QB behavior and decision making, relative to the IG and RTP values.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 23
Spoiler
================================= Slider Update Log
================================= 9/14/19: And now for something completely different...
I've had a lot of time to review the previous final set, and how it relates to the patch/title updates. The 1.12 patch really seemed to have taken a number on this version though. The main thing that stood out was just how "sticky" the offensive line and defensive line became. I was able to lessen that interaction from your 2-man animations, but as I continued to review (and receive welcomed feedback), the more it was clear that the set could not get deeper than addressing MORE penalties for gameplay. I had gotten to the point that it was acceptable animation when I put multiple values at 99, zero, the like. The biggest dilemma I had was understanding just how far I could take the penalties until it became comical.
Unfortunately, I reached that point. I started to get the animations back the way I wanted before patch 1.12. However, it was at such a price of raising and lowering penalty values significantly - to the point I just said enough was enough. I can either continue down this path or I can find ANOTHER way to get the same animations, but without so much in adjusting the penalties.
The answer was significant changes in Gameplay Sliders, Threshold and Fatigue.
The very obvious priority was the OL/DL interaction, which meant that I had to get those less sticky and suction blocking. To do so, the threshold needed to go significantly lower. However, I needed to see the PBL and RBL values lowered significantly before doing so. I dropped from 50, all the way down to 25. The animations were a bit wonky, and OL, as expected, a bit lost. I needed to free them up because they were performing the same animations, on opposite sides of the line.
So, the next value to be changed had to be the threshold. I love lower threshold, always have, but Madden has required me to raise it significantly to get some decent coverage and logical animations. Push comes to shove, it's time to make a return. My favorite value is 25 because that's when animations really start to smooth out on the existing set, but it still had issues with spacing. Eventually, found that 35 threshold had the best balance of space for the set.
After that, the last value had to fatigue. I have absolutely loved fatigue and how it plays a big role in game management. Madden, this year, has done a great job in forcing you to manage the gameplay quite a lot. From audibles, changing schemes, adjusting assignments - you name it - the increase in fatigue to 58 will further support just how long you can let your players grind before they get to take a break. The good part is the CPU honors this change, and responds to the fatigue in different scenarios. A big one of mine is when the starting RB makes a couple long gains, only to stay in the backfield when they should have been subbed. What I also like is how it impacts the game in motion, from receivers dropping passes in open space, or running backs not protecting the ball early enough, to finally quarterbacks forcing passes or checking down passes.
While I know this is yet another version, I do feel quite good about this and being able to return to my original (version 1) intended threshold. As I've said, it was forced, but I am quite happy that the same animations I found in the higher thresholds have now been "transferred" to the lower threshold.
I appreciate everyone's feedback thus far. I honestly wanted to just shut things down and accept that "final is final", but there was a strong sense of something being incomplete to me. Now, I think I'm closer to where I've wanted to be with the set, and Madden 20 as a whole. Please keep an open mind, but also remember that the set is originally for myself, and if what looks good to me ends up looking good for you - then use the set. If not, I've got 22 other ones you can choose from + a decent amount of other slider creators on this board to tap into.
Version 23 - a great sports number...maybe it's a sign. The set is "brand new", so a description is listed for most, if not all, values. Please read through them to understanding my reasoning. Enjoy!
VERSION 23 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
This value remains the same. I believe it gives a good amount of plays, and paired up with the accelerated clock, it doesn't feel like long games at all.
Accelerated Clock: On, 15 secs
I've always had accelerated clock set to Off, but this year I tried it for the first time, and actually really enjoy the clock speeding down to force me to make some split decisions.
Superstar Abilities: On
As much as it pains me that this feature has been quite arcade-like, it's still an important feature of Madden 20. It may be a last minute choice to actually have it on in a "real" franchise (if I ever get one).
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 58
This is a significant value to me because it just calms things down overall, but brings in a strong sense of game management. The key is the CPU also honors the value, and is equally rewarded/punished. This value contributes to multiple elements that can happen by simply human nature of pressure to perform. From dropping easy catches to making simple throws. I think it brings in some much added depth to the game.
Speed Disparity Scale: 35
When I originally played the early access of M20, I explored threshold lower. I've always loved it, but the gameplay of Madden was too open initially on them. The game just became a lot about speed, and less about creativity in spaces to respect that speed. I like how animations come together with this value, relative to the set, in particular how the players interact with different touch points such as tackling, evading tackles, diving forward for first downs, catches, DB/WR battles, OL/DL variety - the works. This value compliments the entire set and cannot be singled out to why the set works. This threshold works because of the set I've created.
QB Accuracy: 48/48
I wanted to get the intent of the QBs to play like they are on 50 QBA, but just a bit more realistic power in the throws needed to be addressed. In addition, I felt like at 50 QBA the CPU QB used it as behavior to push for deep balls, such as consistently 4-verts, which could get quite tiresome as that play always creates more suction blocking than any other. The less I could do without it - the better. You will see much more variety with this value, relative to the set, because the physical and mental pressure to perform as a QB are well intact.
Pass Blocking: 25/25
The current patch of 1.13 (1.12 more defining) is the reason this finally needs a solid good look. The OL/DL interaction on default is very sticky and stuck in 2-man animations of suction blocking unfortunately, so it's time to modify the value significantly to address the behavior. The animations I look for here are multiple across the line, which forces the QB to be aware of what is in front of him and downfield. I did test this in increments of 5 down, then 10 up, all the way from 5 to 95 (in hopes of reversed slider value). I found that 25, at the threshold and penalty values presented, displays the best in ratings and fatigue accurately.
WR Catch: 50/50
I believe that dropped catches were a bit skewed on values under 50. The defense in most sets has been good to interact with a receiver, but the dropped catch stat would only suggest 1 or 2 (most of 3), which didn't seem accurate because it felt like so many catches were being dropped in traffic. I decided that I've got the QBA value under 50, let's balance it out and raise the WRC from a previous 48 to 50. This ensures different type of catch animations and adjustments to the ball in the air, which will be more likely with a less than 50 QBA value.
Run Blocking: 25/25
The OL/DL interaction isn't just about the behavior at the LOS, but primarily how second level interactions go. My biggest concern with lowering this value was to get stagnant offensive linemen that just looked around at who to block, instead of trying to get to the second level blocks. The good thing about this value, paired up with the penalty values (false start/offside/holding) is that the intent to block is there, but the animations of block shedding can still occur based on the ratings of the defensive player. The threshold lowered also allows less of the warping blocks to occur by the second level OL and receivers accordingly.
Fumbles: 52/52
Spent a good amount of time with this value. Too high and the CPU attempts to run conservative, and harder hits seem to occur by teammate AI. The user value is also impacted and the CPU tacklers will go for harder hits versus more conservative/realistic wrap up tackles. I spent the most time at 48 with this, but the fatigue value eventually cancelled out its effectiveness as by about the end of 2nd/start of 3rd quarter, the fumbles would start taking place. At 52, I can get a solid 4 quarters, with some random enforcers and good tacklers, able to cause some fumbles in realistic scenarios.
Pass Defense Reaction Time: 62/52 ALL-MADDEN | 52/52 ALL-PRO
This is the only value that has a difference based on All-Madden vs All-Pro. Technically, you can use 62/62 for both, but I found that some CPU QBs just could not get off the mark with some high user level reactions on All-Pro. Overall, this value is true to what the number is and it lets the animations of batting the ball down take priority over interceptions animation in the right spots. Ambitious defenders will still take chances on going for the pick though, so there is definitely some randomness that can happen.
Interceptions: 38/38
I started to feel like as we got into the 40's the defenders were catching better in traffic than receivers were. I didn't quite like the brick hands of 35, so I found that 38 is a good enough balance. It's definitely arbitrary, but relative to the set, I believe it's a good one to see a mix of brick hands and soft catches.
Pass Coverage: 50/50
If I'm consistent in anything, it's this useless PCV value. It still does not do a thing. It gets tested each and every time, and each and every time, it fails me. I've left it alone for yet another set.
Tackling: 48/48
This is a value I have really wanted to get lower than 50. I just love how the wrap up tackles happen, and how the missed tackles can cause more RAC. It just brings a lot more dynamic play to the game and lets players stand out.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
Still works just as much as it had in previous sets. Yes, it gets called, as it should, but it plays a big role in the route coverage that the PCV could not do.
False Start: 70
A strong compliment to the Offside and Offensive Holding, the false start value prepares the OL to be dynamic against the DL, while still bringing in that sense that a penalty can happen to affect momentum.
Offensive Holding: 60
With the adjustment to the the threshold, I was able to lower the offensive holding value a bit more. It still brings in the strength of block shedding in the right spots, but also gets called just a bit less - but not so little that it doesn't get called at all.
Defensive Pass Interference: 80
I love this value because the DPI animation can be triggered, and get a call, or get triggered, and not get a call. It's exactly what football fans experience in the battle of fairness when referees are at work. It's such a crucial penalty, and with the physical play of DB/WR it only compliments the feeling of chance and pressure to perform.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Intentional Grounding: On
This value goes back on now with the changes. I want to keep QBs "in their lane" meaning I want them to play true to their ratings, and have no other outside influence. It's bad enough their pocket is going to collapse sooner due to PBL and other values, but now they are truly put on the spot - and I do not want anything interrupting that.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 22
Spoiler
================================= Slider Update Log
================================= 9/9/19: This is the final version. I feel quite good about Version 21, and Version 22 is just about changing the threshold here that gives a return to the smooth animations that higher threshold creates. Unfortunately, the Fumbles value at 5 didn't pan out. It was very difficult to 100% be committed to. As good as the animations were, the effect of fumbles will always still exist. I believe that fumbles at 5 is still something worth using, but to be ultra safe for the set, I've deferred to Fumbles set to 50.
Thanks again for all the feedback. I know we'll get a patch update in which I will have to take the final version namesake back, but at this point I just want to get started - and enjoying Madden's gameplay.
My last word of encouragement here is to accept that you are playing your own season. Not a real life NFL season. So the averages of last year may not be the averages to shoot for. Do not limit yourself or your franchise by installing these mindsets drive-by-drive, game-by-game, week-by-week or season-by-season. Once you get done with the first season, you'll be using the averages of that in the second season, not an NFL website.
Enjoy the sliders and your franchise. Here's the Version 22 aka Final Version.
Speed Disparity Scale: 70 (previous: 65)
Okay, this change is really just to get things a tad tighter, and a bit more in-sync. I think 65 was a good point to see the lowest value to be reached, so the middle ground of 70 (80 being the highest) is perfect. Seeing much better reactions, but no so unrealistic that routes can't fool defenders. Overall, much happier with this adjustment.
Fumbles: 50/50
Going to place fumbles back to 50 to be safe here, despite how great animations were at 5. However, the lingering uncertainty of a value so low just felt like trying to prove something - and that's not way to go about these things.
VERSION 22 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
Recently raised this for myself, and am enjoying the time I have to see it play out. The majority of who I watch also use higher minutes, so it will be good to remain in-sync. Again, it's personal preference, so feel free to use what you'd like. Obviously more minutes, more plays, so please consider that when choosing your value.
Accelerated Clock: On, 15 secs
This is new to me because I've always preferred to have Accel Clock on, but most recently it's been a nice change. I spend less time in picking out plays, and just let the suggestions take over. Personal preference of course!
Superstar Abilities: On
Initially, I was skeptical of this new feature. Pre-patch, I wasn't surprised that there were issues of course. But post-patch, it's been exceptional. Seeing much less overpowering of the abilities, while still needing to gameplan around them.
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 52
I really like Fatigue and all that it can do to tighten up the game. It slows down animations and you can really feel the fatigue set in for players. The nice thing is that at 52, versus 50, it is recognized that a player needs to sub out. This will help in reducing turnovers and injuries as a result. When there are injuries, it does happen to a variety of positions as well. In addition to the off-the-ball values, it also puts an emphasis to manage the game for both the User and CPU, such as choosing to run instead of pass and vice-versa.
Speed Disparity Scale: 70 (previous: 65)
Okay, this change is really just to get things a tad tighter, and a bit more in-sync. I think 65 was a good point to see the lowest value to be reached, so the middle ground of 70 (80 being the highest) is perfect. Seeing much better reactions, but no so unrealistic that routes can't fool defenders. Overall, much happier with this adjustment.
QB Accuracy: 50/50
As mentioned, the QBA value at 50 has brought another dimension to the set, and other values have been compensated to adjust. The QB will throw all types of throws that are within his arsenal. It presents a challenge, but it also presents some variety that makes it much less mundane than the dink and dunk that happens on lower QBA values.
Pass Blocking: 50/50
This is the value that keeps everything with the pass game in sync. I had used it incorrectly at under 50 thinking I was just going to force pressure, thus force the CPU to make bad passes. Doesn't work that way. They will always find a way, and in most cases, it's short dump offs or quick routes to receivers. Eventually you start feeling like every game will be the same, and being nickel and dimed will get old. This is a much better set up, and there is still plenty of pressure, relative to the rating matchups of the OL/DL. An added bonus is the effectiveness of RPOs for the CPU as well.
WR Catch: 48/48
The coverage has improved quite a bit, so the receivers need to make plays. Nothing outrageous, but still when they get their hands on the ball, there needs to be a chance of keeping hold of it. It got a bit too common at 45 that the ball was dropped on contested catches. A slight bump to 48 makes elite receivers (and tight ends) still stand out as they should, but gives a chance for anyone to make a play.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 50/50
Going to place fumbles back to 50 to be safe here, despite how great animations were at 5. However, the lingering uncertainty of a value so low just felt like trying to prove something - and that's not way to go about these things.
Pass Defense Reaction Time: 62/52 | 52/52
A slight discrepancy between the All-Madden (62/52) and All-Pro (52/52) to help with the way the QB would be hesitant to throw the ball, and there does seem to be a slight boost for the user's reactions on All-pro in general. So this should allow some balance between the two sets to take shape.
Interceptions: 42/42
Just dropped a tad because the coverage, again, is better, so the tendency to go for picks is greater. Still have to be careful throwing into traffic or deep against a good corner/safety.
Pass Coverage: 50/50
This value really does not do too much at all. Other values within the set make up for the lack of work this one does.
Tackling: 50/50 | 48/55
The All-Madden set remains the same because neither User or CPU has advantage in pursuit angles or tackling quality. With the additional finding on the Fumbles value at 5, there is also more wrap ups versus big hits, so the value of TAK going higher or lower is only slightly impacted. The All-Pro is a bit different as the user has a slight advantage in not only pursuit, but also tackling quality. Due to the OL behavior, the user will somtimes have pretty open gaps to push through, and not met with much resistance. Now with creating the discrepancy of tackling, the user should find a bit more resistance in the trenches - but by no means any increase of WWE type of tackles.
All-Pro: Slight difference of TAK for All-Pro set. That value changes from 50 to 52. This is simply to get better pursuit (without having to touch RTP again) and sure tackling to help the CPU run defense. Should not affect any of the other areas such as bigger hits, etc, so don't worry about that.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
Back and forth with this value, but this was a worthy change relative to the adjustments made to the gameplay. With players more in-sync to the QBA, the positioning on reacting to routes is in a much better spot. It's not to say receivers won't have the advantage, but it will feel like different routes are being covered due to the variety of throws that occur. Pair that up with the fatigue value and you get some really nice interactions overall.
False Start: 70
The primary focus here is to re-establish the dynamic OL/DL interactions. The patch update limited a lot of the same animations to stand straight up and push forward. The reason for this change is to prepare the O-Line to be just slightly out of sync with eachother, but not in a bad way. This way you do not get all of the same animations at once from the offensive line. You can have one guard going low against a block, or another dropping back further, and another simply pushing forward.
Offensive Holding: 70
I tried to go as low as I could without losing the push of the offensive line and blocks being shed in adequate spots. Reducing RBL and PBL is not an option as it destroys the basic understanding of how to block, and really hurts the true offense. One would think modifying those values results in more linear outcomes, but it actually has better chance of getting skewed (QB releases ball quicker, more completions; offensive line warping, etc). So, with all that said, I've managed to get holding down so it's not called as much as it was on 80, but it is still called (it's part of the game) that can make or break things.
Defensive Pass Interference: 80
I wanted some defensive pass interference and controversy. It's very common to see this, and I love the idea of how DPI can make or break momentum. So I've really raised it high enough to the point the animation appears, and the DPI will get called on occasion. I have seen it as well where the animation appears, but the ball can't be caught, so the foul isn't called.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Intentional Grounding: Off
I thought I'd be done messing around with this value. However, it is a such a strong solution to the QB extending plays and not looking like a deer in headlights staring at the same receiver, hoping they'll get open all of a sudden. The CPU playcalling in Madden has been questionable for years, and in certain moments they choose a useless 4-verts that the QB just sits back (always perfectly blocked on this play) and waits till his receivers come back. With IG off, they'll at least get out of the pocket, or even scramble somewhere, or try to throw on the run at times. It's just overall a behavior the I think needs a return. Yes, it may increase completion, but I'd rather that happen than terrible logic.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
All Other Penalties Set to Default 50 or ON
Version 21
Spoiler
================================= Slider Update Log
================================= 9/9/19: Bummer to hear that Fumbles @ 5 didn't pan out. Despite all my testing, and there was a lot of teams tested, for some reason it didn't work for the feedback received. Oh well, going to place it back to 50 to be "safe". Personally, I'll keep it until I see those same reported numbers as the tackling animations are too good to pass up. OP Updated.
Fumbles: 50/50 (previous: 5/5)
Bummer to hear that Fumbles @ 5 didn't pan out. Despite all my testing, and there was a lot of teams tested, for some reason it didn't work for the feedback received. Oh well, going to place it back to 50 to be "safe". Personally, I'll keep it until I see those same reported numbers as the tackling animations are too good to pass up.
9/8/19: Thanks everyone for the great and constructive feedback. I think we're on the same page of what we want, it's just that Madden has a tendency to being the thing that skews that result sometimes. While the penalties do rack up - they do make a difference in animation, gameplay and overall momentum. I think it brings a human element to the game as well. It is a diceroll, sure, because you just never know. However, the fact that it can be that way for the User or CPU is a good thing.
Anyways, for Version 21, I'm addressing some areas that I have personally seen and believe that they will only serve to improve the set further. As I may have mentioned earlier today, there are sacrifices that need to be made for the greater good of the set, and the first of those is threshold is taking a drop from 80 to 65. The reason for this change is to get the OL pushing upfield in-line with the location of the running back. Often times they would engage first level, but before that interaction completes, they'd already be pushing up second level. This left the running back out of sync, and either easily beating tacklers due to their momentum, or simply being stonewalled. I do not want to modify any of the RBL or PBL values because they are so important to ensure the overall set is in-sync. I also wanted to ensure enough "space" was given so the QB could actually make some throws instead of spending so much time in the pocket waiting for open receivers and getting sacked standing still.
I also spent a decent amount of time ironing out things with the All-Pro set. While I would love for similar values of AM and AP to be used, the game just won't let that happen. As a result, there are going to be some distinct changes between the AM and AP set, which I've listed below.
A new area I am quite excited about is an "extreme" value but it has made a world of difference in the tackling animations. Less WWE hits, and more wrap up and momentum based tackling is back. The value changed here is FUMBLES at 5. That's not a typo. The Fumbles value at 5 seems to promote the type of tackle the opposing player is going to make on the runner. They are not trying to pile drive or hit-stick them into oblivion each and every play. I tested this extensively against the enforcers, and while those enforcer players performed the hit-stick as expected, the amount of times of fumbling was far less than it had been with the Fumbles value at 50 or above.
Here is Wagner and Collins trying to hit-stick fumble. It's not to say enforcers are not able to still perform this move and result in fumble, but it is far less than before. In addition, fatigue must be considered when performing any type of move near an enforcer to begin with.
Again, I'm ecstatic for the smooth tackling animations, without having to modify the tackling value too significantly low or high.
Lastly, I've made some slight modifications to Reaction time for AP and TAK value for AP, in addition to turning IG (Intentional Grounding) back to "Off" as that allows the QB to extend plays and look more active than just taking sacks in the pocket.
Enjoy...Version 21!
Speed Disparity Scale: 65 (previous: 80)
The reason for this change is to get the OL pushing upfield in-line with the location of the running back. Often times they would engage first level, but before that interaction completes, they'd already be pushing up second level. This left the running back out of sync, and either easily beating tacklers due to their momentum, or simply being stonewalled. I do not want to modify any of the RBL or PBL values because they are so important to ensure the overall set is in-sync.
Fumbles: 5/5 (previous: 50/50)
Less WWE hits, and more wrap up and momentum based tackling is back. The value changed here is FUMBLES at 5. That's not a typo. The Fumbles value at 5 seems to promote the type of tackle the opposing player is going to make on the runner. They are not trying to pile drive or hit-stick them into oblivion each and every play. I tested this extensively against the enforcers, and while those enforcer players performed the hit-stick as expected, the amount of times of fumbling was far less than it had been with the Fumbles value at 50 or above.
Pass Defense Reaction Time: 62/52 | 52/52 (previous: 62/52)
A slight discrepancy between the All-Madden (62/52) and All-Pro (52/52) to help with the way the QB would be hesitant to throw the ball, and there does seem to be a slight boost for the user's reactions on All-pro in general. So this should allow some balance between the two sets to take shape.
Tackling: 50/50 | 48/55 (previous: 50/50 | 50/52)
The All-Madden set remains the same because neither User or CPU has advantage in pursuit angles or tackling quality. With the additional finding on the Fumbles value at 5, there is also more wrap ups versus big hits, so the value of TAK going higher or lower is only slightly impacted. The All-Pro is a bit different as the user has a slight advantage in not only pursuit, but also tackling quality. Due to the OL behavior, the user will somtimes have pretty open gaps to push through, and not met with much resistance. Now with creating the discrepancy of tackling, the user should find a bit more resistance in the trenches - but by no means any increase of WWE type of tackles.
Intentional Grounding: Off (previous: On)
I thought I'd be done messing around with this value. However, it is a such a strong solution to the QB extending plays and not looking like a deer in headlights staring at the same receiver, hoping they'll get open all of a sudden. The CPU playcalling in Madden has been questionable for years, and in certain moments they choose a useless 4-verts that the QB just sits back (always perfectly blocked on this play) and waits till his receivers come back. With IG off, they'll at least get out of the pocket, or even scramble somewhere, or try to throw on the run at times. It's just overall a behavior the I think needs a return. Yes, it may increase completion, but I'd rather that happen than terrible logic.
VERSION 21 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
Recently raised this for myself, and am enjoying the time I have to see it play out. The majority of who I watch also use higher minutes, so it will be good to remain in-sync. Again, it's personal preference, so feel free to use what you'd like. Obviously more minutes, more plays, so please consider that when choosing your value.
Accelerated Clock: On, 15 secs
This is new to me because I've always preferred to have Accel Clock on, but most recently it's been a nice change. I spend less time in picking out plays, and just let the suggestions take over. Personal preference of course!
Superstar Abilities: On
Initially, I was skeptical of this new feature. Pre-patch, I wasn't surprised that there were issues of course. But post-patch, it's been exceptional. Seeing much less overpowering of the abilities, while still needing to gameplan around them.
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 52
I really like Fatigue and all that it can do to tighten up the game. It slows down animations and you can really feel the fatigue set in for players. The nice thing is that at 52, versus 50, it is recognized that a player needs to sub out. This will help in reducing turnovers and injuries as a result. When there are injuries, it does happen to a variety of positions as well. In addition to the off-the-ball values, it also puts an emphasis to manage the game for both the User and CPU, such as choosing to run instead of pass and vice-versa.
Speed Disparity Scale: 65 (previous: 80)
The reason for this change is to get the OL pushing upfield in-line with the location of the running back. Often times they would engage first level, but before that interaction completes, they'd already be pushing up second level. This left the running back out of sync, and either easily beating tacklers due to their momentum, or simply being stonewalled. I do not want to modify any of the RBL or PBL values because they are so important to ensure the overall set is in-sync.
QB Accuracy: 50/50
As mentioned, the QBA value at 50 has brought another dimension to the set, and other values have been compensated to adjust. The QB will throw all types of throws that are within his arsenal. It presents a challenge, but it also presents some variety that makes it much less mundane than the dink and dunk that happens on lower QBA values.
Pass Blocking: 50/50
This is the value that keeps everything with the pass game in sync. I had used it incorrectly at under 50 thinking I was just going to force pressure, thus force the CPU to make bad passes. Doesn't work that way. They will always find a way, and in most cases, it's short dump offs or quick routes to receivers. Eventually you start feeling like every game will be the same, and being nickel and dimed will get old. This is a much better set up, and there is still plenty of pressure, relative to the rating matchups of the OL/DL. An added bonus is the effectiveness of RPOs for the CPU as well.
WR Catch: 48/48
The coverage has improved quite a bit, so the receivers need to make plays. Nothing outrageous, but still when they get their hands on the ball, there needs to be a chance of keeping hold of it. It got a bit too common at 45 that the ball was dropped on contested catches. A slight bump to 48 makes elite receivers (and tight ends) still stand out as they should, but gives a chance for anyone to make a play.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 50/50 (previous: 5/5)
Bummer to hear that Fumbles @ 5 didn't pan out. Despite all my testing, and there was a lot of teams tested, for some reason it didn't work for the feedback received. Oh well, going to place it back to 50 to be "safe". Personally, I'll keep it until I see those same reported numbers as the tackling animations are too good to pass up.
Pass Defense Reaction Time: 62/52 | 52/52 (previous: 62/52)
A slight discrepancy between the All-Madden (62/52) and All-Pro (52/52) to help with the way the QB would be hesitant to throw the ball, and there does seem to be a slight boost for the user's reactions on All-pro in general. So this should allow some balance between the two sets to take shape.
Interceptions: 42/42
Just dropped a tad because the coverage, again, is better, so the tendency to go for picks is greater. Still have to be careful throwing into traffic or deep against a good corner/safety.
Pass Coverage: 50/50
This value really does not do too much at all. Other values within the set make up for the lack of work this one does.
Tackling: 50/50 | 48/55 (previous: 50/50 | 50/52)
The All-Madden set remains the same because neither User or CPU has advantage in pursuit angles or tackling quality. With the additional finding on the Fumbles value at 5, there is also more wrap ups versus big hits, so the value of TAK going higher or lower is only slightly impacted. The All-Pro is a bit different as the user has a slight advantage in not only pursuit, but also tackling quality. Due to the OL behavior, the user will somtimes have pretty open gaps to push through, and not met with much resistance. Now with creating the discrepancy of tackling, the user should find a bit more resistance in the trenches - but by no means any increase of WWE type of tackles.
All-Pro: Slight difference of TAK for All-Pro set. That value changes from 50 to 52. This is simply to get better pursuit (without having to touch RTP again) and sure tackling to help the CPU run defense. Should not affect any of the other areas such as bigger hits, etc, so don't worry about that.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
Back and forth with this value, but this was a worthy change relative to the adjustments made to the gameplay. With players more in-sync to the QBA, the positioning on reacting to routes is in a much better spot. It's not to say receivers won't have the advantage, but it will feel like different routes are being covered due to the variety of throws that occur. Pair that up with the fatigue value and you get some really nice interactions overall.
False Start: 70
The primary focus here is to re-establish the dynamic OL/DL interactions. The patch update limited a lot of the same animations to stand straight up and push forward. The reason for this change is to prepare the O-Line to be just slightly out of sync with eachother, but not in a bad way. This way you do not get all of the same animations at once from the offensive line. You can have one guard going low against a block, or another dropping back further, and another simply pushing forward.
Offensive Holding: 70
I tried to go as low as I could without losing the push of the offensive line and blocks being shed in adequate spots. Reducing RBL and PBL is not an option as it destroys the basic understanding of how to block, and really hurts the true offense. One would think modifying those values results in more linear outcomes, but it actually has better chance of getting skewed (QB releases ball quicker, more completions; offensive line warping, etc). So, with all that said, I've managed to get holding down so it's not called as much as it was on 80, but it is still called (it's part of the game) that can make or break things.
Defensive Pass Interference: 80
I wanted some defensive pass interference and controversy. It's very common to see this, and I love the idea of how DPI can make or break momentum. So I've really raised it high enough to the point the animation appears, and the DPI will get called on occasion. I have seen it as well where the animation appears, but the ball can't be caught, so the foul isn't called.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Intentional Grounding: Off (previous: On)
I thought I'd be done messing around with this value. However, it is a such a strong solution to the QB extending plays and not looking like a deer in headlights staring at the same receiver, hoping they'll get open all of a sudden. The CPU playcalling in Madden has been questionable for years, and in certain moments they choose a useless 4-verts that the QB just sits back (always perfectly blocked on this play) and waits till his receivers come back. With IG off, they'll at least get out of the pocket, or even scramble somewhere, or try to throw on the run at times. It's just overall a behavior the I think needs a return. Yes, it may increase completion, but I'd rather that happen than terrible logic.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
9/6/19: Good evening, everyone. Glad to see feedback of Version 19 is positive, and the welcome of QBA at 50 has made a difference to the way the game is enjoyed overall.
One more area here is to get the run game back to the dynamic OL/DL play that was seen in the final version (pre-patch). The main issue with this patch update has been the overdone animations of the offensive line, primarily making a small push, then running upfield immediately. The value to be modified here is False Start back to 70. The reason for this is that it prepares the O-Line to be just slightly out of sync with eachother, but not in a bad way. This way you do not get all of the same animations at once from the offensive line. You can have one guard going low against a block, or another dropping back further, and another simply pushing forward.
The last value, which I completely forgot to add originally in this post, was a slight difference of TAK for All-Pro set. That value changes from 50 to 52. This is simply to get better pursuit (without having to touch RTP again) and sure tackling to help the CPU run defense. Should not affect any of the other areas such as bigger hits, etc, so don't worry about that.
Other than that, no other changes. The set is right where I am wanting it.
Enjoy...Version 20!
Tackling: 50/50 | 50/52
Raised tackling for both AM and AP because the RTP penalty slider is back to 50 as it was making the angles taken pretty sharp and right into the thick of the trenches - usually picked up by a block, resulting in very big gains on the ground too often. Tackling raised will help the pursuit angles on their own, and of course, the quality of tackles. I like this patch update because seeing much more gang-tackling than before. Really feels like a team effort on big stops. Note, you will still see hit-sticks by those who can perform those moves. No matter what threshold, the animation looks just as bad as it has since ootb, so just something we'll have to deal with.
All-Pro: Slight difference of TAK for All-Pro set. That value changes from 50 to 52. This is simply to get better pursuit (without having to touch RTP again) and sure tackling to help the CPU run defense. Should not affect any of the other areas such as bigger hits, etc, so don't worry about that.
False Start: 70 (previous: 50)
The primary focus here is to re-establish the dynamic OL/DL interactions. The patch update limited a lot of the same animations to stand straight up and push forward. The reason for this change is to prepare the O-Line to be just slightly out of sync with eachother, but not in a bad way. This way you do not get all of the same animations at once from the offensive line. You can have one guard going low against a block, or another dropping back further, and another simply pushing forward.
VERSION 20 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
Recently raised this for myself, and am enjoying the time I have to see it play out. The majority of who I watch also use higher minutes, so it will be good to remain in-sync. Again, it's personal preference, so feel free to use what you'd like. Obviously more minutes, more plays, so please consider that when choosing your value.
Accelerated Clock: On, 15 secs
This is new to me because I've always preferred to have Accel Clock on, but most recently it's been a nice change. I spend less time in picking out plays, and just let the suggestions take over. Personal preference of course!
Superstar Abilities: On
Initially, I was skeptical of this new feature. Pre-patch, I wasn't surprised that there were issues of course. But post-patch, it's been exceptional. Seeing much less overpowering of the abilities, while still needing to gameplan around them.
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 52
I really like Fatigue and all that it can do to tighten up the game. It slows down animations and you can really feel the fatigue set in for players. The nice thing is that at 52, versus 50, it is recognized that a player needs to sub out. This will help in reducing turnovers and injuries as a result. When there are injuries, it does happen to a variety of positions as well. In addition to the off-the-ball values, it also puts an emphasis to manage the game for both the User and CPU, such as choosing to run instead of pass and vice-versa.
Speed Disparity Scale: 80
This has been more so a force because of the coverage in Madden 20 by default. I do, however, like that the value is respected and there is still evidence of speed differences in the game. Running backs outrun linebackers, receivers still go deep.
QB Accuracy: 50/50
As mentioned, the QBA value at 50 has brought another dimension to the set, and other values have been compensated to adjust. The nice thing here is it now brings the All-Madden and All-Pro set exactly the same. The QB will throw all types of throws that are within his arsenal. It presents a challenge, but it also presents some variety that makes it much less mundane than the dink and dunk that happens on lower QBA values.
Pass Blocking: 50/50
This is the value that keeps everything with the pass game in sync. I had used it incorrectly at under 50 thinking I was just going to force pressure, thus force the CPU to make bad passes. Doesn't work that way. They will always find a way, and in most cases, it's short dump offs or quick routes to receivers. Eventually you start feeling like every game will be the same, and being nickel and dimed will get old. This is a much better set up, and there is still plenty of pressure, relative to the rating matchups of the OL/DL. An added bonus is the effectiveness of RPOs for the CPU as well.
WR Catch: 48/48
The coverage has improved quite a bit, so the receivers need to make plays. Nothing outrageous, but still when they get their hands on the ball, there needs to be a chance of keeping hold of it. It got a bit too common at 45 that the ball was dropped on contested catches. A slight bump to 48 makes elite receivers (and tight ends) still stand out as they should, but gives a chance for anyone to make a play.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 50/50
Dropped this back down to allow a bit more emphasis in making plays again. It's not to say, or confirm, that skill moves are back this patch update, but more so to allow that to have a chance of happening. The fumbles are toned down, the hit sticks are toned down, but there always needs to be a chance the football can be lost, or a player can create their own identity in tight, or open, spaces.
Pass Defense Reaction Time: 62/52
Bumped this up because the user is a bit behind regardless compared to the CPU. This happens on both All-Madden and All-Pro. The modification to offside will help put players into position to make plays onto the ball, but other values such as WR Catch and Def PI will affect their decision making to prevent big yards.
Interceptions: 42/42
Just dropped a tad because the coverage, again, is better, so the tendency to go for picks is greater. Still have to be careful throwing into traffic or deep against a good corner/safety.
Pass Coverage: 50/50
This value really does not do too much at all. Other values within the set make up for the lack of work this one does.
Tackling: 50/50 | 50/52
Raised tackling for both AM and AP because the RTP penalty slider is back to 50 as it was making the angles taken pretty sharp and right into the thick of the trenches - usually picked up by a block, resulting in very big gains on the ground too often. Tackling raised will help the pursuit angles on their own, and of course, the quality of tackles. I like this patch update because seeing much more gang-tackling than before. Really feels like a team effort on big stops. Note, you will still see hit-sticks by those who can perform those moves. No matter what threshold, the animation looks just as bad as it has since ootb, so just something we'll have to deal with.
All-Pro: Slight difference of TAK for All-Pro set. That value changes from 50 to 52. This is simply to get better pursuit (without having to touch RTP again) and sure tackling to help the CPU run defense. Should not affect any of the other areas such as bigger hits, etc, so don't worry about that.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
Back and forth with this value, but this was a worthy change relative to the adjustments made to the gameplay. With players more in-sync to the QBA, the positioning on reacting to routes is in a much better spot. It's not to say receivers won't have the advantage, but it will feel like different routes are being covered due to the variety of throws that occur. Pair that up with the fatigue value and you get some really nice interactions overall.
False Start: 70 (previous: 50)
The primary focus here is to re-establish the dynamic OL/DL interactions. The patch update limited a lot of the same animations to stand straight up and push forward. The reason for this change is to prepare the O-Line to be just slightly out of sync with eachother, but not in a bad way. This way you do not get all of the same animations at once from the offensive line. You can have one guard going low against a block, or another dropping back further, and another simply pushing forward.
Offensive Holding: 70
I tried to go as low as I could without losing the push of the offensive line and blocks being shed in adequate spots. Reducing RBL and PBL is not an option as it destroys the basic understanding of how to block, and really hurts the true offense. One would think modifying those values results in more linear outcomes, but it actually has better chance of getting skewed (QB releases ball quicker, more completions; offensive line warping, etc). So, with all that said, I've managed to get holding down so it's not called as much as it was on 80, but it is still called (it's part of the game) that can make or break things.
Defensive Pass Interference: 80
I wanted some defensive pass interference and controversy. It's very common to see this, and I love the idea of how DPI can make or break momentum. So I've really raised it high enough to the point the animation appears, and the DPI will get called on occasion. I have seen it as well where the animation appears, but the ball can't be caught, so the foul isn't called.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
9/5/19: Evening, hope everyone enjoyed the start of the NFL season.
I put in a lot more time on things today, and the good thing is a lot of V17 is still intact. However, I really wanted to look at the CPU QB, and how it relates to user coverage within this patch update. The notes of the update mention how the movement of the arm is what triggers the reactions, and what got me thinking was we had QBA at such a low value, that there was no possible way the reaction wouldn't get out of sync. It's similar to FIFA where we drop shot speed but keep GK Ability, and the keeper starts the save animation much earlier, before the ball has even arrived.
So, with that said, I've decided to make the bold journey to 50 QBA. Hear me out, there is a lot of benefit to this because other values have been modified to improve the coverage, but not to the point the CPU QB is going to dink and dunk all over the field like they have on anything less than 50 QBA. I believe the QBA at 50 has really brought out the true offense of teams, and has allowed a lot more play to be more in-sync defensively. I was trying to figure out why players were almost 10-yards behind the turn of the route, or why they just stopped when the ball was in the air. They didn't have the right trigger because a 40 QBA isn't supposed to reach the target. It's similar to why the attempts at turning IG off to force QBs to behave differently, was because outside of the design, the coverage and reactions suffer. This patch update has forced that understanding upon me.
The other value is the return of Fatigue at 52. I absolutely love this value because it just calms everything down. Again, I was concerned of the gameplay lethargic animation, but because everything seems to be back in-sync, the animations match up. There is jogging in some areas, but it actually calms things down enough for the player to make a play. In addition, this also helps rotations and overall feel of tackles. I also had to reduce holding value to an acceptable level, without modifying the PBL or RBL values, so fatigue will play a role there as OL/DL tire.
The last value is the one I really wanted to get right which is Offside. I've raised this all the way up to 99 and it has brought that tightness I was looking for in route coverage and reactions. I went ahead and bumped User reactions to 62 (+10 from before) to compensate for additional QBA. Some may ask why not just raise it higher with QBA so high, in which I'd say raising reactions too high will cause things to get out of sync and make players over-cover routes, thus using momentum against themselves.
Lastly, as a result of the changes, I'm happy to say that both the All-Madden and All-Pro set are the exact same. The All-Pro set is challenging in the right spots, and I'd say the CPU QB probably plays more true to ratings, but even then it's a fine margin. Definitely give them a go. I personally hope that it will work enough to the point that I can do what I have done in the past where I play Home Games = All-Pro and Away Games = All-Madden. Fingers crossed!
Overall, very happy with this set and giving QBA 50 an honest go. It's not without compensating other areas, but I'm quite content. Enjoy...Version 19!
Fatigue: 52 (previous: 50)
I really like Fatigue and all that it can do to tighten up the game. It slows down animations and you can really feel the fatigue set in for players. The nice thing is that at 52, versus 50, it is recognized that a player needs to sub out. This will help in reducing turnovers and injuries as a result. When there are injuries, it does happen to a variety of positions as well. In addition to the off-the-ball values, it also puts an emphasis to manage the game for both the User and CPU, such as choosing to run instead of pass and vice-versa.
QB Accuracy: 50/50 (previous: 45/40 | 40/45)
As mentioned, the QBA value at 50 has brought another dimension to the set, and other values have been compensated to adjust. The nice thing here is it now brings the All-Madden and All-Pro set exactly the same. The QB will throw all types of throws that are within his arsenal. It presents a challenge, but it also presents some variety that makes it much less mundane than the dink and dunk that happens on lower QBA values.
Pass Defense Reaction Time: 62/52 (previous: 52/52)
Bumped this up because the user is a bit behind regardless compared to the CPU. This happens on both All-Madden and All-Pro. The modification to offside will help put players into position to make plays onto the ball, but other values such as WR Catch and Def PI will affect their decision making to prevent big yards.
Offside: 99 (previous: 80)
Back and forth with this value, but this was a worthy change relative to the adjustments made to the gameplay. With players more in-sync to the QBA, the positioning on reacting to routes is in a much better spot. It's not to say receivers won't have the advantage, but it will feel like different routes are being covered due to the variety of throws that occur. Pair that up with the fatigue value and you get some really nice interactions overall.
Offensive Holding: 70 (previous: 80)
I tried to go as low as I could without losing the push of the offensive line and blocks being shed in adequate spots. Reducing RBL and PBL is not an option as it destroys the basic understanding of how to block, and really hurts the true offense. One would think modifying those values results in more linear outcomes, but it actually has better chance of getting skewed (QB releases ball quicker, more completions; offensive line warping, etc). So, with all that said, I've managed to get holding down so it's not called as much as it was on 80, but it is still called (it's part of the game) that can make or break things.
VERSION 19 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes (prev: 11 minutes)
Recently raised this for myself, and am enjoying the time I have to see it play out. The majority of who I watch also use higher minutes, so it will be good to remain in-sync. Again, it's personal preference, so feel free to use what you'd like. Obviously more minutes, more plays, so please consider that when choosing your value.
Accelerated Clock: On, 15 secs
This is new to me because I've always preferred to have Accel Clock on, but most recently it's been a nice change. I spend less time in picking out plays, and just let the suggestions take over. Personal preference of course!
Superstar Abilities: On
Initially, I was skeptical of this new feature. Pre-patch, I wasn't surprised that there were issues of course. But post-patch, it's been exceptional. Seeing much less overpowering of the abilities, while still needing to gameplan around them.
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 52 (previous: 50)
I really like Fatigue and all that it can do to tighten up the game. It slows down animations and you can really feel the fatigue set in for players. The nice thing is that at 52, versus 50, it is recognized that a player needs to sub out. This will help in reducing turnovers and injuries as a result. When there are injuries, it does happen to a variety of positions as well. In addition to the off-the-ball values, it also puts an emphasis to manage the game for both the User and CPU, such as choosing to run instead of pass and vice-versa.
Speed Disparity Scale: 80
This has been more so a force because of the coverage in Madden 20 by default. I do, however, like that the value is respected and there is still evidence of speed differences in the game. Running backs outrun linebackers, receivers still go deep.
QB Accuracy: 50/50 (previous: 45/40 | 40/45)
As mentioned, the QBA value at 50 has brought another dimension to the set, and other values have been compensated to adjust. The nice thing here is it now brings the All-Madden and All-Pro set exactly the same. The QB will throw all types of throws that are within his arsenal. It presents a challenge, but it also presents some variety that makes it much less mundane than the dink and dunk that happens on lower QBA values.
Pass Blocking: 50/50
This is the value that keeps everything with the pass game in sync. I had used it incorrectly at under 50 thinking I was just going to force pressure, thus force the CPU to make bad passes. Doesn't work that way. They will always find a way, and in most cases, it's short dump offs or quick routes to receivers. Eventually you start feeling like every game will be the same, and being nickel and dimed will get old. This is a much better set up, and there is still plenty of pressure, relative to the rating matchups of the OL/DL. An added bonus is the effectiveness of RPOs for the CPU as well.
WR Catch: 48/48
The coverage has improved quite a bit, so the receivers need to make plays. Nothing outrageous, but still when they get their hands on the ball, there needs to be a chance of keeping hold of it. It got a bit too common at 45 that the ball was dropped on contested catches. A slight bump to 48 makes elite receivers (and tight ends) still stand out as they should, but gives a chance for anyone to make a play.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 50/50
Dropped this back down to allow a bit more emphasis in making plays again. It's not to say, or confirm, that skill moves are back this patch update, but more so to allow that to have a chance of happening. The fumbles are toned down, the hit sticks are toned down, but there always needs to be a chance the football can be lost, or a player can create their own identity in tight, or open, spaces.
Pass Defense Reaction Time: 62/52 (previous: 52/52)
Bumped this up because the user is a bit behind regardless compared to the CPU. This happens on both All-Madden and All-Pro. The modification to offside will help put players into position to make plays onto the ball, but other values such as WR Catch and Def PI will affect their decision making to prevent big yards.
Interceptions: 42/42
Just dropped a tad because the coverage, again, is better, so the tendency to go for picks is greater. Still have to be careful throwing into traffic or deep against a good corner/safety.
Pass Coverage: 50/50
This value really does not do too much at all. Other values within the set make up for the lack of work this one does.
Tackling: 50/50
Raised tackling for both AM and AP because the RTP penalty slider is back to 50 as it was making the angles taken pretty sharp and right into the thick of the trenches - usually picked up by a block, resulting in very big gains on the ground too often. Tackling raised will help the pursuit angles on their own, and of course, the quality of tackles. I like this patch update because seeing much more gang-tackling than before. Really feels like a team effort on big stops. Note, you will still see hit-sticks by those who can perform those moves. No matter what threshold, the animation looks just as bad as it has since ootb, so just something we'll have to deal with.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50 (previous: 48/48)
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99 (previous: 80)
Back and forth with this value, but this was a worthy change relative to the adjustments made to the gameplay. With players more in-sync to the QBA, the positioning on reacting to routes is in a much better spot. It's not to say receivers won't have the advantage, but it will feel like different routes are being covered due to the variety of throws that occur. Pair that up with the fatigue value and you get some really nice interactions overall.
Offensive Holding: 70 (previous: 80)
I tried to go as low as I could without losing the push of the offensive line and blocks being shed in adequate spots. Reducing RBL and PBL is not an option as it destroys the basic understanding of how to block, and really hurts the true offense. One would think modifying those values results in more linear outcomes, but it actually has better chance of getting skewed (QB releases ball quicker, more completions; offensive line warping, etc). So, with all that said, I've managed to get holding down so it's not called as much as it was on 80, but it is still called (it's part of the game) that can make or break things.
Defensive Pass Interference: 80
I wanted some defensive pass interference and controversy. It's very common to see this, and I love the idea of how DPI can make or break momentum. So I've really raised it high enough to the point the animation appears, and the DPI will get called on occasion. I have seen it as well where the animation appears, but the ball can't be caught, so the foul isn't called.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
9/4/19: Just a slight adjustment to coverage and defensive line pressure. Nothing overbearing, but enough that we get a bit more push. Coverage wise is good, but can be just a tad better, so some pretty obvious (for this set's concepts) changes at hand.
Version 18 since the changes are significant, even if subtle.
Penalties
Offside: 90 (previous: 80)
Raised this value just a bit to get the coverage a bit tighter throughout. Not necessarily mirroring, but close. Momentum can still be used against the defender, just like IRL, so there is a good trade-off regardless.
False Start: 45 (previous: 50)
Dropped this value down a tad to get the block sheds a little bit earlier in the pass rush, and push the OL back when appropriate. Remember that fatigue of your OL/DL has just as much impact of how consistent the push will be.
VERSION 18 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes
Recently raised this for myself, and am enjoying the time I have to see it play out. The majority of who I watch also use higher minutes, so it will be good to remain in-sync. Again, it's personal preference, so feel free to use what you'd like. Obviously more minutes, more plays, so please consider that when choosing your value.
Accelerated Clock: On, 15 secs
This is new to me because I've always preferred to have Accel Clock on, but most recently it's been a nice change. I spend less time in picking out plays, and just let the suggestions take over. Personal preference of course!
Superstar Abilities: On
Initially, I was skeptical of this new feature. Pre-patch, I wasn't surprised that there were issues of course. But post-patch, it's been exceptional. Seeing much less overpowering of the abilities, while still needing to gameplan around them.
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50
Unfortunately, the time with higher fatigue has drawn to a close in this patch update. The animations of the slow reactions and jogging has returned, which caused multiple issues in coverage, regardless of threshold chosen.
Speed Disparity Scale: 80
This has been more so a force because of the coverage in Madden 20 by default. I do, however, like that the value is respected and there is still evidence of speed differences in the game. Running backs outrun linebackers, receivers still go deep.
QB Accuracy: 45/40 | 40/45
All-Madden: This patch update has made the user QB just a tad bit more sensitive with the passes, and not just the touch passes. It's a welcome change, but started to get out of hand when the QB's feet were set and making simple passes to curls and dump offs go wayward. So, just a slight bump here and we're back in business.
All-Pro: As mentioned above, the patch update did make things a bit harder for the user QB, and it's only fitting that All-Pro get a slight bump as well. While not needing to go too high, the 40 value has been impressive in still being able to put touch on the ball, but not get out of hand when trying to place some zipped in passes.
Pass Blocking: 50/50
This is the value that keeps everything with the pass game in sync. I had used it incorrectly at under 50 thinking I was just going to force pressure, thus force the CPU to make bad passes. Doesn't work that way. They will always find a way, and in most cases, it's short dump offs or quick routes to receivers. Eventually you start feeling like every game will be the same, and being nickel and dimed will get old. This is a much better set up, and there is still plenty of pressure, relative to the rating matchups of the OL/DL. An added bonus is the effectiveness of RPOs for the CPU as well.
WR Catch: 48/48
The coverage has improved quite a bit, so the receivers need to make plays. Nothing outrageous, but still when they get their hands on the ball, there needs to be a chance of keeping hold of it. It got a bit too common at 45 that the ball was dropped on contested catches. A slight bump to 48 makes elite receivers (and tight ends) still stand out as they should, but gives a chance for anyone to make a play.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 50/50
Dropped this back down to allow a bit more emphasis in making plays again. It's not to say, or confirm, that skill moves are back this patch update, but more so to allow that to have a chance of happening. The fumbles are toned down, the hit sticks are toned down, but there always needs to be a chance the football can be lost, or a player can create their own identity in tight, or open, spaces.
Pass Defense Reaction Time: 52/52
Helps get the deflection animations happen. This is because I've raised the INT slider quite a bit to get coverage in a better spot. If I keep PCV at 50, then the INT animation will take priority in deflection areas.
Interceptions: 42/42
Just dropped a tad because the coverage, again, is better, so the tendency to go for picks is greater. Still have to be careful throwing into traffic or deep against a good corner/safety.
Pass Coverage: 50/50
This value really does not do too much at all. Other values within the set make up for the lack of work this one does.
Tackling: 50/50
Raised tackling for both AM and AP because the RTP penalty slider is back to 50 as it was making the angles taken pretty sharp and right into the thick of the trenches - usually picked up by a block, resulting in very big gains on the ground too often. Tackling raised will help the pursuit angles on their own, and of course, the quality of tackles. I like this patch update because seeing much more gang-tackling than before. Really feels like a team effort on big stops. Note, you will still see hit-sticks by those who can perform those moves. No matter what threshold, the animation looks just as bad as it has since ootb, so just something we'll have to deal with.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 90 (previous: 80)
Raised this value just a bit to get the coverage a bit tighter throughout. Not necessarily mirroring, but close. Momentum can still be used against the defender, just like IRL, so there is a good trade-off regardless.
False Start: 45 (previous: 50)
Dropped this value down a tad to get the block sheds a little bit earlier in the pass rush, and push the OL back when appropriate. Remember that fatigue of your OL/DL has just as much impact of how consistent the push will be.
Offensive Holding: 80
The offensive line has a lot of power in this patch update. They want to go upfield fast, and can basically ignore what is directly in front of their face. I wanted to get the organic looking OL/DL interaction back. The only way to do this was to first drop that False Start back to default, but then raise offensive holding here to 80. Relative to the threshold, this value does not get called as much on 80 compared to a 50 thru 70 because naturally there is not as much "space" to cover, therefore the animation will not appear as often. What this creates now is the element of the OL to actually take priority of what is in front of them immediately, then move on, if possible. The block shedding animation returns, but is not overpowered outside of the ratings. Holding still gets called the same amount of times it did pre-patch with this, however I have included another penalty value to assist.
Defensive Pass Interference: 80
I wanted some defensive pass interference and controversy. It's very common to see this, and I love the idea of how DPI can make or break momentum. So I've really raised it high enough to the point the animation appears, and the DPI will get called on occasion. I have seen it as well where the animation appears, but the ball can't be caught, so the foul isn't called.
Block in the Back: 55
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Roughing the Passer: 50
Unfortunately RTP got a bad go in this patch update because of how significantly overpowering the OL was, that when a bad angle was taken, it was immediately punished. I would see linebackers not even try to hit the right gap and end up getting glued to a tackle instead. While I loved how it created some cool tackling animations, it wasn't enough to sacrifice realistic running and pursuit angles.
Intentional Grounding: On
I put this back on because I started to see some animations that worried me, in particular an option play where a pocket QB started to walk slowly, then accelerate into the sprint animation. It was as if they are not the right character to perform that action, and the game recognizes that. IG is a value that takes players out of their usual behavior, so it's better safe than sorry for me here. Once I turned it back on, I saw some good scrambles outside of the pocket and more attempts to keep the play alive. I feel players are sticking "true to value" with this on, so going that route for now.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
9/4/19: Corrected Fatigue at 50, not 52. TAK at 50, not 48. Sorry about that. I need to stop typing up sliders after 11 pm - I am getting old!
9/3/19: It has been a busy day of slider testing since I got home today. I am genuinely enjoying the patch update. It has addressed the reactions and, for the most part, the coverage. I still see some wonky coverage animations on occasion, but it's still playable. I did play on default for a bit of time, and it still has the issues of coverage, sticky blocking and OP catching. So, I reviewed the "Final Version" set, and most values are still working well, but not without some room to improve certain areas.
Unfortunately, the patch update resulted in the tighter coverage and reactions from the current set to be a bit too much, and as a result, the momentum of defenders were being used against them. Initially, as posted, I thought simply lowering threshold could take care of this. However, lowering thresh is all-inclusive and it controls so much more than just coverage. It keeps players spread apart more, but that can also happen in the trenches - where the OL/DL interaction of the current set had stood out pre-patch. Right away, it went back to quick upfield blocking that left the RB either in a position to fend for himself, or a perfect runway to the endzone.
So, the threshold/speed disparity scale is remaining at 80. What is significant in change is the fatigue, penalties, along with some various other values I've been meaning to adjust.
In addition, for the AP guys, the values listed will work just fine, and present a good challenge. It's arbitrary, but the only value I saw that needed a change from the AM set was QBA. Other than that, everything else is the same.
Reluctantly, I've reinstated the version numbering because no set seems to ever be final with EA at the helm. All that said, here are the adjustments to get us to Version 17.
Quarter Length: 13 minutes (prev: 11 minutes)
Recently raised this for myself, and am enjoying the time I have to see it play out. The majority of who I watch also use higher minutes, so it will be good to remain in-sync. Again, it's personal preference, so feel free to use what you'd like. Obviously more minutes, more plays, so please consider that when choosing your value.
Fatigue: 50 (previous: 55)
Unfortunately, the time with higher fatigue has drawn to a close in this patch update. The animations of the slow reactions and jogging has returned, which caused multiple issues in coverage, regardless of threshold chosen.
QB Accuracy: 45/40 | 40/45 (previous: 40/40 | 30/45)
All-Madden: This patch update has made the user QB just a tad bit more sensitive with the passes, and not just the touch passes. It's a welcome change, but started to get out of hand when the QB's feet were set and making simple passes to curls and dump offs go wayward. So, just a slight bump here and we're back in business.
All-Pro: As mentioned above, the patch update did make things a bit harder for the user QB, and it's only fitting that All-Pro get a slight bump as well. While not needing to go too high, the 40 value has been impressive in still being able to put touch on the ball, but not get out of hand when trying to place some zipped in passes.
WR Catch: 48/48 (previous: 45/45)
The coverage has improved quite a bit, so the receivers need to make plays. Nothing outrageous, but still when they get their hands on the ball, there needs to be a chance of keeping hold of it. It got a bit too common at 45 that the ball was dropped on contested catches. A slight bump to 48 makes elite receivers (and tight ends) still stand out as they should, but gives a chance for anyone to make a play.
Fumbles: 50/50 (previous: 55/55)
Dropped this back down to allow a bit more emphasis in making plays again. It's not to say, or confirm, that skill moves are back this patch update, but more so to allow that to have a chance of happening. The fumbles are toned down, the hit sticks are toned down, but there always needs to be a chance the football can be lost, or a player can create their own identity in tight, or open, spaces.
Interceptions: 42/42 (previous: 45/45)
Just dropped a tad because the coverage, again, is better, so the tendency to go for picks is greater. Still have to be careful throwing into traffic or deep against a good corner/safety.
Tackling: 50/50 (previous: 47/47 | 46/48)
Raised tackling for both AM and AP because the RTP penalty slider is back to 50 as it was making the angles taken pretty sharp and right into the thick of the trenches - usually picked up by a block, resulting in very big gains on the ground too often. Tackling raised will help the pursuit angles on their own, and of course, the quality of tackles. I like this patch update because seeing much more gang-tackling than before. Really feels like a team effort on big stops. Note, you will still see hit-sticks by those who can perform those moves. No matter what threshold, the animation looks just as bad as it has since ootb, so just something we'll have to deal with.
Special Teams
Punt Accuracy: 50/50 (previous: 48/48)
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Penalties
Offside: 80 (previous: 99)
Happy to drop this down a bit. It was one of the last values I looked into oddly enough because I wasn't happy with any of the threshold changes, and knew I was missing something. When I had initially worked on this value pre-patch, I had this value set to 70, but needed it tighter. Since we're getting tighter coverage now as a base, I could not keep this value at 99 because there just wasn't enough space to make a move. Like I said earlier, the perceived easy move is to drop the threshold to give space, but that caused a whole host of other issues. Thankfully, this modification was honored and there is a reasonable amount of reaction and space covered based on the ratings of the player defending.
False Start: 50 (previous: 60)
The sacrifice here is that the False Start value had to revert back to default. The reason for this is because the false start animation is an upright, or sudden movement, which indicates being too early to block. With the patch update, the OL is overpowered and try to get upfield early right from the snap. This essentially caused an even higher priority when paired with the false start at 60, resulting in suction blocking in the trenches and by the wide receivers. Made running very easy with no resistance at the LOS. This modification cannot be done without the next value of Offensive Holding of course.
Offensive Holding: 80 (previous: 60)
The offensive line has a lot of power in this patch update. They want to go upfield fast, and can basically ignore what is directly in front of their face. I wanted to get the organic looking OL/DL interaction back. The only way to do this was to first drop that False Start back to default, but then raise offensive holding here to 80. Relative to the threshold, this value does not get called as much on 80 compared to a 50 thru 70 because naturally there is not as much "space" to cover, therefore the animation will not appear as often. What this creates now is the element of the OL to actually take priority of what is in front of them immediately, then move on, if possible. The block shedding animation returns, but is not overpowered outside of the ratings. Holding still gets called the same amount of times it did pre-patch with this, however I have included another penalty value to assist.
Block in the Back: 55 (previous: 50)
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Roughing the Passer: 50 (previous: 45)
Unfortunately RTP got a bad go in this patch update because of how significantly overpowering the OL was, that when a bad angle was taken, it was immediately punished. I would see linebackers not even try to hit the right gap and end up getting glued to a tackle instead. While I loved how it created some cool tackling animations, it wasn't enough to sacrifice realistic running and pursuit angles.
Intentional Grounding: On (previous: Off)
I put this back on because I started to see some animations that worried me, in particular an option play where a pocket QB started to walk slowly, then accelerate into the sprint animation. It was as if they are not the right character to perform that action, and the game recognizes that. IG is a value that takes players out of their usual behavior, so it's better safe than sorry for me here. Once I turned it back on, I saw some good scrambles outside of the pocket and more attempts to keep the play alive. I feel players are sticking "true to value" with this on, so going that route for now.
VERSION 17 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 13 minutes (prev: 11 minutes)
Recently raised this for myself, and am enjoying the time I have to see it play out. The majority of who I watch also use higher minutes, so it will be good to remain in-sync. Again, it's personal preference, so feel free to use what you'd like. Obviously more minutes, more plays, so please consider that when choosing your value.
Accelerated Clock: On, 15 secs
This is new to me because I've always preferred to have Accel Clock on, but most recently it's been a nice change. I spend less time in picking out plays, and just let the suggestions take over. Personal preference of course!
Superstar Abilities: On
Initially, I was skeptical of this new feature. Pre-patch, I wasn't surprised that there were issues of course. But post-patch, it's been exceptional. Seeing much less overpowering of the abilities, while still needing to gameplan around them.
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50 (previous: 55)
Unfortunately, the time with higher fatigue has drawn to a close in this patch update. The animations of the slow reactions and jogging has returned, which caused multiple issues in coverage, regardless of threshold chosen.
Speed Disparity Scale: 80
This has been more so a force because of the coverage in Madden 20 by default. I do, however, like that the value is respected and there is still evidence of speed differences in the game. Running backs outrun linebackers, receivers still go deep.
QB Accuracy: 45/40 | 40/45 (previous: 40/40 | 30/45)
All-Madden: This patch update has made the user QB just a tad bit more sensitive with the passes, and not just the touch passes. It's a welcome change, but started to get out of hand when the QB's feet were set and making simple passes to curls and dump offs go wayward. So, just a slight bump here and we're back in business.
All-Pro: As mentioned above, the patch update did make things a bit harder for the user QB, and it's only fitting that All-Pro get a slight bump as well. While not needing to go too high, the 40 value has been impressive in still being able to put touch on the ball, but not get out of hand when trying to place some zipped in passes.
Pass Blocking: 50/50
This is the value that keeps everything with the pass game in sync. I had used it incorrectly at under 50 thinking I was just going to force pressure, thus force the CPU to make bad passes. Doesn't work that way. They will always find a way, and in most cases, it's short dump offs or quick routes to receivers. Eventually you start feeling like every game will be the same, and being nickel and dimed will get old. This is a much better set up, and there is still plenty of pressure, relative to the rating matchups of the OL/DL. An added bonus is the effectiveness of RPOs for the CPU as well.
WR Catch: 48/48 (previous: 45/45)
The coverage has improved quite a bit, so the receivers need to make plays. Nothing outrageous, but still when they get their hands on the ball, there needs to be a chance of keeping hold of it. It got a bit too common at 45 that the ball was dropped on contested catches. A slight bump to 48 makes elite receivers (and tight ends) still stand out as they should, but gives a chance for anyone to make a play.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 50/50 (previous: 55/55)
Dropped this back down to allow a bit more emphasis in making plays again. It's not to say, or confirm, that skill moves are back this patch update, but more so to allow that to have a chance of happening. The fumbles are toned down, the hit sticks are toned down, but there always needs to be a chance the football can be lost, or a player can create their own identity in tight, or open, spaces.
Pass Defense Reaction Time: 52/52
Helps get the deflection animations happen. This is because I've raised the INT slider quite a bit to get coverage in a better spot. If I keep PCV at 50, then the INT animation will take priority in deflection areas.
Interceptions: 42/42 (previous: 45/45)
Just dropped a tad because the coverage, again, is better, so the tendency to go for picks is greater. Still have to be careful throwing into traffic or deep against a good corner/safety.
Pass Coverage: 50/50
This value really does not do too much at all. Other values within the set make up for the lack of work this one does.
Tackling: 50/50 (previous: 47/47 | 46/48)
Raised tackling for both AM and AP because the RTP penalty slider is back to 50 as it was making the angles taken pretty sharp and right into the thick of the trenches - usually picked up by a block, resulting in very big gains on the ground too often. Tackling raised will help the pursuit angles on their own, and of course, the quality of tackles. I like this patch update because seeing much more gang-tackling than before. Really feels like a team effort on big stops. Note, you will still see hit-sticks by those who can perform those moves. No matter what threshold, the animation looks just as bad as it has since ootb, so just something we'll have to deal with.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 50/50 (previous: 48/48)
Slight bump here just to get a better handle on the punts more true to the players value. Often times I've seen some of the worst punters still be able to bounce the ball back. In addition, the CPU would kick the ball through the endzone too often, thus skewing what they are really capable of.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 80 (previous: 99)
Happy to drop this down a bit. It was one of the last values I looked into oddly enough because I wasn't happy with any of the threshold changes, and knew I was missing something. When I had initially worked on this value pre-patch, I had this value set to 70, but needed it tighter. Since we're getting tighter coverage now as a base, I could not keep this value at 99 because there just wasn't enough space to make a move. Like I said earlier, the perceived easy move is to drop the threshold to give space, but that caused a whole host of other issues. Thankfully, this modification was honored and there is a reasonable amount of reaction and space covered based on the ratings of the player defending.
False Start: 50 (previous: 60)
The sacrifice here is that the False Start value had to revert back to default. The reason for this is because the false start animation is an upright, or sudden movement, which indicates being too early to block. With the patch update, the OL is overpowered and try to get upfield early right from the snap. This essentially caused an even higher priority when paired with the false start at 60, resulting in suction blocking in the trenches and by the wide receivers. Made running very easy with no resistance at the LOS. This modification cannot be done without the next value of Offensive Holding of course.
Offensive Holding: 80 (previous: 60)
The offensive line has a lot of power in this patch update. They want to go upfield fast, and can basically ignore what is directly in front of their face. I wanted to get the organic looking OL/DL interaction back. The only way to do this was to first drop that False Start back to default, but then raise offensive holding here to 80. Relative to the threshold, this value does not get called as much on 80 compared to a 50 thru 70 because naturally there is not as much "space" to cover, therefore the animation will not appear as often. What this creates now is the element of the OL to actually take priority of what is in front of them immediately, then move on, if possible. The block shedding animation returns, but is not overpowered outside of the ratings. Holding still gets called the same amount of times it did pre-patch with this, however I have included another penalty value to assist.
Defensive Pass Interference: 80
I wanted some defensive pass interference and controversy. It's very common to see this, and I love the idea of how DPI can make or break momentum. So I've really raised it high enough to the point the animation appears, and the DPI will get called on occasion. I have seen it as well where the animation appears, but the ball can't be caught, so the foul isn't called.
Block in the Back: 55 (previous: 50)
I started to see this animation more often, it wasn't being called though. It was so obvious, especially by receivers and TE's when the OL was overpowering upfield. This was tested on default and various thresholds/fatigues. Bumping this one will ensure the penalty is called when it happens. It's not called too often with this simple bump either, but it is enough to make the difference of a big gain or drive killer.
Roughing the Passer: 50 (previous: 45)
Unfortunately RTP got a bad go in this patch update because of how significantly overpowering the OL was, that when a bad angle was taken, it was immediately punished. I would see linebackers not even try to hit the right gap and end up getting glued to a tackle instead. While I loved how it created some cool tackling animations, it wasn't enough to sacrifice realistic running and pursuit angles.
Intentional Grounding: On (previous: Off)
I put this back on because I started to see some animations that worried me, in particular an option play where a pocket QB started to walk slowly, then accelerate into the sprint animation. It was as if they are not the right character to perform that action, and the game recognizes that. IG is a value that takes players out of their usual behavior, so it's better safe than sorry for me here. Once I turned it back on, I saw some good scrambles outside of the pocket and more attempts to keep the play alive. I feel players are sticking "true to value" with this on, so going that route for now.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
9/3/19: Post Super early impressions, it's still pretty good set-wise. No real glaring issues. The coverage for corners and safeties are great. The LBs need work.
Running the ball is fairly the same, except on AM the CPU's blockers get upfield quickly. While they aren't sticking to glue, they are "pushing" like sumo wrestlers. Many variety of animations, so not just the same 2-man animations.
Passing there is a bit more touch on the ball. A bit more inaccuracy. CPU also throwing more touch passes. Hopefully this is to help the recognition issues (LB/DB freeze issue pre-patch).
Seeing some good RB awareness and skill moves, so that's good. Very smooth tackling animations and very smooth QB setting in the pocket.
Overall, happy with the set, but I can see some very slight changes in the works. Shouldn't take long at all.
Furthermore, not seeing any issues with the set. Only thing I've changed, in testing, is threshold to 75, from 80, to allow more breathing room so players can react to the ball in space.
Heading back to lunch, but will test more thoroughly. In the meantime, some notable highlights:
9/2/19: This is the final version. The very last addition is Fatigue back to 55 (from 50). Simply put, fatigue at 50 was good to see, but it was definitely a bit out of control when facing elite QBs especially. The fatigue at 55 has "normalized" the set now. It brings the best of 50 fatigue and 58 fatigue into play. Where 50 was a bit out of control, 58 was too effective, and resulted in easy push by the DL, easier run game for the user and easier to defend the pass because the QB struggles in their decision making - thus taking too many sacks. Before changing the fatigue at all I wanted to make sure the new coverage adjustments did not get affected. Thankfully, it didn't. There were no jogging animations, not lack of conviction to make a tackle, nothing like that. Quite relieved because that was my biggest worry.
So, that's it. The set is complete. I have updated every comment below, included a section for "troubleshooting" sliders, and will get a video explanation out soon of the set overall.
Thanks everyone for their feedback and understanding with the multiple versions. I try to keep things as a open as possible, so the updates are as "real-time" as you can see. Enjoy!
Fatigue: 55 (previous: 50)
Simply put, fatigue at 50 was good to see, but it was definitely a bit out of control when facing elite QBs especially. The fatigue at 55 has "normalized" the set now. It brings the best of 50 fatigue and 58 fatigue into play. Where 50 was a bit out of control, 58 was too effective, and resulted in easy push by the DL, easier run game for the user and easier to defend the pass because the QB struggles in their decision making - thus taking too many sacks. Before changing the fatigue at all I wanted to make sure the new coverage adjustments did not get affected. Thankfully, it didn't. There were no jogging animations, not lack of conviction to make a tackle, nothing like that. Quite relieved because that was my biggest worry.
FINAL VERSION - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 11 minutes
This is a personal preference. I get about 100-110 plays in. I test a lot, so this is just my choice now.
Accelerated Clock: On, 15 secs
This is new to me because I've always preferred to have Accel Clock on, but most recently it's been a nice change. I spend less time in picking out plays, and just let the suggestions take over. Personal preference of course!
Superstar Abilities: On
Initially, I was skeptical of this new feature. Pre-patch, I wasn't surprised that there were issues of course. But post-patch, it's been exceptional. Seeing much less overpowering of the abilities, while still needing to gameplan around them.
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 55
Simply put, fatigue at 50 was good to see, but it was definitely a bit out of control when facing elite QBs especially. The fatigue at 55 has "normalized" the set now. It brings the best of 50 fatigue and 58 fatigue into play. Where 50 was a bit out of control, 58 was too effective, and resulted in easy push by the DL, easier run game for the user and easier to defend the pass because the QB struggles in their decision making - thus taking too many sacks. Before changing the fatigue at all I wanted to make sure the new coverage adjustments did not get affected. Thankfully, it didn't. There were no jogging animations, not lack of conviction to make a tackle, nothing like that. Quite relieved because that was my biggest worry.
Speed Disparity Scale: 80
This has been more so a force because of the coverage in Madden 20 by default. I do, however, like that the value is respected and there is still evidence of speed differences in the game. Running backs outrun linebackers, receivers still go deep.
QB Accuracy: 40/40 | 30/45
All-Madden: The change to 40 has been a big difference maker for the QB decision making and ability. The user can stripe in some throws, and the CPU can still make mistakes by forcing them. Both have to set their feet and make good reads. Elite QBs will play like them, but not overpowered by any means.
All-Pro: The difficulty with All-Pro is that the QB play is not as aggressive as All-Madden. In particular, the CPU just tends to give into not being able to score, and opts for conservative play. For the user, the value of 30 brings just enough balance in which not every pass is a strike, and still ensures the user is paying attention and not mindlessly passing perfectly all over the field.
Pass Blocking: 50/50
This is the value that keeps everything with the pass game in sync. I had used it incorrectly at under 50 thinking I was just going to force pressure, thus force the CPU to make bad passes. Doesn't work that way. They will always find a way, and in most cases, it's short dump offs or quick routes to receivers. Eventually you start feeling like every game will be the same, and being nickel and dimed will get old. This is a much better set up, and there is still plenty of pressure, relative to the rating matchups of the OL/DL. An added bonus is the effectiveness of RPOs for the CPU as well.
WR Catch: 45/45
Helps the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/55
Raised this up to get fumbles sorted out. They do still happen of course. Will still see RB skill moves because of the modified penalty values that force them to make decisions.
Pass Defense Reaction Time: 52/52
Helps get the deflection animations happen. This is because I've raised the INT slider quite a bit to get coverage in a better spot. If I keep PCV at 50, then the INT animation will take priority in deflection areas.
Interceptions: 45/45
Unfortunately, PCV is a worthless value this year as it does nothing. Instead, I'm using INT and threshold as the coverage values. Spent a lot of time with this one, and while I do like 50 and above, the interceptions took over, and in spectacular fashion - better than receiver catches even. So, getting this to 45 brings the best of both worlds, and the value is not as high that the pass defense reaction animations do not appear.
Pass Coverage: 50/50
This value really does not do too much at all. Other values within the set make up for the lack of work this one does.
Tackling: 47/47 | 46/48
All-Madden: I hate arbitrary numbers as much as anyone, but 48 had a bit too many drive down tackles, and 46 had too many broken tackles. Found that 47, relative to this set, is exactly the best blend of what I want to see. More momentum based tackles that look organic, more gang-tackling, which helps push towards negative or positive yardage.
All-Pro: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
- Penalties raised = chance of value being called and animation increased
- Penalties raised = chance of player not wanting to be called on
- Penalties lowered = chance of value not being called and animation increased
- Penalties lowered = chance of player not caring because chances are it will not be called
What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
Offside: 99
This value brings in a mentality for the defenders of being AHEAD of the route. That sounds psychic, but it's not because Madden 20's pass coverage in general is really poor for the user. There are still wonky animations that show them being too hyper to go upfield or to the sidelines for no reason, but at least they can recover this time. What I like about this is the QB behavior instantly changes, and they go through their progression just a bit more, and will force passes as a result. Mixed passing as well, but they will find their strong receivers to make plays. The added benefit to this raised is because the false-start penalty is also raised. This brings in the risk and reward for fake snap counts. Are you going to get an offsides called or false start?
False Start: 60
This value works in tandem with Offensive Holding. The animation that appears for a false start is the OL raising up suddenly. Raising this value creates that animation to happen sooner to prepare for the oncoming DL. However, the offensive holding penalty creates the balance that the DL can shed their blocks a bit sooner because the OL does not want to get called for the penalty.
Offensive Holding: 60
As mentioned above, this value brings in the animation of holding, but also the mentality of the OL not wanting to get called for the penalty. As a result, they will allows blocks to be shed just a bit sooner than if it were at 50. This creates an organic looking OL/DL interaction, and different blocking animations, because it is a struggle for the OL to either block or give up a sack/loss. The animations that play out are incredible, and are less suction or patty-cake type of blocking.
Defensive Pass Interference: 80
I wanted some defensive pass interference and controversy. It's very common to see this, and I love the idea of how DPI can make or break momentum. So I've really raised it high enough to the point the animation appears, and the DPI will get called on occasion. I have seen it as well where the animation appears, but the ball can't be caught, so the foul isn't called.
Roughing the Passer: 45
This value was initially intended to get the push of the DL going. While that is one part of it, it primarily controls the angles of pursuit. It allows those who are not the best in pursuit to take sharper angles, and perhaps miss more tackles, than those who are high in ratings. What the benefit of this is the fact that you now see better tackle animations on a higher threshold and relatively high tackling slider value. That slight difference of not being a "square" tackle can make all the difference in the world from an animation standpoint to a game management standpoint of inching forwards.
Intentional Grounding: OFF
This was used previously to combat the QB dropback glitch pre-patch. Now, it's a value that seems to remain in good standing with the QB behavior overall. The issue I had with it previously was more so that I could not give a specific animation that it controls, it is pretty much behavioral more than anything. I think it does separate certain QBs, especially those who like to keep the play alive.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
9/1/19 - This is it, people. Final set Version 16. The value that gets the final attention is the OFFSIDE at 99.
I wanted to get the coverage in a much better spot before I felt really good about the set. It wasn't quite there because the DB/LB just was not sticking to their assignment to make a positive impact. They'd get caught in an upfield animation as the receiver cuts inside, that happened about 80% of the time.
Then, when they'd read the play, on a curl for example, they'd gradually accelerate towards the receiver. I understand these are behaviors that sliders can't fix 100%, and the update here won't eliminate that at all. What it can do though is modify the subtle behavior to speed up their decision making, which can make or break a completion.
Like I said, very subtle, but enough that they are moving quicker to anticipate the pass and make a play. Momentum took them away from the receiver, but as soon as the ball was thrown, there is a reaction.
Even though coverage behavior is improved, that just means the fundamentals are stronger, it doesn't mean poor corners and backers are going to play lights out. Winston still threw for decent numbers:
Doesn't hurt that he had Mike Evans to throw to:
So there you have Offside at 99. It brings in a mentality of being AHEAD of the route. That sounds psychic, but it's not because Madden 20's pass coverage in general is really poor for the user. There are still wonky animations that show them being too hyper to go upfield or to the sidelines for no reason, but at least they can recover this time. That's all I've really wanted.
Penalties
Offside: 99 (previous: 50)
This value brings in a mentality for the defenders of being AHEAD of the route. That sounds psychic, but it's not because Madden 20's pass coverage in general is really poor for the user. There are still wonky animations that show them being too hyper to go upfield or to the sidelines for no reason, but at least they can recover this time. What I like about this is the QB behavior instantly changes, and they go through their progression just a bit more, and will force passes as a result. Mixed passing as well, but they will find their strong receivers to make plays.
VERSION 16 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 11 minutes
This is a personal preference. You can use whatever combination of Quarter Length and Acc Clock on/off that suits your style. I take a bit of time to pick plays, but also have noticed that at 9 minutes was getting just shy of 110 plays total. Raised it up and now seeing a good balance of about 130-140, but again play style determines that as well.
Accelerated Clock: On, 15 secs
Just recently explored this as an option personally. I actually like it, so I think I'm going to implement it into the set. Remember, it's personal preference here.
Superstar Abilities: On
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50
Have tried my best to find a workaround, but there is no way I can get fatigue to work with this set unfortunately. I love the idea of fatigue, and how it affects subs, but the attitude of the players and behaviors are worrying. I originally suspected, way back, that fatigue would affect the animations during the play unfolding, and the slight hesitation animation I'm seeing is part of that.
Speed Disparity Scale: 80
While not getting as low as I would love to get, the value of 80 has allowed just enough breathing room in coverage so the defenders can be given enough time to make a play. Before, at 85, they were way too tight, and thus every defending position was a risk. It only took one shift in the opposite direction for the receivers to get free. This should be much better now, but of course keep mind of all the intricate ratings that Madden has to offer when verifying the animations.
QB Accuracy: 40/40 | 30/45
All-Madden: Raising QBA for the CPU to get them to take more chances, which should result in some throws in tight spots. Have to accept that some quarterbacks do it better than others, and move in a high tempo, so it's a bit tougher to use your default gameplan.
Pass Blocking: 50/50
This is the value that keeps everything with the pass game in sync. I had used it incorrectly at under 50 thinking I was just going to force pressure, thus force the CPU to make bad passes. Doesn't work that way. They will always find a way, and in most cases, it's short dump offs or quick routes to receivers. Eventually you start feeling like every game will be the same, and being nickel and dimed will get old. This is a much better set up, and there is still plenty of pressure, relative to the rating matchups of the OL/DL. An added bonus is the effectiveness of RPOs for the CPU as well.
WR Catch: 45/45
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/55 (previous: 55/55)
Just raised this up for the CPU to lessen the fumbles. They do still happen of course. Will still see RB skill moves because of the modified penalty values that force them to make decisions.
Pass Defense Reaction Time: 52/52
Another small raise here to help get the bat down animation happen. This is because I've raised the INT slider quite a bit to get coverage in a better spot. If I keep PCV at 50, then the INT animation will take priority in bat down areas.
Interceptions: 45/45
This is one of the significant bumps because I wanted to really get a good look at PCV. Unfortunately, PCV is a worthless value this year as it does nothing. Instead, I'm using INT and threshold as the coverage values. Spent a lot of time with this one, and while I do like 50 and above, the interceptions took over, and in spectacular fashion - better than receiver catches even. So, getting this to 45 brings the best of both worlds, and the value is not as high that the PDRT animation doesn't appear.
Pass Coverage: 50/50
Still no adjustments needed here. Threshold takes care of it, as does the pass defense reactions.
Tackling: 47/47 | 46/48
A very slight notch down, but makes such a difference. I hate arbitrary numbers as much as anyone, but 48 had a bit too many drive down tackles, and 46 had too many broken tackles. Found that 47, relative to this set, is exactly the best blend of what I want to see. More momentum based tackles that look organic, more gang-tackling, which helps push towards negative or positive yardage.
All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Offside: 99 (previous: 50)
This value brings in a mentality for the defenders of being AHEAD of the route. That sounds psychic, but it's not because Madden 20's pass coverage in general is really poor for the user. There are still wonky animations that show them being too hyper to go upfield or to the sidelines for no reason, but at least they can recover this time. What I like about this is the QB behavior instantly changes, and they go through their progression just a bit more, and will force passes as a result. Mixed passing as well, but they will find their strong receivers to make plays.
>>> As much as I did not want to modify any more penalties for gameplay, I feel there is enough validation to adjust these two as they are penalties that should get called, and they do help the OL/DL interaction significantly. This is an old NCAA trick that I used to get some good OL/DL interaction which would create some pretty cool animations play by CPU running backs and quarterbacks. <<<
False Start: 60 Offensive Holding: 60
Defensive Pass Interference: 80
I wanted some defensive pass interference and controversy. It's very common to see this, and I love the idea of how DPI can make or break momentum. So I've really raised it high enough to the point the animation appears, and the DPI will get called on occasion. I have seen it as well where the animation appears, but the ball can't be caught, so the foul isn't called.
Roughing the Passer: 45
I needed to get just a tad bit more of the front line pressure, without dropping PBL. Yes, forced to adjust a penalty value - but just that one for this effect...I swear. It's a significant one, and it's Roughing the Passer (RTP) down to 45. Have to give kudos to my bro Josh, who when our powers combine, well you know - sliders. In this case, we've been back and forth and he brought up a conversation he and Raider Ren and him had about RTP, and how it helped with pressure in the sense of the QB not just quickly releasing every single pass. I know we have IG off, so that may create that effect, so in this case I'm using RTP under 50 to help with the pressure up front. Regardless, I still feel there will be some good results in both ways.
Intentional Grounding: OFF
This was used previously to attempt at combatting the QB dropback glitch pre-patch. Now, it's a value that seems to remain in good standing with the QB behavior overall. The issue I had with it previously was more so that I could not give a specific animation that it controls, it is pretty much behavioral more than anything. I think it does separate certain QBs, especially those who like to keep the play alive.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
9/1/19 - Have tried my best to find a workaround, but there is no way I can get fatigue to work with this set unfortunately. I love the idea of fatigue, and how it affects subs, but the attitude of the players and behaviors are worrying. I originally suspected, way back, that fatigue would affect the animations during the play unfolding, and the slight hesitation animation I'm seeing is part of that.
As a result, fatigue is going back to 50. This should tighten things up again. Sorry for the flip flopping, but I believe this is the best move for the set. Thanks. Still going to be Version 15, so just keep note of OP and here.
Fatigue: 50 (previous: 55)
Have tried my best to find a workaround, but there is no way I can get fatigue to work with this set unfortunately. I love the idea of fatigue, and how it affects subs, but the attitude of the players and behaviors are worrying. I originally suspected, way back, that fatigue would affect the animations during the play unfolding, and the slight hesitation animation I'm seeing is part of that.
8/31/19 - I needed a full day or so to really hone in the settings from Version 14. I think the Version 14 has a solid base to work from, and adjustments in certain areas just needed attention. Got some good feedback the last couple pages, so I surely appreciate it. The feedback given was in line with what I started to see as well, so it made it a tad easier to troubleshoot.
In this version, we are looking at getting coverage a bit better, relative to the ratings. I say that because not every corner, or LB, is going to mirror the receiver perfectly. Add in the fact that this year's Madden has some terrible hyper-aggressive animations in coverage, you have to live with what you get sometimes.
So here, we're addressing the quarterback decision making, running back hole awareness and getting better reactions to the ball in the air. This is indeed not using obvious values for all, and yes, I did have to modify a penalty or two - have to accept that unfortunately.
With that said, here is Version 15.
QB Accuracy: 40/40 | 30/45 (previous: 40/30 | 30/45)
All-Madden: Raising QBA for the CPU to get them to take more chances, which should result in some throws in tight spots. Have to accept that some quarterbacks do it better than others, and move in a high tempo, so it's a bit tougher to use your default gameplan.
Fumbles: 55/55 (previous: 55/55)
Just raised this up for the CPU to lessen the fumbles. They do still happen of course. Will still see RB skill moves because of the modified penalty values that force them to make decisions.
Pass Defense Reaction Time: 52/52 (previous: 50/50)
Another small raise here to help get the bat down animation happen. This is because I've raised the INT slider quite a bit to get coverage in a better spot. If I keep PDRT at 50, then the INT animation will take priority in bat down areas.
Interceptions: 45/45 (previous: 30/30)
This is one of the significant bumps because I wanted to really get a good look at PCV. Unfortunately, PCV is a worthless value this year as it does nothing. Instead, I'm using INT and threshold as the coverage values. Spent a lot of time with this one, and while I do like 50 and above, the interceptions took over, and in spectacular fashion - better than receiver catches even. So, getting this to 45 brings the best of both worlds, and the value is not as high that the PDRT animation doesn't appear.
Penalties
>>> As much as I did not want to modify any more penalties for gameplay, I feel there is enough validation to adjust these two as they are penalties that should get called, and they do help the OL/DL interaction significantly. This is an old NCAA trick that I used to get some good OL/DL interaction which would create some pretty cool animations play by CPU running backs and quarterbacks. <<<
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 11 minutes
This is a personal preference. You can use whatever combination of Quarter Length and Acc Clock on/off that suits your style. I take a bit of time to pick plays, but also have noticed that at 9 minutes was getting just shy of 110 plays total. Raised it up and now seeing a good balance of about 130-140, but again play style determines that as well.
Accelerated Clock: On, 15 secs
Just recently explored this as an option personally. I actually like it, so I think I'm going to implement it into the set. Remember, it's personal preference here.
Superstar Abilities: On
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50 (previous: 55)
Have tried my best to find a workaround, but there is no way I can get fatigue to work with this set unfortunately. I love the idea of fatigue, and how it affects subs, but the attitude of the players and behaviors are worrying. I originally suspected, way back, that fatigue would affect the animations during the play unfolding, and the slight hesitation animation I'm seeing is part of that.
Speed Disparity Scale: 80
While not getting as low as I would love to get, the value of 80 has allowed just enough breathing room in coverage so the defenders can be given enough time to make a play. Before, at 85, they were way too tight, and thus every defending position was a risk. It only took one shift in the opposite direction for the receivers to get free. This should be much better now, but of course keep mind of all the intricate ratings that Madden has to offer when verifying the animations.
QB Accuracy: 40/40 | 30/45 (previous: 40/30 | 30/45)
All-Madden: Raising QBA for the CPU to get them to take more chances, which should result in some throws in tight spots. Have to accept that some quarterbacks do it better than others, and move in a high tempo, so it's a bit tougher to use your default gameplan.
Pass Blocking: 50/50
This is the value that keeps everything with the pass game in sync. I had used it incorrectly at under 50 thinking I was just going to force pressure, thus force the CPU to make bad passes. Doesn't work that way. They will always find a way, and in most cases, it's short dump offs or quick routes to receivers. Eventually you start feeling like every game will be the same, and being nickel and dimed will get old. This is a much better set up, and there is still plenty of pressure, relative to the rating matchups of the OL/DL. An added bonus is the effectiveness of RPOs for the CPU as well.
WR Catch: 45/45
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/55 (previous: 55/55)
Just raised this up for the CPU to lessen the fumbles. They do still happen of course. Will still see RB skill moves because of the modified penalty values that force them to make decisions.
Pass Defense Reaction Time: 52/52
Another small raise here to help get the bat down animation happen. This is because I've raised the INT slider quite a bit to get coverage in a better spot. If I keep PCV at 50, then the INT animation will take priority in bat down areas.
Interceptions: 45/45 (previous: 30/30)
This is one of the significant bumps because I wanted to really get a good look at PCV. Unfortunately, PCV is a worthless value this year as it does nothing. Instead, I'm using INT and threshold as the coverage values. Spent a lot of time with this one, and while I do like 50 and above, the interceptions took over, and in spectacular fashion - better than receiver catches even. So, getting this to 45 brings the best of both worlds, and the value is not as high that the PDRT animation doesn't appear.
Pass Coverage: 50/50
Still no adjustments needed here. Threshold takes care of it, as does the pass defense reactions.
Tackling: 47/47 | 46/48
A very slight notch down, but makes such a difference. I hate arbitrary numbers as much as anyone, but 48 had a bit too many drive down tackles, and 46 had too many broken tackles. Found that 47, relative to this set, is exactly the best blend of what I want to see. More momentum based tackles that look organic, more gang-tackling, which helps push towards negative or positive yardage.
All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
>>> As much as I did not want to modify any more penalties for gameplay, I feel there is enough validation to adjust these two as they are penalties that should get called, and they do help the OL/DL interaction significantly. This is an old NCAA trick that I used to get some good OL/DL interaction which would create some pretty cool animations play by CPU running backs and quarterbacks. <<<
Defensive Pass Interference: 80
I wanted some defensive pass interference and controversy. It's very common to see this, and I love the idea of how DPI can make or break momentum. So I've really raised it high enough to the point the animation appears, and the DPI will get called on occasion. I have seen it as well where the animation appears, but the ball can't be caught, so the foul isn't called.
Roughing the Passer: 45
I needed to get just a tad bit more of the front line pressure, without dropping PBL. Yes, forced to adjust a penalty value - but just that one for this effect...I swear. It's a significant one, and it's Roughing the Passer (RTP) down to 45. Have to give kudos to my bro Josh, who when our powers combine, well you know - sliders. In this case, we've been back and forth and he brought up a conversation he and Raider Ren and him had about RTP, and how it helped with pressure in the sense of the QB not just quickly releasing every single pass. I know we have IG off, so that may create that effect, so in this case I'm using RTP under 50 to help with the pressure up front. Regardless, I still feel there will be some good results in both ways.
Intentional Grounding: OFF
This was used previously to attempt at combatting the QB dropback glitch pre-patch. Now, it's a value that seems to remain in good standing with the QB behavior overall. The issue I had with it previously was more so that I could not give a specific animation that it controls, it is pretty much behavioral more than anything. I think it does separate certain QBs, especially those who like to keep the play alive.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
First, I needed to address the coverage. I determined that the coverage was so tight, too tight. Had to lessen it just slightly, and the only way to do that is lower threshold. So, scaled from 70 all the way to 84, settled for 80. That 80 value brought the best balance of feel (with the fatigue 55 of course) and interactions. Most importantly, it gave just a bit of space so that when a DB/LB is covering a route, they aren't thrown off the trail as soon as the receiver makes a sharp turn, etc. It can still happen, of course, but it's much better now at 80.
Next, I needed to get just a tad bit more of the front line pressure, without dropping PBL. Yes, forced to adjust a penalty value - but just that one for this effect...I swear. It's a significant one, and it's Roughing the Passer (RTP) down to 45. Have to give kudos to my bro Josh, who when our powers combine, well you know - sliders. In this case, we've been back and forth and he brought up a conversation he and Raider Ren and him had about RTP, and how it helped with pressure in the sense of the QB not just quickly releasing every single pass. I know we have IG off, so that may create that effect, so in this case I'm using RTP under 50 to help with the pressure up front. Regardless, I still feel there will be some good results in both ways.
Lastly, I wanted some defensive pass interference and controversy. It's very common to see this, and I love the idea of how DPI can make or break momentum. So I've really raised it high enough to the point the animation appears, and the DPI will get called on occasion. I have seen it as well where the animation appears, but the ball can't be caught, so the foul isn't called.
There you have it. Version 14. Might I say, and I don't want to curse myself here, but this is as close to final as I can get it. Please give it a shot and feedback before making adjustments. Give it a few games (5 should do). Thanks and enjoy!
Speed Disparity Scale: 80 (previous: 85)
While not getting as low as I would love to get, the value of 80 has allowed just enough breathing room in coverage so the defenders can be given enough time to make a play. Before, at 85, they were way too tight, and thus every defending position was a risk. It only took one shift in the opposite direction for the receivers to get free. This should be much better now, but of course keep mind of all the intricate ratings that Madden has to offer when verifying the animations.
Penalties
All Penalties Set to Default 50 or ON
Defensive Pass Interference: 80 (from 50)
I wanted some defensive pass interference and controversy. It's very common to see this, and I love the idea of how DPI can make or break momentum. So I've really raised it high enough to the point the animation appears, and the DPI will get called on occasion. I have seen it as well where the animation appears, but the ball can't be caught, so the foul isn't called.
Roughing the Passer: 45 (from 50)
I needed to get just a tad bit more of the front line pressure, without dropping PBL. Yes, forced to adjust a penalty value - but just that one for this effect...I swear. It's a significant one, and it's Roughing the Passer (RTP) down to 45. Have to give kudos to my bro Josh, who when our powers combine, well you know - sliders. In this case, we've been back and forth and he brought up a conversation he and Raider Ren and him had about RTP, and how it helped with pressure in the sense of the QB not just quickly releasing every single pass. I know we have IG off, so that may create that effect, so in this case I'm using RTP under 50 to help with the pressure up front. Regardless, I still feel there will be some good results in both ways.
VERSION 14 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 11 minutes
This is a personal preference. You can use whatever combination of Quarter Length and Acc Clock on/off that suits your style. I take a bit of time to pick plays, but also have noticed that at 9 minutes was getting just shy of 110 plays total. Raised it up and now seeing a good balance of about 130-140, but again play style determines that as well.
Accelerated Clock: On, 15 secs
Just recently explored this as an option personally. I actually like it, so I think I'm going to implement it into the set. Remember, it's personal preference here.
Superstar Abilities: On
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Ball Carrier Special Move: Manual
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 55
Circling back to this value after spending a long time with other values. It's something I wanted to get back to eventually, and this time it's forced my hand a bit - but not necessarily a bad thing. Instantly seeing a more toned down approach to animations. Subtle tackles are confirmed by a tad more open field missed tackles, and more gang-tackling as a result. In addition, the coverage is respecting the threshold/speed disparity because it respects the stamina of players. No longer are LBs overplaying the sidelines when following on drag routes, which keeps them in the field of play to execute a bat down animation, etc. In addition to the coverage, the fatigue value allows the playcalling to be quite mixed. It essentially forces the CPU to use all their options, and what feels like their playbook. One of the best things I've noticed though is how much more it has toned down the effect of Superstar Abilities, and how the opposition will handle them. For example, I experienced 3 holding calls, each on my RG because he couldn't keep Von Miller in check without holding him. Overall, quite happy with this adjustment, and my fear of players randomly jogging due to their in-play fatigue did not materialize further.
Speed Disparity Scale: 80 (previous: 85)
While not getting as low as I would love to get, the value of 80 has allowed just enough breathing room in coverage so the defenders can be given enough time to make a play. Before, at 85, they were way too tight, and thus every defending position was a risk. It only took one shift in the opposite direction for the receivers to get free. This should be much better now, but of course keep mind of all the intricate ratings that Madden has to offer when verifying the animations.
QB Accuracy: 40/30 | 30/45
All-Madden: CPU QB gets a bump to help them increase their risky throws. Coverage is quite good post-patch, and tight throws need to be made. I've seen, and others experienced, that the CPU offense will stifle sometimes as a result of dumping off passes in critical downs, instead of taking some chances on contested catches.
Pass Blocking: 50/50
This is the value that keeps everything with the pass game in sync. I had used it incorrectly at under 50 thinking I was just going to force pressure, thus force the CPU to make bad passes. Doesn't work that way. They will always find a way, and in most cases, it's short dump offs or quick routes to receivers. Eventually you start feeling like every game will be the same, and being nickel and dimed will get old. This is a much better set up, and there is still plenty of pressure, relative to the rating matchups of the OL/DL. An added bonus is the effectiveness of RPOs for the CPU as well.
WR Catch: 45/45
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/50
I mentioned this earlier that post-patch the fumbles are much better managed. I wanted to drop this for the CPU only because I felt the runners were covering up the ball too soon, and not attempting to perform certain skill traits. I wanted to ensure the logic of hitting the hole first was a priority. Yes, fumbles can occur, but like anything there needs to be a risk/reward.
Pass Defense Reaction Time: 50/50
Logically, it sounds like a good idea to jack this value all the way up because the main issue has been reactions to the ball in the air. The problem with that mentality is that the defenders are a bit hyper as a base. They are eager to perform, but to a fault. They overplay their position, and instead of subtlety placing themselves in a position to make a play, they take too sharp of angles to make a play on the receiver - not the ball. Have seen some good animations developer here, including several by the LBs who are in the right spots (for the most part, it is Madden afterall).
Interceptions: 30/30
Slight bump to interceptions to help the brick hands. They still happen, but the intent is to get them to catch the ball in obvious positions. Think this is the perfect blend.
Pass Coverage: 50/50
Still no adjustments needed here. Threshold takes care of it, as does the pass defense reactions.
Tackling: 47/47 | 46/48
A very slight notch down, but makes such a difference. I hate arbitrary numbers as much as anyone, but 48 had a bit too many drive down tackles, and 46 had too many broken tackles. Found that 47, relative to this set, is exactly the best blend of what I want to see. More momentum based tackles that look organic, more gang-tackling, which helps push towards negative or positive yardage.
All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Defensive Pass Interference: 80 (from 50)
I wanted some defensive pass interference and controversy. It's very common to see this, and I love the idea of how DPI can make or break momentum. So I've really raised it high enough to the point the animation appears, and the DPI will get called on occasion. I have seen it as well where the animation appears, but the ball can't be caught, so the foul isn't called.
Roughing the Passer: 45 (from 50)
I needed to get just a tad bit more of the front line pressure, without dropping PBL. Yes, forced to adjust a penalty value - but just that one for this effect...I swear. It's a significant one, and it's Roughing the Passer (RTP) down to 45. Have to give kudos to my bro Josh, who when our powers combine, well you know - sliders. In this case, we've been back and forth and he brought up a conversation he and Raider Ren and him had about RTP, and how it helped with pressure in the sense of the QB not just quickly releasing every single pass. I know we have IG off, so that may create that effect, so in this case I'm using RTP under 50 to help with the pressure up front. Regardless, I still feel there will be some good results in both ways.
Intentional Grounding: OFF
This was used previously to attempt at combatting the QB dropback glitch pre-patch. Now, it's a value that seems to remain in good standing with the QB behavior overall. The issue I had with it previously was more so that I could not give a specific animation that it controls, it is pretty much behavioral more than anything. I think it does separate certain QBs, especially those who like to keep the play alive.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
8/28/19 - Addressing "Robo QB" is a bit tricky. There are many elements in play with that title, but I believe I've found the issue with the set at hand. It's the pass blocking. It's not that it's too high, it's actually too low.
The CPU passing attack is completely affected by it. The quarterbacks are out of sync with their receivers because they are forced to get rid of the ball sooner on two levels, first on the level of the PBL value and second the actual value of what is physically happening in front of them at the LOS. This has caused the disruption, and their only outlet is to a running back, TE or a short route to the receiver. This also affected the RPO's, something I had been meaning to get back in gear without having to sacrifice other values (TAK, etc).
Putting this back to 50 has helped greatly. It now gives the CPU QB one level to focus on because PBL is at 50, now the only value they need to care about is the physicality of what is happening at the LOS. You will also see a variety of gameplan execution from the CPU now as well. Enjoy.
While just one adjustment, I think it's critical enough to move up a version. This is Version 13.
Pass Blocking: 50/50 (previous: 40/40
This is the value that keeps everything with the pass game in sync. I had used it incorrectly at under 50 thinking I was just going to force pressure, thus force the CPU to make bad passes. Doesn't work that way. They will always find a way, and in most cases, it's short dump offs or quick routes to receivers. Eventually you start feeling like every game will be the same, and being nickel and dimed will get old. This is a much better set up, and there is still plenty of pressure, relative to the rating matchups of the OL/DL. An added bonus is the effectiveness of RPOs for the CPU as well.
VERSION 13 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 11 minutes
This is a personal preference. You can use whatever combination of Quarter Length and Acc Clock on/off that suits your style. I take a bit of time to pick plays, but also have noticed that at 9 minutes was getting just shy of 110 plays total. Raised it up and now seeing a good balance of about 130-140, but again play style determines that as well.
Accelerated Clock: On, 15 secs
Just recently explored this as an option personally. I actually like it, so I think I'm going to implement it into the set. Remember, it's personal preference here.
Superstar Abilities: On
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Ball Carrier Special Move: Manual
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 55
Circling back to this value after spending a long time with other values. It's something I wanted to get back to eventually, and this time it's forced my hand a bit - but not necessarily a bad thing. Instantly seeing a more toned down approach to animations. Subtle tackles are confirmed by a tad more open field missed tackles, and more gang-tackling as a result. In addition, the coverage is respecting the threshold/speed disparity because it respects the stamina of players. No longer are LBs overplaying the sidelines when following on drag routes, which keeps them in the field of play to execute a bat down animation, etc. In addition to the coverage, the fatigue value allows the playcalling to be quite mixed. It essentially forces the CPU to use all their options, and what feels like their playbook. One of the best things I've noticed though is how much more it has toned down the effect of Superstar Abilities, and how the opposition will handle them. For example, I experienced 3 holding calls, each on my RG because he couldn't keep Von Miller in check without holding him. Overall, quite happy with this adjustment, and my fear of players randomly jogging due to their in-play fatigue did not materialize further.
Speed Disparity Scale: 85
Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
QB Accuracy: 40/30 | 30/45
All-Madden: CPU QB gets a bump to help them increase their risky throws. Coverage is quite good post-patch, and tight throws need to be made. I've seen, and others experienced, that the CPU offense will stifle sometimes as a result of dumping off passes in critical downs, instead of taking some chances on contested catches.
Pass Blocking: 50/50 (previous: 40/40
This is the value that keeps everything with the pass game in sync. I had used it incorrectly at under 50 thinking I was just going to force pressure, thus force the CPU to make bad passes. Doesn't work that way. They will always find a way, and in most cases, it's short dump offs or quick routes to receivers. Eventually you start feeling like every game will be the same, and being nickel and dimed will get old. This is a much better set up, and there is still plenty of pressure, relative to the rating matchups of the OL/DL. An added bonus is the effectiveness of RPOs for the CPU as well.
WR Catch: 45/45
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/50
I mentioned this earlier that post-patch the fumbles are much better managed. I wanted to drop this for the CPU only because I felt the runners were covering up the ball too soon, and not attempting to perform certain skill traits. I wanted to ensure the logic of hitting the hole first was a priority. Yes, fumbles can occur, but like anything there needs to be a risk/reward.
Pass Defense Reaction Time: 50/50
Logically, it sounds like a good idea to jack this value all the way up because the main issue has been reactions to the ball in the air. The problem with that mentality is that the defenders are a bit hyper as a base. They are eager to perform, but to a fault. They overplay their position, and instead of subtlety placing themselves in a position to make a play, they take too sharp of angles to make a play on the receiver - not the ball. Have seen some good animations developer here, including several by the LBs who are in the right spots (for the most part, it is Madden afterall).
Interceptions: 30/30
Slight bump to interceptions to help the brick hands. They still happen, but the intent is to get them to catch the ball in obvious positions. Think this is the perfect blend.
Pass Coverage: 50/50
Still no adjustments needed here. Threshold takes care of it, as does the pass defense reactions.
Tackling: 47/47 | 46/48
A very slight notch down, but makes such a difference. I hate arbitrary numbers as much as anyone, but 48 had a bit too many drive down tackles, and 46 had too many broken tackles. Found that 47, relative to this set, is exactly the best blend of what I want to see. More momentum based tackles that look organic, more gang-tackling, which helps push towards negative or positive yardage.
All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
All Penalties Set to Default 50 or ON
Intentional Grounding: OFF
This was used previously to attempt at combatting the QB dropback glitch pre-patch. Now, it's a value that seems to remain in good standing with the QB behavior overall. The issue I had with it previously was more so that I could not give a specific animation that it controls, it is pretty much behavioral more than anything. I think it does separate certain QBs, especially those who like to keep the play alive.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
8/26/19 - All right, all right. Been a bit of a siege on Madden, and replaying the same 4 games for the last 7 hours or so. Explored everything, just to make sure things weren't way off the mark. Let me clear that up, everything meaning what is in the set, and not outside of the bounds of penalty values - except for one of course.
I took in some feedback, and it was definitely tricky because the animation that was brought up from a few users was concerning. I hadn't seen it before, until intentionally tried to force it as follows:
It's fairly clear the reaction bug has a couple levels to it:
1. Tackle/Bat/Interception decision making: go in for the tackle, deflect the ball or intercept.
2. Two man animations: DB vs WR, animation to bat ball down or intercept will appear, but add in a 2nd DB, they are the ones who will stay still essentially.
3. Ball trajectory. Floated passes over LBs result in the same animation for the DBs. They appear helpless, even though the ball is a couple feet above their heads.
4. When the QB is hit, but still manages to get the ball out. If the ball goes high in the air, the DB/LB will freeze. They can't locate the ball for some reason. They will initiate a tackle animation as soon as the receiver tries to catch the ball.
So, the "fix" wasn't anything directly to do with sliders, but more so ensuring that the attitude was in the right frame of mind by modifying the fatigue slider and lowering the Pass Defense reaction slider back to 50. Now, we get plays like these:
They are definitely not perfect, especially for those who like a pick now and then. However, the reactions are different, but happening where they should. It's not to say the animation is completely gone, but if it does happen, it could be once a game.
Anyway, here's Version 12:
Fatigue: 55 (previous: 50)
Circling back to this value after spending a long time with other values. It's something I wanted to get back to eventually, and this time it's forced my hand a bit - but not necessarily a bad thing. Instantly seeing a more toned down approach to animations. Subtle tackles are confirmed by a tad more open field missed tackles, and more gang-tackling as a result. In addition, the coverage is respecting the threshold/speed disparity because it respects the stamina of players. No longer are LBs overplaying the sidelines when following on drag routes, which keeps them in the field of play to execute a bat down animation, etc. In addition to the coverage, the fatigue value allows the playcalling to be quite mixed. It essentially forces the CPU to use all their options, and what feels like their playbook. One of the best things I've noticed though is how much more it has toned down the effect of Superstar Abilities, and how the opposition will handle them. For example, I experienced 3 holding calls, each on my RG because he couldn't keep Von Miller in check without holding him. Overall, quite happy with this adjustment, and my fear of players randomly jogging due to their in-play fatigue did not materialize further.
Pass Defense Reaction Time: 50/50 (previous: 52/52)
Logically, it sounds like a good idea to jack this value all the way up because the main issue has been reactions to the ball in the air. The problem with that mentality is that the defenders are a bit hyper as a base. They are eager to perform, but to a fault. They overplay their position, and instead of subtlety placing themselves in a position to make a play, they take too sharp of angles to make a play on the receiver - not the ball. Have seen some good animations developer here, including several by the LBs who are in the right spots (for the most part, it is Madden afterall).
Penalties
Intentional Grounding: OFF (previous: On)
This was used previously to attempt at combatting the QB dropback glitch pre-patch. Now, it's a value that seems to remain in good standing with the QB behavior overall. The issue I had with it previously was more so that I could not give a specific animation that it controls, it is pretty much behavioral more than anything. I think it does separate certain QBs, especially those who like to keep the play alive.
VERSION 12 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 11 minutes
This is a personal preference. You can use whatever combination of Quarter Length and Acc Clock on/off that suits your style. I take a bit of time to pick plays, but also have noticed that at 9 minutes was getting just shy of 110 plays total. Raised it up and now seeing a good balance of about 130-140, but again play style determines that as well.
Accelerated Clock: On, 15 secs
Just recently explored this as an option personally. I actually like it, so I think I'm going to implement it into the set. Remember, it's personal preference here.
Superstar Abilities: On
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Ball Carrier Special Move: Manual
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 55 (previous: 50)
Circling back to this value after spending a long time with other values. It's something I wanted to get back to eventually, and this time it's forced my hand a bit - but not necessarily a bad thing. Instantly seeing a more toned down approach to animations. Subtle tackles are confirmed by a tad more open field missed tackles, and more gang-tackling as a result. In addition, the coverage is respecting the threshold/speed disparity because it respects the stamina of players. No longer are LBs overplaying the sidelines when following on drag routes, which keeps them in the field of play to execute a bat down animation, etc. In addition to the coverage, the fatigue value allows the playcalling to be quite mixed. It essentially forces the CPU to use all their options, and what feels like their playbook. One of the best things I've noticed though is how much more it has toned down the effect of Superstar Abilities, and how the opposition will handle them. For example, I experienced 3 holding calls, each on my RG because he couldn't keep Von Miller in check without holding him. Overall, quite happy with this adjustment, and my fear of players randomly jogging due to their in-play fatigue did not materialize further.
Speed Disparity Scale: 85
Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
QB Accuracy: 40/30 | 30/45
All-Madden: CPU QB gets a bump to help them increase their risky throws. Coverage is quite good post-patch, and tight throws need to be made. I've seen, and others experienced, that the CPU offense will stifle sometimes as a result of dumping off passes in critical downs, instead of taking some chances on contested catches.
Pass Blocking: 40/40
Dropping this back because the penalty value of RTP went back to default.
WR Catch: 45/45
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/50
I mentioned this earlier that post-patch the fumbles are much better managed. I wanted to drop this for the CPU only because I felt the runners were covering up the ball too soon, and not attempting to perform certain skill traits. I wanted to ensure the logic of hitting the hole first was a priority. Yes, fumbles can occur, but like anything there needs to be a risk/reward.
Pass Defense Reaction Time: 50/50 (previous: 52/52)
Logically, it sounds like a good idea to jack this value all the way up because the main issue has been reactions to the ball in the air. The problem with that mentality is that the defenders are a bit hyper as a base. They are eager to perform, but to a fault. They overplay their position, and instead of subtlety placing themselves in a position to make a play, they take too sharp of angles to make a play on the receiver - not the ball. Have seen some good animations developer here, including several by the LBs who are in the right spots (for the most part, it is Madden afterall).
Interceptions: 30/30
Slight bump to interceptions to help the brick hands. They still happen, but the intent is to get them to catch the ball in obvious positions. Think this is the perfect blend.
Pass Coverage: 50/50
Still no adjustments needed here. Threshold takes care of it, as does the pass defense reactions.
Tackling: 47/47 | 46/48
A very slight notch down, but makes such a difference. I hate arbitrary numbers as much as anyone, but 48 had a bit too many drive down tackles, and 46 had too many broken tackles. Found that 47, relative to this set, is exactly the best blend of what I want to see. More momentum based tackles that look organic, more gang-tackling, which helps push towards negative or positive yardage.
All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
All Penalties Set to Default 50 or ON
Intentional Grounding: OFF (previous: On)
This was used previously to attempt at combatting the QB dropback glitch pre-patch. Now, it's a value that seems to remain in good standing with the QB behavior overall. The issue I had with it previously was more so that I could not give a specific animation that it controls, it is pretty much behavioral more than anything. I think it does separate certain QBs, especially those who like to keep the play alive.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
8/24/19 - Good morning all. I believe I've gone a bit too far with the penalties here. I underestimated how good the patch update was, and that it actually addresses a lot of the issues I had with separation, coverage, and overall reactions. I've been testing Pre-Patch a lot actually, and the most impactful penalty value was Intentional Grounding = Off, however this only consistently worked best with all the other penalties left at 50/default.
I've decided to go ahead and apply this to post-patch, but with IG = On, because the update addressed the QB dropback glitch.
So, from here on out, no more penalty adjustments to gameplay. I did this last year in M19, and I need to do the same here. While I believe penalties play a big part it gameplay, the risk of modifying them too much really does take away certain core elements of the game. In addition, from a slider creator perspective, it's damn hard to troubleshoot the cause and effect when multiple sliders are adjusted and paired up with different gameplay values.
In addition to putting the penalties back to default, I've touched pass coverage for the first time as it is looking that minor adjustments can be made to have some good results.
So here are the updates, this is now Version 11.
Pass Blocking: 40/40 (from 45/40)
Dropping this back because the penalty value of RTP went back to default.
Penalties
All Penalties Set to Default 50 or ON
POST-PATCH Intentional Grounding: ON
The patch update fixed the QB dropback glitch. The IG Off value as used to combat this pre-patch.
PRE-PATCH Intentional Grounding: OFF
Keeping this here since there is a decent amount that have not updated. So same notes as before: For any slider veterans, they know that IG is a value that controls the quarterback's decision making. In NCAA it was a value of 1 thru 99 (fun to sift through), and in recent Maddens thankfully this has been an on/off value. The negative part of turning it off is that the penalty isn't called, but even when it was on, it was 1) rare and 2) only called on the user. What this value being off does is help the CPU QB get rid of the ball just a tad quicker, even if it means making a bad throw.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
VERSION 11 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 11 minutes
This is a personal preference. You can use whatever combination of Quarter Length and Acc Clock on/off that suits your style. I take a bit of time to pick plays, but also have noticed that at 9 minutes was getting just shy of 110 plays total. Raised it up and now seeing a good balance of about 130-140, but again play style determines that as well.
Accelerated Clock: On, 15 secs
Just recently explored this as an option personally. I actually like it, so I think I'm going to implement it into the set. Remember, it's personal preference here.
Superstar Abilities: On
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Ball Carrier Special Move: Manual
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50
Have not seen any further benefits of fatigue being adjusted. If anything, I'm starting to see slow jogs in the wrong spots of coverage. Putting this back to default to be safe.
Speed Disparity Scale: 85
Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
QB Accuracy: 40/30 | 30/45
All-Madden: CPU QB gets a bump to help them increase their risky throws. Coverage is quite good post-patch, and tight throws need to be made. I've seen, and others experienced, that the CPU offense will stifle sometimes as a result of dumping off passes in critical downs, instead of taking some chances on contested catches.
Pass Blocking: 40/40 (from 45/40)
Dropping this back because the penalty value of RTP went back to default.
WR Catch: 45/45
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/50
I mentioned this earlier that post-patch the fumbles are much better managed. I wanted to drop this for the CPU only because I felt the runners were covering up the ball too soon, and not attempting to perform certain skill traits. I wanted to ensure the logic of hitting the hole first was a priority. Yes, fumbles can occur, but like anything there needs to be a risk/reward.
Pass Defense Reaction Time: 52/52
Took a lot of time for me to get back to this slider value. I knew the coverage was there for the most part, but it was the reactions that seemed to be a bit too static. I didn't want to raise this so far that things become too predictable and also didn't want canned swat animations to take place. There is also no guarantee that this value alone affects what animation can appear, so I didn't want to spend too much time down that rabbit hole. The adjustment is subtle, but should be noticeable right away.
Interceptions: 30/30
Slight bump to interceptions to help the brick hands. They still happen, but the intent is to get them to catch the ball in obvious positions. Think this is the perfect blend.
Pass Coverage: 50/50
Still no adjustments needed here. Threshold takes care of it, as does the pass defense reactions.
Tackling: 47/47 | 46/48
A very slight notch down, but makes such a difference. I hate arbitrary numbers as much as anyone, but 48 had a bit too many drive down tackles, and 46 had too many broken tackles. Found that 47, relative to this set, is exactly the best blend of what I want to see. More momentum based tackles that look organic, more gang-tackling, which helps push towards negative or positive yardage.
All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
All Penalties Set to Default 50 or ON
POST-PATCH Intentional Grounding: ON
The patch update fixed the QB dropback glitch. The IG Off value as used to combat this pre-patch.
PRE-PATCH Intentional Grounding: OFF
Keeping this here since there is a decent amount that have not updated. So same notes as before: For any slider veterans, they know that IG is a value that controls the quarterback's decision making. In NCAA it was a value of 1 thru 99 (fun to sift through), and in recent Maddens thankfully this has been an on/off value. The negative part of turning it off is that the penalty isn't called, but even when it was on, it was 1) rare and 2) only called on the user. What this value being off does is help the CPU QB get rid of the ball just a tad quicker, even if it means making a bad throw.
*Note about Ineligible Receiver Downfield*
Leave this value imported "as is", and do not worry about changing it to "On" for the in-game pause menu as previously suggested. It has very little to do with anything, and somehow it still gets called. A definite strange one overall. I am not going to adjust it, so can't recommend to do anything with it other than leave it alone.
8/24/19 - A slight update to Version 10. Received feedback, and experienced, on the RoboQB, I may have jumped the gun before verifying what I was working with. I reviewed some things, and found that getting pressure on the QB can be found by bumping down the Roughing the Passer slider value. In addition, I'm enjoying accelerated clock, especially while testing the game. Here is the update to Version 10. Since it hasn't been too long, I'm just going to keep it the same version number.
Accelerated Clock: On, 15 secs (Previous: Off)
Just recently explored this as an option personally. I actually like it, so I think I'm going to implement it into the set. Remember, it's personal preference here.
Pass Blocking: 45/40 (Previous 40/40)
This value will need to go up for the user because the superstar abilities of edge rushers dominate pretty good, especially because the value I've used to help the RoboQB means there is a bit more pressure.
Penalties
Roughing the Passer: 45 (previous: 50)
This is another value that I have always liked to adjust to get more pressure and "freedom" at the line of scrimmage. The OL/DL interaction improves as well because it's much less sticky. The benefit does go towards the DL, but as a result, the running at the LOS is not automatic positive yardage either. In terms of the CPU QB, this makes them have to decide to throw the ball sooner, even if it is in coverage. As mentioned above, I tested this with facing the top tier QBs that will normally get above 80% comp (Rodgers, Brees, Goff, Mahomes, etc). Manged to get Brees in particular to force throws, and it was nice with the previous move to version 10 the interceptions do have a chance of coming to life. Overall, quite happy with this, and feel it's going to allow the game to breathe in the right spots - and keep users on their toes.
VERSION 10 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 11 minutes (Previous: 9 minutes)
This is a personal preference. You can use whatever combination of Quarter Length and Acc Clock on/off that suits your style. I take a bit of time to pick plays, but also have noticed that at 9 minutes was getting just shy of 110 plays total. Raised it up and now seeing a good balance of about 130-140, but again play style determines that as well.
Accelerated Clock: On, 15 secs (Previous: Off)
Just recently explored this as an option personally. I actually like it, so I think I'm going to implement it into the set. Remember, it's personal preference here.
Superstar Abilities: On
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50
Have not seen any further benefits of fatigue being adjusted. If anything, I'm starting to see slow jogs in the wrong spots of coverage. Putting this back to default to be safe.
Speed Disparity Scale: 85
Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
QB Accuracy: 40/30 | 30/45
All-Madden: CPU QB gets a bump to help them increase their risky throws. Coverage is quite good post-patch, and tight throws need to be made. I've seen, and others experienced, that the CPU offense will stifle sometimes as a result of dumping off passes in critical downs, instead of taking some chances on contested catches.
Pass Blocking: 45/40 (Previous 40/40)
This value will need to go up for the user because the superstar abilities of edge rushers dominate pretty good, especially because the value I've used to help the RoboQB means there is a bit more pressure.
WR Catch: 45/45
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/50
I mentioned this earlier that post-patch the fumbles are much better managed. I wanted to drop this for the CPU only because I felt the runners were covering up the ball too soon, and not attempting to perform certain skill traits. I wanted to ensure the logic of hitting the hole first was a priority. Yes, fumbles can occur, but like anything there needs to be a risk/reward.
Pass Defense Reaction Time: 52/52
Took a lot of time for me to get back to this slider value. I knew the coverage was there for the most part, but it was the reactions that seemed to be a bit too static. I didn't want to raise this so far that things become too predictable and also didn't want canned swat animations to take place. There is also no guarantee that this value alone affects what animation can appear, so I didn't want to spend too much time down that rabbit hole. The adjustment is subtle, but should be noticeable right away.
Interceptions: 30/30
Slight bump to interceptions to help the brick hands. They still happen, but the intent is to get them to catch the ball in obvious positions. Think this is the perfect blend.
Pass Coverage: 50/50
Some strange things this year with coverage in general, and this value is the obvious one to blame. However, I beg to differ. This value has very little impact on how the game plays when adjusted. I've had it at 0, 5 and moved into increments of 5 all the way to 100. The only time it stands out is when I had it at 0 and the old Madden 19 stop with back turned in the endzone animation appears. I think there is something built within this year's Madden that wants to keep player ratings completely intact, and the Pass Coverage + Reaction time are those that are better left alone to allow those play out.
Tackling: 47/47 | 46/48
A very slight notch down, but makes such a difference. I hate arbitrary numbers as much as anyone, but 48 had a bit too many drive down tackles, and 46 had too many broken tackles. Found that 47, relative to this set, is exactly the best blend of what I want to see. More momentum based tackles that look organic, more gang-tackling, which helps push towards negative or positive yardage.
All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
False Start: 60
Using an old NCAA method of getting better OL/DL interaction here. Less patty-cake as a result, but this will also help some aspects of the run game in getting a bit more resistance at the LOS. Has to be paired with a higher Offside, which I was planning to do anyways.
Offensive Holding: 55
The goal is to get this called more often, but understanding its effect on gameplay, the gameplay sliders as mentioned above had to be adjusted.
Facemask: 45
Reduced this simply because it happens too often. It still happens, just not as much.
Offside: 55
Both All-Madden & All-Pro: This value needed to go up because the coverage is much better post-patch, not perfect, but better. The routes are being covered well, for the most part, and the reactions intact. However, with the offside value under 50 I started to see too many static watching of the ball animations by the DBs. I'm fine if they track the ball all the way to the intended target, but in this animation they would just stop and almost freeze. Raising the offside value, and pairing with the False Start, will help the interaction of the OL/DL to look a lot more organic. Blocks will be shed, but not in an instant shedding animation, and there will be decent amount of push, even if a really good OL holds the DL off.
Defensive Holding (Only in CFM Menu): 45
Dropping this value a tad because it will mean defensive holding doesn't get called as much, which it wasn't to begin with, but now the defenders will hold on just a little bit longer onto the receivers. This improves the DB/LB/WR/TE interaction to such a better level, which then makes the passing sequence even more important, but be sure that, depending on rating, the receiver will not have acres of space constantly.
Ineligible Receiver Downfield (In-Game Pause Menu): Set to "ON" in-game
I discussed this in the video above. I've mentioned other penalty values should be on, but this one seems to default to "Off" when you've started any Franchise game. So, to ensure there is no discrepancy, make sure to keep this on throughout. So that means in MM and the CFM paused menu. Very strange, but not surprised with Madden 20's discrepancies this year.
Roughing the Passer: 45 (previous: 50)
This is another value that I have always liked to adjust to get more pressure and "freedom" at the line of scrimmage. The OL/DL interaction improves as well because it's much less sticky. The benefit does go towards the DL, but as a result, the running at the LOS is not automatic positive yardage either. In terms of the CPU QB, this makes them have to decide to throw the ball sooner, even if it is in coverage. As mentioned above, I tested this with facing the top tier QBs that will normally get above 80% comp (Rodgers, Brees, Goff, Mahomes, etc). Manged to get Brees in particular to force throws, and it was nice with the previous move to version 10 the interceptions do have a chance of coming to life. Overall, quite happy with this, and feel it's going to allow the game to breathe in the right spots - and keep users on their toes.
Intentional Grounding: OFF
For any slider veterans, they know that IG is a value that controls the quarterback's decision making. In NCAA it was a value of 1 thru 99 (fun to sift through), and in recent Maddens thankfully this has been an on/off value. The negative part of turning it off is that the penalty isn't called, but even when it was on, it was 1) rare and 2) only called on the user. What this value being off does is help the CPU QB get rid of the ball just a tad quicker, even if it means making a bad throw.
8/21/19 - Just a bit of an informational update since the new patch came out. I already have some number values in mind, but haven't gotten the sample size (viewing or playing) I want just yet post-patch.
Going to be looking at some very slight adjustments to enhance the set a tad.
QBA: This will most likely get a bump since I've noticed some wild throws from both user and CPU. I'll tread a bit more cautious with CPU since RoboQB and all that, but I still want them to make some NFL throws. Seen a couple times where they just lob it up 10 yards for noone.
FUMBLES: Going to drop this back under 55 since the fumbles are under control, even against superstars, and I believe it affects the way CPU runners are choosing to cover up in open space versus hit an obvious hole and utilize their skill moves.
INT: Just a slight bump so defenders do not get hit in the hands so often. Especially when it's a simple catch.
PENALTIES: Only one I'm looking at is bumping Offsides up because the coverage is much better - not perfect - but better. Players react to the ball better. So I think it will most likely go back to 50 because at 40 they are waiting on a catch animation, and at times will stare right at the ball and not make a play on it.
8/12/19 - Cleaning things up now to help with both the All-Madden and All-Pro set. I always eventually get back to evening the two difficulties out, and try to find the best balance as a result. The difference between the two are now separated by only two values, which are QBA and TAK. These values are changed from the OP, but what does change can be applied to both. With that said, here is Version 9.
Here are the adjustments:
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Pass Defense Reaction Time: 52/52 (previous: 50/50)
Took a lot of time for me to get back to this slider value. I knew the coverage was there for the most part, but it was the reactions that seemed to be a bit too static. I didn't want to raise this so far that things become too predictable and also didn't want canned swat animations to take place. There is also no guarantee that this value alone affects what animation can appear, so I didn't want to spend too much time down that rabbit hole. The adjustment is subtle, but should be noticeable right away.
Penalties
Offside: 40 (previous: 40 | 15)
Learned a bit that this has more to do with the PBL value than anything. It does affect the tightness, but the problem with the value being too low was that it affected the reactions as well. Often times I was running into throws that were made in which the DB would just stare at the ball in the air, and stop dead in their tracks. Once adjusted, now the animation that appears is they look at the ball in the air, but keep moving towards who they were covering, and decide if a play can be made or not. Happy to be able to assign this value to be applied for both AM and AP.
Intentional Grounding: OFF (previous: On)
For any slider veterans, they know that IG is a value that controls the quarterback's decision making. In NCAA it was a value of 1 thru 99 (fun to sift through), and in recent Maddens thankfully this has been an on/off value. The negative part of turning it off is that the penalty isn't called, but even when it was on, it was 1) rare and 2) only called on the user. What this value being off does is help the CPU QB get rid of the ball just a tad quicker, even if it means making a bad throw.
For example here's Cam Newton trying to get into that poor QB dropback glitch animation, but recovering:
And here, just a nice animation in which he chose to go over the top, but stay in the pocket:
*A note, this does not it will fix the QB dropback glitch animation at all, but it does help, albeit brief, in the QB's decision making overall.*
VERSION 9 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
Accelerated Clock: Off
Have always thought this just makes the game a bit smoother and more measured. This year though, the game is sped up in transition as it is, so I'd say it is personal preference, in which I prefer this value set to off.
Superstar Abilities: On
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Ball Carrier Special Move: Manual
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50
Have not seen any further benefits of fatigue being adjusted. If anything, I'm starting to see slow jogs in the wrong spots of coverage. Putting this back to default to be safe.
Speed Disparity Scale: 85
Version 2: Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
QB Accuracy: 40/20 | 30/45
Slight bump for user QBA on All-Madden to help level the playing field because the CPU QB performs a tad better. There is still enough room for missed passes though, but now there should be less significant reduction in performing decent quality passes.
All-Pro notes: Raised the QBA for CPU because AP misses a bit more of the kill factor and finishing out games that AM has. AM is fairly ruthless, but can also be conservative early on because of its focus on perfect performance. AP takes more chances, but needs some empowerment at the QBA spot to do so. The coverage is tight, so I do want QBs to stand out on who can, and can't, make certain throws.
Pass Blocking: 40/40
Raised this up for All-Madden CPU because the change in holding penalty value, which means the blocks are let go just a bit sooner. Helps the screens, RPO's and draw plays too. See much more variety as well, without adjusting QBA for the CPU. More downfield, more sidelines, less dump offs when not necessary.
All-Pro notes: CPU gets a slight raise here for the AP set to give the QB some time when usering DL. Coverage is tighter for user and receivers do not make as many plays as AM, so this will prevent CPU from chucking up for nothing or taking bad sacks. If you do see sacks, most of the time they are coverage ones, or just poor playcalling.
WR Catch: 45/45
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/55
As I've said earlier, this was a value still under review, and it needed to be addressed with Superstar Abilities off, then on. As expected, the Superstar abilities creates another variable in successful execution, so it's only natural that fumbles would happen more via the big hitters, both for the User and CPU. Bumped this value up just a bit, and will further compensate it with the lowering of the tackle value below. It's obvious to provide input that the user needs to cover up the ball, but hard to advise the CPU RB what to do. The animation triggered here is they cover up just a bit sooner, but again, the tackle adjustment will help solidify that.
Pass Defense Reaction Time: 52/52 (previous: 50/50)
Took a lot of time for me to get back to this slider value. I knew the coverage was there for the most part, but it was the reactions that seemed to be a bit too static. I didn't want to raise this so far that things become too predictable and also didn't want canned swat animations to take place. There is also no guarantee that this value alone affects what animation can appear, so I didn't want to spend too much time down that rabbit hole. The adjustment is subtle, but should be noticeable right away.
Interceptions: 25/25
This value gets a bump down to help with coverage and reactions, without actually modifying PCV or Reactions value. This helps the defenders to react to the ball versus watching it in the air (head tracking) all the way till the receiver catches it, then a tackling animation takes place. Good animations overall - and interceptions definitely still happen.
Pass Coverage: 50/50
Some strange things this year with coverage in general, and this value is the obvious one to blame. However, I beg to differ. This value has very little impact on how the game plays when adjusted. I've had it at 0, 5 and moved into increments of 5 all the way to 100. The only time it stands out is when I had it at 0 and the old Madden 19 stop with back turned in the endzone animation appears. I think there is something built within this year's Madden that wants to keep player ratings completely intact, and the Pass Coverage + Reaction time are those that are better left alone to allow those play out.
Tackling: 47/47 | 46/48
A very slight notch down, but makes such a difference. I hate arbitrary numbers as much as anyone, but 48 had a bit too many drive down tackles, and 46 had too many broken tackles. Found that 47, relative to this set, is exactly the best blend of what I want to see. More momentum based tackles that look organic, more gang-tackling, which helps push towards negative or positive yardage.
All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
False Start: 55 (previous: 50)
This is simply raised to get the animation to occur more. It does, so I'm happy with more penalties like this.
Offensive Holding: 55
The goal is to get this called more often, but understanding its effect on gameplay, the gameplay sliders as mentioned above had to be adjusted.
Facemask: 45
Reduced this simply because it happens too often. It still happens, just not as much.
Offside: 40 (previous: 40 | 15)
Learned a bit that this has more to do with the PBL value than anything. It does affect the tightness, but the problem with the value being too low was that it affected the reactions as well. Often times I was running into throws that were made in which the DB would just stare at the ball in the air, and stop dead in their tracks. Once adjusted, now the animation that appears is they look at the ball in the air, but keep moving towards who they were covering, and decide if a play can be made or not. Happy to be able to assign this value to be applied for both AM and AP.
Defensive Holding (Only in CFM Menu): 45
Dropping this value a tad because it will mean defensive holding doesn't get called as much, which it wasn't to begin with, but now the defenders will hold on just a little bit longer onto the receivers. This improves the DB/LB/WR/TE interaction to such a better level, which then makes the passing sequence even more important, but be sure that, depending on rating, the receiver will not have acres of space constantly.
Ineligible Receiver Downfield (In-Game Pause Menu): Set to "ON" in-game
I discussed this in the video above. I've mentioned other penalty values should be on, but this one seems to default to "Off" when you've started any Franchise game. So, to ensure there is no discrepancy, make sure to keep this on throughout. So that means in MM and the CFM paused menu. Very strange, but not surprised with Madden 20's discrepancies this year.
Intentional Grounding: OFF (previous: On)
For any slider veterans, they know that IG is a value that controls the quarterback's decision making. In NCAA it was a value of 1 thru 99 (fun to sift through), and in recent Maddens thankfully this has been an on/off value. The negative part of turning it off is that the penalty isn't called, but even when it was on, it was 1) rare and 2) only called on the user. What this value being off does is help the CPU QB get rid of the ball just a tad quicker, even if it means making a bad throw.
8/11/19 - Adjustments to further improve Version 5, ironically because I had created Version 6 & 7, this new version will be Version 8 - just to stay on track.
The focus here was to get the overall play to have some more chance of anything can happen. I feel that V5 was solid defensively, but the CPU QB in particular did not mix up their passes very often because of the lack of time to throw the ball, and for the user QB it was more so about the quality of QBA that hurt them.
I've also addressed the tackling to be more organic looking, less driven down tackles and more momentum forward when tackled so it doesn't feel like a goalline defensive stand each time.
In addition, penalties have been adjusted to help penalties being called. Yes, there are some effects to gameplay, in particular offensive holding, but it is positive and balanced via adjusting the gameplay sliders.
Here are the adjustments:
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
QB Accuracy: 40/20 | 30/45 (previous 30/20 | 30/45)
Slight bump for user QBA on All-Madden to help level the playing field because the CPU QB performs a tad better. There is still enough room for missed passes though, but now there should be less significant reduction in performing decent quality passes.
All-Pro notes: Raised the QBA for CPU because AP misses a bit more of the kill factor and finishing out games that AM has. AM is fairly ruthless, but can also be conservative early on because of its focus on perfect performance. AP takes more chances, but needs some empowerment at the QBA spot to do so. The coverage is tight, so I do want QBs to stand out on who can, and can't, make certain throws.
Pass Blocking: 40/40 (previous 40/30 | 40/40)
Raised this up for All-Madden CPU because the change in holding penalty value, which means the blocks are let go just a bit sooner. Helps the screens, RPO's and draw plays too. See much more variety as well, without adjusting QBA for the CPU. More downfield, more sidelines, less dump offs when not necessary.
All-Pro notes: CPU gets a slight raise here for the AP set to give the QB some time when usering DL. Coverage is tighter for user and receivers do not make as many plays as AM, so this will prevent CPU from chucking up for nothing or taking bad sacks. If you do see sacks, most of the time they are coverage ones, or just poor playcalling.
Tackling: 47/47 | 46/48 (previous 48/48 | 46/48)
A very slight notch down, but makes such a difference. I hate arbitrary numbers as much as anyone, but 48 had a bit too many drive down tackles, and 46 had too many broken tackles. Found that 47, relative to this set, is exactly the best blend of what I want to see. More momentum based tackles that look organic, more gang-tackling, which helps push towards negative or positive yardage.
All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Special Teams
Punt Power: 44/44 (previous 46/46)
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Penalties
False Start: 55 (previous: 50)
This is simply raised to get the animation to occur more. It does, so I'm happy with more penalties like this.
Offensive Holding: 55 (previous: 50)
The goal is to get this called more often, but understanding its effect on gameplay, the gameplay sliders as mentioned above had to be adjusted.
Facemask: 45 (previous: 50)
Reduced this simply because it happens too often. It still happens, just not as much.
Offsides: 40 | 15 (previous: 35 | 15)
Keeping the original notes, but addressing the change from 35 to 40. Very simply, with the adjustment in PBL, the sync of the passing sequence was off the mark. From DBs trying to bite on routes too early, then stopping dead in their tracks, to DBs and LBs getting way too tight, then not reacting at all. So, this adjustment gives a bit more space for the defender to make a reactive play versus being locked on to the receiver's route (mirroring) too aggressively. This is one of the key values to change for Version 5. I went through every gameplay slider to help coverage, and I believe that's hit its max with a fairly sensitive game. The offsides value controls how a player jumps towards an opponent (LOS before the snap), so in cover and in the air, they are paying attention to staying closer to their mark. Now, when the value is lowered, it means the will get away with it more often. This is the critical portion that brings those in coverage much more in-sync with the routes. You will definitely still see over-momentum in coverage due to the issues of M20 in general, but when that does happen, the defender will be able to recover in a much shorter timeframe. All sliders are relative though, so this value change paired up with the defensive holding and speed disparity/threshold allow this offsides value to work in harmony.
All-Pro notes: This penalty value gets a nod lower because the CPU pass coverage is a bit lacking. Separation, despite the threshold, is fairly easy - especially on slants and comebacks, so I wanted to get as close as possible to mirroring routes in the same animation level of what a lower PCV did last two years in Madden, and previously in NCAA. Based on the description above, true to form, the offside value plays its role in getting the defenders to breach much sooner.
VERSION 8 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
Accelerated Clock: Off
Have always thought this just makes the game a bit smoother and more measured. This year though, the game is sped up in transition as it is, so I'd say it is personal preference, in which I prefer this value set to off.
Superstar Abilities: On
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Ball Carrier Special Move: Manual
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50
Have not seen any further benefits of fatigue being adjusted. If anything, I'm starting to see slow jogs in the wrong spots of coverage. Putting this back to default to be safe.
Speed Disparity Scale: 85
Version 2: Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
QB Accuracy: 40/20 | 30/45 (previous 30/20 | 30/45)
Slight bump for user QBA on All-Madden to help level the playing field because the CPU QB performs a tad better. There is still enough room for missed passes though, but now there should be less significant reduction in performing decent quality passes.
All-Pro notes: Raised the QBA for CPU because AP misses a bit more of the kill factor and finishing out games that AM has. AM is fairly ruthless, but can also be conservative early on because of its focus on perfect performance. AP takes more chances, but needs some empowerment at the QBA spot to do so. The coverage is tight, so I do want QBs to stand out on who can, and can't, make certain throws.
Pass Blocking: 40/40 (previous 40/30 | 40/40)
Raised this up for All-Madden CPU because the change in holding penalty value, which means the blocks are let go just a bit sooner. Helps the screens, RPO's and draw plays too. See much more variety as well, without adjusting QBA for the CPU. More downfield, more sidelines, less dump offs when not necessary.
All-Pro notes: CPU gets a slight raise here for the AP set to give the QB some time when usering DL. Coverage is tighter for user and receivers do not make as many plays as AM, so this will prevent CPU from chucking up for nothing or taking bad sacks. If you do see sacks, most of the time they are coverage ones, or just poor playcalling.
WR Catch: 45/45
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/55
As I've said earlier, this was a value still under review, and it needed to be addressed with Superstar Abilities off, then on. As expected, the Superstar abilities creates another variable in successful execution, so it's only natural that fumbles would happen more via the big hitters, both for the User and CPU. Bumped this value up just a bit, and will further compensate it with the lowering of the tackle value below. It's obvious to provide input that the user needs to cover up the ball, but hard to advise the CPU RB what to do. The animation triggered here is they cover up just a bit sooner, but again, the tackle adjustment will help solidify that.
Pass Defense Reaction Time: 50/50
I definitely spent a lot of time with this value, paired up with Pass Coverage. The easy answer it to raise this value as high as possible, but I do not think that is the right answer. The reason I feel this is way is because the poor coverage animations seem to be a result of the defenders being too high in their anticipation (wrongly), so this leads me to believe that they are thinking too many steps ahead. As a result, leaving this value alone and letting the other values mentioned above to "carry" it into the right direction.
Interceptions: 25/25
This value gets a bump down to help with coverage and reactions, without actually modifying PCV or Reactions value. This helps the defenders to react to the ball versus watching it in the air (head tracking) all the way till the receiver catches it, then a tackling animation takes place. Good animations overall - and interceptions definitely still happen.
Pass Coverage: 50/50
Some strange things this year with coverage in general, and this value is the obvious one to blame. However, I beg to differ. This value has very little impact on how the game plays when adjusted. I've had it at 0, 5 and moved into increments of 5 all the way to 100. The only time it stands out is when I had it at 0 and the old Madden 19 stop with back turned in the endzone animation appears. I think there is something built within this year's Madden that wants to keep player ratings completely intact, and the Pass Coverage + Reaction time are those that are better left alone to allow those play out.
Tackling: 47/47 | 46/48 (previous 48/48 | 46/48)
A very slight notch down, but makes such a difference. I hate arbitrary numbers as much as anyone, but 48 had a bit too many drive down tackles, and 46 had too many broken tackles. Found that 47, relative to this set, is exactly the best blend of what I want to see. More momentum based tackles that look organic, more gang-tackling, which helps push towards negative or positive yardage.
All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 44/44 (previous 46/46)
Dropped down just a couple notches to allow the punt returner some chance to actually return the ball.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
False Start: 55 (previous: 50)
This is simply raised to get the animation to occur more. It does, so I'm happy with more penalties like this.
Offensive Holding: 55 (previous: 50)
The goal is to get this called more often, but understanding its effect on gameplay, the gameplay sliders as mentioned above had to be adjusted.
Facemask: 45 (previous: 50)
Reduced this simply because it happens too often. It still happens, just not as much.
Offsides: 35 | 15
This is one of the key values to change for Version 5. I went through every gameplay slider to help coverage, and I believe that's hit its max with a fairly sensitive game. The offsides value controls how a player jumps towards an opponent (LOS before the snap), so in cover and in the air, they are paying attention to staying closer to their mark. Now, when the value is lowered, it means the will get away with it more often. This is the critical portion that brings those in coverage much more in-sync with the routes. You will definitely still see over-momentum in coverage due to the issues of M20 in general, but when that does happen, the defender will be able to recover in a much shorter timeframe. All sliders are relative though, so this value change paired up with the defensive holding and speed disparity/threshold allow this offsides value to work in harmony.
All-Pro notes: This penalty value gets a nod lower because the CPU pass coverage is a bit lacking. Separation, despite the threshold, is fairly easy - especially on slants and comebacks, so I wanted to get as close as possible to mirroring routes in the same animation level of what a lower PCV did last two years in Madden, and previously in NCAA. Based on the description above, true to form, the offside value plays its role in getting the defenders to breach much sooner. Examples of video shortly.
Defensive Holding (Only in CFM Menu): 45
Dropping this value a tad because it will mean defensive holding doesn't get called as much, which it wasn't to begin with, but now the defenders will hold on just a little bit longer onto the receivers. This improves the DB/LB/WR/TE interaction to such a better level, which then makes the passing sequence even more important, but be sure that, depending on rating, the receiver will not have acres of space constantly.
Ineligible Receiver Downfield (In-Game Pause Menu): Set to "ON" in-game
I discussed this in the video above. I've mentioned other penalty values should be on, but this one seems to default to "Off" when you've started any Franchise game. So, to ensure there is no discrepancy, make sure to keep this on throughout. So that means in MM and the CFM paused menu. Very strange, but not surprised with Madden 20's discrepancies this year.
All Other Penalties Set to Default 50 or ON
I do not want to go down the rabbit hole of penalties to affect gameplay. Plenty of penalties get called on default, and risking modifying those values can hurt gameplay in an undetermined fashion. You will never know if it is a placebo or not because at times the animations do not support the change directly.
8/9/19 - All Pro set is done, feeling quite good about it now. Very small adjustments to help the CPU, but the feel is just as good as the All-Madden set imho. I don't approach anything with emotion when it comes to sliders, and I will rarely say I've figured out this, that and the other, because all sliders are relative to one another. Having one value with another value can have a different outcome altogether than it would with other values attached to it. So, as objective as I can be, here's the adjustments for the All-Pro version. Since there are few adjustments, I've included another bullet within the value to explain the AP side of things.
Here are the adjustments:
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
QB Accuracy: 30/20 | 30/45
Now that coverage is a bit tighter, I wanted to get the CPU QB to throw a bit more down the field and challenge the secondary on different routes. In addition, the user QB needed a bump because I was, and users of streams I watched, were missing simple throws that any NFL QB should be able to make. There will still be miss-throws when under pressure, or simply not stepping into your throws.
All-Pro notes: Raised the QBA for CPU because AP misses a bit more of the kill factor and finishing out games that AM has. AM is fairly ruthless, but can also be conservative early on because of its focus on perfect performance. AP takes more chances, but needs some empowerment at the QBA spot to do so. The coverage is tight, so I do want QBs to stand out on who can, and can't, make certain throws.
Pass Blocking: 40/30 | 40/40
Raised this up slightly for the user because the defenders were getting into the backfield a bit quick, regardless of rating. It was definitely lop-sided as the CPU didn't experience this, and instead saw more patty cake, early in the games, than I would like.
All-Pro notes: CPU gets a slight raise here for the AP set to give the QB some time when usering DL. Coverage is tighter for user and receivers do not make as many plays as AM, so this will prevent CPU from chucking up for nothing or taking bad sacks. If you do see sacks, most of the time they are coverage ones, or just poor playcalling.
Tackling: 48/48 | 46/48
With the adjustment to the speed disparity/threshold from 35 to 85, I knew the tackle value would need adjusting to humanize the players on the field just a bit more. There are still moments in which the carrier can be pushed back in a single tackle, but my preference is more apparent gang-tackling or at least some finishing tackles where the carrier is stopped by one player, then another defender comes to finish the job. The adjustment to tackling also allows the ball carrier to have a chance to cover up when that first momentum stopping tackle comes into play, which should reduce those unrealistic fumbles overall. This also allows the screen game to open up a bit as pursuit vs a blocker is a bit more difficult, while still allowing the ball carrier to use their "stick skills" in isolation.
All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Offsides: 35 | 15
This is one of the key values to change for Version 5. I went through every gameplay slider to help coverage, and I believe that's hit its max with a fairly sensitive game. The offsides value controls how a player jumps towards an opponent (LOS before the snap), so in cover and in the air, they are paying attention to staying closer to their mark. Now, when the value is lowered, it means the will get away with it more often. This is the critical portion that brings those in coverage much more in-sync with the routes. You will definitely still see over-momentum in coverage due to the issues of M20 in general, but when that does happen, the defender will be able to recover in a much shorter timeframe. All sliders are relative though, so this value change paired up with the defensive holding and speed disparity/threshold allow this offsides value to work in harmony.
All-Pro notes: This penalty value gets a nod lower because the CPU pass coverage is a bit lacking. Separation, despite the threshold, is fairly easy - especially on slants and comebacks, so I wanted to get as close as possible to mirroring routes in the same animation level of what a lower PCV did last two years in Madden, and previously in NCAA. Based on the description above, true to form, the offside value plays its role in getting the defenders to breach much sooner. Examples of video:
8/6/19 - The more I do it, the more I'm not quite content with how these versions are shaping up. I'm going to bite the bullet with tackling and some other values. To be perfectly honest, I've gone back to VERSION 5. I think I should have stopped there too. I was listening to feedback and trying to problem solve, but it's led down a path of not being entirely content, with too many variables.
So, this "update", is just to update the thread that I'm going back to VERSION 5 - and that is, to me, as good as this will get until an update patches the over-effectiveness of certain superstar abilities.
Here are the settings for Version 5. The settings for Version 6 and 7 will remain posted for archive sake, but the "active" set is Version 5.
VERSION 5 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden | All-Pro (values after the | are for All-Pro)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
Accelerated Clock: Off
Have always thought this just makes the game a bit smoother and more measured. This year though, the game is sped up in transition as it is, so I'd say it is personal preference, in which I prefer this value set to off.
Superstar Abilities: On
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Ball Carrier Special Move: Manual
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50
Have not seen any further benefits of fatigue being adjusted. If anything, I'm starting to see slow jogs in the wrong spots of coverage. Putting this back to default to be safe.
Speed Disparity Scale: 85
Version 2: Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
QB Accuracy: 30/20 | 30/45
Now that coverage is a bit tighter, I wanted to get the CPU QB to throw a bit more down the field and challenge the secondary on different routes. In addition, the user QB needed a bump because I was, and users of streams I watched, were missing simple throws that any NFL QB should be able to make. There will still be miss-throws when under pressure, or simply not stepping into your throws.
All-Pro notes: Raised the QBA for CPU because AP misses a bit more of the kill factor and finishing out games that AM has. AM is fairly ruthless, but can also be conservative early on because of its focus on perfect performance. AP takes more chances, but needs some empowerment at the QBA spot to do so. The coverage is tight, so I do want QBs to stand out on who can, and can't, make certain throws
Pass Blocking: 40/30 | 40/40
Raised this up slightly for the user because the defenders were getting into the backfield a bit quick, regardless of rating. It was definitely lop-sided as the CPU didn't experience this, and instead saw more patty cake, early in the games, than I would like.
All-Pro notes: CPU gets a slight raise here for the AP set to give the QB some time when usering DL. Coverage is tighter for user and receivers do not make as many plays as AM, so this will prevent CPU from chucking up for nothing or taking bad sacks. If you do see sacks, most of the time they are coverage ones, or just poor playcalling.
WR Catch: 45/45
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/55
As I've said earlier, this was a value still under review, and it needed to be addressed with Superstar Abilities off, then on. As expected, the Superstar abilities creates another variable in successful execution, so it's only natural that fumbles would happen more via the big hitters, both for the User and CPU. Bumped this value up just a bit, and will further compensate it with the lowering of the tackle value below. It's obvious to provide input that the user needs to cover up the ball, but hard to advise the CPU RB what to do. The animation triggered here is they cover up just a bit sooner, but again, the tackle adjustment will help solidify that.
Pass Defense Reaction Time: 50/50
I definitely spent a lot of time with this value, paired up with Pass Coverage. The easy answer it to raise this value as high as possible, but I do not think that is the right answer. The reason I feel this is way is because the poor coverage animations seem to be a result of the defenders being too high in their anticipation (wrongly), so this leads me to believe that they are thinking too many steps ahead. As a result, leaving this value alone and letting the other values mentioned above to "carry" it into the right direction.
Interceptions: 25/25
This value gets a bump down to help with coverage and reactions, without actually modifying PCV or Reactions value. This helps the defenders to react to the ball versus watching it in the air (head tracking) all the way till the receiver catches it, then a tackling animation takes place. Good animations overall - and interceptions definitely still happen.
Pass Coverage: 50/50
Some strange things this year with coverage in general, and this value is the obvious one to blame. However, I beg to differ. This value has very little impact on how the game plays when adjusted. I've had it at 0, 5 and moved into increments of 5 all the way to 100. The only time it stands out is when I had it at 0 and the old Madden 19 stop with back turned in the endzone animation appears. I think there is something built within this year's Madden that wants to keep player ratings completely intact, and the Pass Coverage + Reaction time are those that are better left alone to allow those play out.
Tackling: 48/48 | 46/48
With the adjustment to the speed disparity/threshold from 35 to 85, I knew the tackle value would need adjusting to humanize the players on the field just a bit more. There are still moments in which the carrier can be pushed back in a single tackle, but my preference is more apparent gang-tackling or at least some finishing tackles where the carrier is stopped by one player, then another defender comes to finish the job. The adjustment to tackling also allows the ball carrier to have a chance to cover up when that first momentum stopping tackle comes into play, which should reduce those unrealistic fumbles overall. This also allows the screen game to open up a bit as pursuit vs a blocker is a bit more difficult, while still allowing the ball carrier to use their "stick skills" in isolation.
All-Pro notes: User TAK bumps down just a tad to allow the CPU to get some angles on their runs, and some more arm tackles versus easy to accomplish solid hits. Love the tackle animations, but also love that the CPU runners are threats in open spaces with this.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 46/46
Madden has overpowered the punters again, so this one takes a small dip to get the kicks more realistic, not to mention allowing the CPU a chance to return one.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Offsides: 35 | 15
This is one of the key values to change for Version 5. I went through every gameplay slider to help coverage, and I believe that's hit its max with a fairly sensitive game. The offsides value controls how a player jumps towards an opponent (LOS before the snap), so in cover and in the air, they are paying attention to staying closer to their mark. Now, when the value is lowered, it means the will get away with it more often. This is the critical portion that brings those in coverage much more in-sync with the routes. You will definitely still see over-momentum in coverage due to the issues of M20 in general, but when that does happen, the defender will be able to recover in a much shorter timeframe. All sliders are relative though, so this value change paired up with the defensive holding and speed disparity/threshold allow this offsides value to work in harmony.
All-Pro notes: This penalty value gets a nod lower because the CPU pass coverage is a bit lacking. Separation, despite the threshold, is fairly easy - especially on slants and comebacks, so I wanted to get as close as possible to mirroring routes in the same animation level of what a lower PCV did last two years in Madden, and previously in NCAA. Based on the description above, true to form, the offside value plays its role in getting the defenders to breach much sooner. Examples of video shortly.
Defensive Holding (Only in CFM Menu): 45
Dropping this value a tad because it will mean defensive holding doesn't get called as much, which it wasn't to begin with, but now the defenders will hold on just a little bit longer onto the receivers. This improves the DB/LB/WR/TE interaction to such a better level, which then makes the passing sequence even more important, but be sure that, depending on rating, the receiver will not have acres of space constantly.
Ineligible Receiver Downfield (In-Game Pause Menu): Set to "ON" in-game
I discussed this in the video above. I've mentioned other penalty values should be on, but this one seems to default to "Off" when you've started any Franchise game. So, to ensure there is no discrepancy, make sure to keep this on throughout. So that means in MM and the CFM paused menu. Very strange, but not surprised with Madden 20's discrepancies this year.
All Other Penalties Set to Default 50 or ON
I do not want to go down the rabbit hole of penalties to affect gameplay. Plenty of penalties get called on default, and risking modifying those values can hurt gameplay in an undetermined fashion. You will never know if it is a placebo or not because at times the animations do not support the change directly.
8/6/19 - I realized early on in release Version 6 that I started to lose the feeling of the good things that Version 5 had. I liked how tight Version 5 was, and how things just seemed to flow in logic and challenge. Version 6 has felt a bit more like a college game for me. Screen and RPO's were significantly easy after a while. The OL/DL interaction looked better, but it was obvious how big the gaps got because of the holding at 45.
So, accepting a bit of defeat in Version 6, I've chosen to keep the good parts of it, and remove the parts that I felt were not necessary. I said earlier in the thread that I would try not to go down the rabbit hole of Penalty Sliders, and I think Version 6 was the opposite of that statement.
Here are the changes, then I've also gone ahead and posted the entire set for Version 7:
Tackling: 46/46 (prev: 48/48)
This is the value that I am going to address to get that same chance of opening the game, but not so much as before where screens and RPO's are automatic yards. In football, it's not easy to tackle a moving target, and if you're a step behind, you're punished. I haven't gotten that with the tackle value as high as it is. I think there needs to be more potential yards when players are in isolation. Not by perfect blocking as Version 6 upheld, but rather the element of error or being bested. Matchups are key, and runners with skills are dangerous, as it should be. More gang-tackling animations have shown up, which is exactly what I've been wanting. Admittedly, I just went too far at the other side of spectrum to attempt to find it before.
Penalties
All Penalties are back to "ON" or at "50", except for OFFSIDE
Too many cooks in the kitchen for Version 6 where it seemed like a good recipe to have holding not being called, facemask not being called, and DEF PI have a better chance of being called. The problem is there was just too many variables at play. What resulted in was wide open play with some strange animations to go with. Such as seeing a DB just stand as the ball sails over their head, or seeing a very obvious hold as the RB breached the LOS. Just too much, and I'm back to what Version 5 had, with the exception of Offside which helps the defensive reactions.
VERSION 7 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden (All-Pro has not been tested yet, still early days, won't be long)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
Accelerated Clock: Off
Have always thought this just makes the game a bit smoother and more measured. This year though, the game is sped up in transition as it is, so I'd say it is personal preference, in which I prefer this value set to off.
Superstar Abilities: On
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Ball Carrier Special Move: Manual
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50
Have not seen any further benefits of fatigue being adjusted. If anything, I'm starting to see slow jogs in the wrong spots of coverage. Putting this back to default to be safe.
Speed Disparity Scale: 85
Version 2: Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
QB Accuracy: 35/20
I've bumped this up for the user QB just a tad because they were starting to miss some very easy short route passes. Missing is fine, but missing by several yards started to look a bit comical. Most misthrows IRL are miscommunication type throws, so I wanted to establish this a bit more. The coverage by the CPU is much better than the user, especially on All-Madden, so the bump up is supported imho.
Pass Blocking: 40/30
Raised this up slightly for the user because the defenders were getting into the backfield a bit quick, regardless of rating. It was definitely lop-sided as the CPU didn't experience this, and instead saw more patty cake, early in the games, than I would like.
WR Catch: 45/45
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 48/48
This value gets a drop because of the following penalty slider of Offensive Holding going down to 45 from 50. I will explain the holding adjustment in its spot, but I was planning on this adjustment the second I went to 85 threshold. The reason for this is the OL gets up the field a bit too quickly and easily, which sometimes helps or hurts the play unfolding.With this adjustment, they stick to their goal, but they will face their own resistance (depending on the defense) before just casually moving along. Makes for some really great OL/DL interaction.
Fumbles: 55/55
As I've said earlier, this was a value still under review, and it needed to be addressed with Superstar Abilities off, then on. As expected, the Superstar abilities creates another variable in successful execution, so it's only natural that fumbles would happen more via the big hitters, both for the User and CPU. Bumped this value up just a bit, and will further compensate it with the lowering of the tackle value below. It's obvious to provide input that the user needs to cover up the ball, but hard to advise the CPU RB what to do. The animation triggered here is they cover up just a bit sooner, but again, the tackle adjustment will help solidify that.
Pass Defense Reaction Time: 50/50
I definitely spent a lot of time with this value, paired up with Pass Coverage. The easy answer it to raise this value as high as possible, but I do not think that is the right answer. The reason I feel this is way is because the poor coverage animations seem to be a result of the defenders being too high in their anticipation (wrongly), so this leads me to believe that they are thinking too many steps ahead. As a result, leaving this value alone and letting the other values mentioned above to "carry" it into the right direction.
Interceptions: 25/25
This value gets a bump down to help with coverage and reactions, without actually modifying PCV or Reactions value. This helps the defenders to react to the ball versus watching it in the air (head tracking) all the way till the receiver catches it, then a tackling animation takes place. Good animations overall - and interceptions definitely still happen.
Pass Coverage: 50/50
Some strange things this year with coverage in general, and this value is the obvious one to blame. However, I beg to differ. This value has very little impact on how the game plays when adjusted. I've had it at 0, 5 and moved into increments of 5 all the way to 100. The only time it stands out is when I had it at 0 and the old Madden 19 stop with back turned in the endzone animation appears. I think there is something built within this year's Madden that wants to keep player ratings completely intact, and the Pass Coverage + Reaction time are those that are better left alone to allow those play out.
Tackling: 46/46 (prev: 48/48)
This is the value that I am going to address to get that same chance of opening the game, but not so much as before where screens and RPO's are automatic yards. In football, it's not easy to tackle a moving target, and if you're a step behind, you're punished. I haven't gotten that with the tackle value as high as it is. I think there needs to be more potential yards when players are in isolation. Not by perfect blocking as Version 6 upheld, but rather the element of error or being bested. Matchups are key, and runners with skills are dangerous, as it should be. More gang-tackling animations have shown up, which is exactly what I've been wanting. Admittedly, I just went too far at the other side of spectrum to attempt to find it before.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 46/46
Madden has overpowered the punters again, so this one takes a small dip to get the kicks more realistic, not to mention allowing the CPU a chance to return one.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
All Penalties are back to "ON" or at "50", except for OFFSIDE & DEFENSIVE HOLDING
Too many cooks in the kitchen for Version 6 where it seemed like a good recipe to have holding not being called, facemask not being called, and DEF PI have a better chance of being called. The problem is there was just too many variables at play. What resulted in was wide open play with some strange animations to go with. Such as seeing a DB just stand as the ball sails over their head, or seeing a very obvious hold as the RB breached the LOS. Just too much, and I'm back to what Version 5 had, with the exception of Offside which helps the defensive reactions.
Offsides: 35
This is one of the key values to change for Version 5. I went through every gameplay slider to help coverage, and I believe that's hit its max with a fairly sensitive game. The offsides value controls how a player jumps towards an opponent (LOS before the snap), so in cover and in the air, they are paying attention to staying closer to their mark. Now, when the value is lowered, it means the will get away with it more often. This is the critical portion that brings those in coverage much more in-sync with the routes. You will definitely still see over-momentum in coverage due to the issues of M20 in general, but when that does happen, the defender will be able to recover in a much shorter timeframe. All sliders are relative though, so this value change paired up with the defensive holding and speed disparity/threshold allow this offsides value to work in harmony.
Defensive Holding (Only in CFM Menu): 45
Dropping this value a tad because it will mean defensive holding doesn't get called as much, which it wasn't to begin with, but now the defenders will hold on just a little bit longer onto the receivers. This improves the DB/LB/WR/TE interaction to such a better level, which then makes the passing sequence even more important, but be sure that, depending on rating, the receiver will not have acres of space constantly.
Ineligible Receiver Downfield (In-Game Pause Menu): Set to "ON" in-game
I've mentioned other penalty values should be on, but this one seems to default to "Off" when you've started any Franchise game. So, to ensure there is no discrepancy, make sure to keep this on throughout. So that means in MM and the CFM paused menu. Very strange, but not surprised with Madden 20's discrepancies this year.
VERSION 6
Spoiler
8/4/19 - As I continue to refine the set, the feedback received has been fantastic. I really appreciate it. Watching some streams and reading the posts, it seems there is some room for improvement in some areas. The concept of improving them is one thing, the execution is another. The key is keeping the "ethos" of the set intact. I believe I've been able to do that with VERSION 6 below, which will address certain gameplay and penalty based issues.
QB Accuracy: 35/20 (prev: 30/20)
I've bumped this up for the user QB just a tad because they were starting to miss some very easy short route passes. Missing is fine, but missing by several yards started to look a bit comical. Most misthrows IRL are miscommunication type throws, so I wanted to establish this a bit more. The coverage by the CPU is much better than the user, especially on All-Madden, so the bump up is supported imho.
Run Blocking: 48/48 (prev: 50/50)
This value gets a drop because of the following penalty slider of Offensive Holding going down to 45 from 50. I will explain the holding adjustment in its spot, but I was planning on this adjustment the second I went to 85 threshold. The reason for this is the OL gets up the field a bit too quickly and easily, which sometimes helps or hurts the play unfolding.With this adjustment, they stick to their goal, but they will face their own resistance (depending on the defense) before just casually moving along. Makes for some really great OL/DL interaction.
Penalties
Offensive Holding: 45 (prev: 50)
One of the key changes from Version 5 is dropping Offensive Holding to 45. The reason for this is because it will help address certain areas, in particular:
- Screen passes & RPOs: felt they were losing their effectiveness with pass block so low, now this holding value allows that extra couple of seconds for the OL to set up their blocks, but not completely automatic.
- Run and Pass Game: Overall helps the run game just a tad to increase the chances of a more realistic YPC, but not so much it's gone automatic. I like the animations that play out as well because there is a holding animation for a brief moment. I've seen them get called still with no problem. The Pass game shows good things too because the sack artists, with whatever Superstar Abilities they have, are still a threat due to the PBL gameplay slider values. They're not overpowered to the point of getting 8 sacks in a game though.
Face Mask: 45 (prev: 50)
In a perfect world, I could drop this down to the 45, which I've done, and be done with it. The problem is that it created too many issues in tackling, so I would be forced to raising the TAK value again. I didn't want to do that because I like the risk/reward of tackles at 48, so instead dropping this was still the choice, but had to compensate with lowering the offensive holding which will help the angles tackles are taken to be more momentum based versus head on, drilled down and backwards. Still happens, but not so much that it's unrealistic imho.
Defensive PI: 55 (prev: 50)
This is a value I really wanted to raise at a certain point in the set, but had to make sure it did not negatively affect the coverage. Glad to see it does not, and it does make up for the lower amount of offensive holding and facemask calls. To me, it's a pivotal penalty to have in the game and one that happens a lot IRL.
Ineligible Receiver Downfield (In-Game Pause Menu): Set to "ON" in-game
I've mentioned other penalty values should be on, but this one seems to default to "Off" when you've started any Franchise game. So, to ensure there is no discrepancy, make sure ot keep this on throughout. So that means in MM and the CFM paused menu. Very strange, but not surprised with Madden 20's discrepancies this year.
VERSION 6 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden (All-Pro has not been tested yet, still early days, won't be long)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
Accelerated Clock: Off
Have always thought this just makes the game a bit smoother and more measured. This year though, the game is sped up in transition as it is, so I'd say it is personal preference, in which I prefer this value set to off.
Superstar Abilities: On (Prev: Off)
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Ball Carrier Special Move: Manual
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50 (prev: 55)
Have not seen any further benefits of fatigue being adjusted. If anything, I'm starting to see slow jogs in the wrong spots of coverage. Putting this back to default to be safe.
Speed Disparity Scale: 85 (prev: 35)
Version 2: Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
QB Accuracy: 35/20 (prev: 30/20)
I've bumped this up for the user QB just a tad because they were starting to miss some very easy short route passes. Missing is fine, but missing by several yards started to look a bit comical. Most misthrows IRL are miscommunication type throws, so I wanted to establish this a bit more. The coverage by the CPU is much better than the user, especially on All-Madden, so the bump up is supported imho.
Pass Blocking: 40/30 (prev: 35/35)
Raised this up slightly for the user because the defenders were getting into the backfield a bit quick, regardless of rating. It was definitely lop-sided as the CPU didn't experience this, and instead saw more patty cake, early in the games, than I would like.
WR Catch: 45/45 (prev: 48/48)
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 48/48 (prev: 50/50)
This value gets a drop because of the following penalty slider of Offensive Holding going down to 45 from 50. I will explain the holding adjustment in its spot, but I was planning on this adjustment the second I went to 85 threshold. The reason for this is the OL gets up the field a bit too quickly and easily, which sometimes helps or hurts the play unfolding.With this adjustment, they stick to their goal, but they will face their own resistance (depending on the defense) before just casually moving along. Makes for some really great OL/DL interaction.
Fumbles: 55/55 (prev: 50/50)
As I've said earlier, this was a value still under review, and it needed to be addressed with Superstar Abilities off, then on. As expected, the Superstar abilities creates another variable in successful execution, so it's only natural that fumbles would happen more via the big hitters, both for the User and CPU. Bumped this value up just a bit, and will further compensate it with the lowering of the tackle value below. It's obvious to provide input that the user needs to cover up the ball, but hard to advise the CPU RB what to do. The animation triggered here is they cover up just a bit sooner, but again, the tackle adjustment will help solidify that.
Pass Defense Reaction Time: 50/50
I definitely spent a lot of time with this value, paired up with Pass Coverage. The easy answer it to raise this value as high as possible, but I do not think that is the right answer. The reason I feel this is way is because the poor coverage animations seem to be a result of the defenders being too high in their anticipation (wrongly), so this leads me to believe that they are thinking too many steps ahead. As a result, leaving this value alone and letting the other values mentioned above to "carry" it into the right direction.
Interceptions: 25/25 (prev: 40/40)
This value gets a bump down to help with coverage and reactions, without actually modifying PCV or Reactions value. This helps the defenders to react to the ball versus watching it in the air (head tracking) all the way till the receiver catches it, then a tackling animation takes place. Good animations overall - and interceptions definitely still happen.
Pass Coverage: 50/50
Some strange things this year with coverage in general, and this value is the obvious one to blame. However, I beg to differ. This value has very little impact on how the game plays when adjusted. I've had it at 0, 5 and moved into increments of 5 all the way to 100. The only time it stands out is when I had it at 0 and the old Madden 19 stop with back turned in the endzone animation appears. I think there is something built within this year's Madden that wants to keep player ratings completely intact, and the Pass Coverage + Reaction time are those that are better left alone to allow those play out.
Tackling: 48/48 (prev: 50/50)
With the adjustment to the speed disparity/threshold from 35 to 85, I knew the tackle value would need adjusting to humanize the players on the field just a bit more. There are still moments in which the carrier can be pushed back in a single tackle, but my preference is more apparent gang-tackling or at least some finishing tackles where the carrier is stopped by one player, then another defender comes to finish the job. The adjustment to tackling also allows the ball carrier to have a chance to cover up when that first momentum stopping tackle comes into play, which should reduce those unrealistic fumbles overall. This also allows the screen game to open up a bit as pursuit vs a blocker is a bit more difficult, while still allowing the ball carrier to use their "stick skills" in isolation.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 46/46
Madden has overpowered the punters again, so this one takes a small dip to get the kicks more realistic, not to mention allowing the CPU a chance to return one.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Offsides: 35 (prev: 50)
This is one of the key values to change for Version 5. I went through every gameplay slider to help coverage, and I believe that's hit its max with a fairly sensitive game. The offsides value controls how a player jumps towards an opponent (LOS before the snap), so in cover and in the air, they are paying attention to staying closer to their mark. Now, when the value is lowered, it means the will get away with it more often. This is the critical portion that brings those in coverage much more in-sync with the routes. You will definitely still see over-momentum in coverage due to the issues of M20 in general, but when that does happen, the defender will be able to recover in a much shorter timeframe. All sliders are relative though, so this value change paired up with the defensive holding and speed disparity/threshold allow this offsides value to work in harmony.
Offensive Holding: 45 (prev: 50)
One of the key changes from Version 5 is dropping Offensive Holding to 45. The reason for this is because it will help address certain areas, in particular:
- Screen passes & RPOs: felt they were losing their effectiveness with pass block so low, now this holding value allows that extra couple of seconds for the OL to set up their blocks, but not completely automatic.
- Run and Pass Game: Overall helps the run game just a tad to increase the chances of a more realistic YPC, but not so much it's gone automatic. I like the animations that play out as well because there is a holding animation for a brief moment. I've seen them get called still with no problem. The Pass game shows good things too because the sack artists, with whatever Superstar Abilities they have, are still a threat due to the PBL gameplay slider values. They're not overpowered to the point of getting 8 sacks in a game though.
Defensive Holding (Only in CFM Menu): 45 (prev: 50)
Dropping this value a tad because it will mean defensive holding doesn't get called as much, which it wasn't to begin with, but now the defenders will hold on just a little bit longer onto the receivers. This improves the DB/LB/WR/TE interaction to such a better level, which then makes the passing sequence even more important, but be sure that, depending on rating, the receiver will not have acres of space constantly.
Face Mask: 45 (prev: 50)
In a perfect world, I could drop this down to the 45, which I've done, and be done with it. The problem is that it created too many issues in tackling, so I would be forced to raising the TAK value again. I didn't want to do that because I like the risk/reward of tackles at 48, so instead dropping this was still the choice, but had to compensate with lowering the offensive holding which will help the angles tackles are taken to be more momentum based versus head on, drilled down and backwards. Still happens, but not so much that it's unrealistic imho.
Defensive PI: 55 (prev: 50)
This is a value I really wanted to raise at a certain point in the set, but had to make sure it did not negatively affect the coverage. Glad to see it does not, and it does make up for the lower amount of offensive holding and facemask calls. To me, it's a pivotal penalty to have in the game and one that happens a lot IRL.
Ineligible Receiver Downfield (In-Game Pause Menu): Set to "ON" in-game
I've mentioned other penalty values should be on, but this one seems to default to "Off" when you've started any Franchise game. So, to ensure there is no discrepancy, make sure to keep this on throughout. So that means in MM and the CFM paused menu. Very strange, but not surprised with Madden 20's discrepancies this year.
All Other Penalties Set to Default 50 or ON
Updated comment on this. As can be seen, I've had to modify certain penalty values to make up for 1. penalties called too often, and 2. compensation for superstar abilities. Never my goal to modify this many penalties, but I believe they are all positive adjustments, without hurting the ethos of the set.
VERSION 5
Spoiler
Slider Update Log
7/31/19 - This is what I call the refinement checkpoint of the set. It's usually right when I feel good enough about the base (Version 4), and can now adjust certain values to which I've determined their threshold to be bumped/reduced just slightly to create a balance. Here is Version 5 of the set.
Superstar Abilities: On (Prev: Off)
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
QB Accuracy: 30/20 (prev: 25/15)
Now that coverage is a bit tighter, I wanted to get the CPU QB to throw a bit more down the field and challenge the secondary on different routes. In addition, the user QB needed a bump because I was, and users of streams I watched, were missing simple throws that any NFL QB should be able to make. There will still be miss-throws when under pressure, or simply not stepping into your throws.
Pass Blocking: 40/30 (prev: 35/35)
Raised this up slightly for the user because the defenders were getting into the backfield a bit quick, regardless of rating. It was definitely lop-sided as the CPU didn't experience this, and instead saw more patty cake, early in the games, than I would like.
Fumbles: 55/55 (prev: 50/50)
As I've said earlier, this was a value still under review, and it needed to be addressed with Superstar Abilities off, then on. As expected, the Superstar abilities creates another variable in successful execution, so it's only natural that fumbles would happen more via the big hitters, both for the User and CPU. Bumped this value up just a bit, and will further compensate it with the lowering of the tackle value below. It's obvious to provide input that the user needs to cover up the ball, but hard to advise the CPU RB what to do. The animation triggered here is they cover up just a bit sooner, but again, the tackle adjustment will help solidify that.
Tackling: 48/48 (prev: 50/50)
With the adjustment to the speed disparity/threshold from 35 to 85, I knew the tackle value would need adjusting to humanize the players on the field just a bit more. There are still moments in which the carrier can be pushed back in a single tackle, but my preference is more apparent gang-tackling or at least some finishing tackles where the carrier is stopped by one player, then another defender comes to finish the job. The adjustment to tackling also allows the ball carrier to have a chance to cover up when that first momentum stopping tackle comes into play, which should reduce those unrealistic fumbles overall. This also allows the screen game to open up a bit as pursuit vs a blocker is a bit more difficult, while still allowing the ball carrier to use their "stick skills" in isolation.
Penalties
Offsides: 35 (prev: 50)
This is one of the key values to change for Version 5. I went through every gameplay slider to help coverage, and I believe that's hit its max with a fairly sensitive game. The offsides value controls how a player jumps towards an opponent (LOS before the snap), so in cover and in the air, they are paying attention to staying closer to their mark. Now, when the value is lowered, it means the will get away with it more often. This is the critical portion that brings those in coverage much more in-sync with the routes. You will definitely still see over-momentum in coverage due to the issues of M20 in general, but when that does happen, the defender will be able to recover in a much shorter timeframe. All sliders are relative though, so this value change paired up with the defensive holding and speed disparity/threshold allow this offsides value to work in harmony.
VERSION 5 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden (All-Pro has not been tested yet, still early days, won't be long)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
Accelerated Clock: Off
Have always thought this just makes the game a bit smoother and more measured. This year though, the game is sped up in transition as it is, so I'd say it is personal preference, in which I prefer this value set to off.
Superstar Abilities: On (Prev: Off)
It took just a bit of time to get more sample size with this on. Certain values on previous versions wouldn't work with this on, but now that the base has been determined, and improved, this can work much better, without the previous big issues such as fumbles and monster, unrealistic, performances.
Gameplay Helpers
Ball Carrier Special Move: Manual
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50 (prev: 55)
Have not seen any further benefits of fatigue being adjusted. If anything, I'm starting to see slow jogs in the wrong spots of coverage. Putting this back to default to be safe.
Speed Disparity Scale: 85 (prev: 35)
Version 2: Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
QB Accuracy: 30/20 (prev: 25/15)
Now that coverage is a bit tighter, I wanted to get the CPU QB to throw a bit more down the field and challenge the secondary on different routes. In addition, the user QB needed a bump because I was, and users of streams I watched, were missing simple throws that any NFL QB should be able to make. There will still be miss-throws when under pressure, or simply not stepping into your throws.
Pass Blocking: 40/30 (prev: 35/35)
Raised this up slightly for the user because the defenders were getting into the backfield a bit quick, regardless of rating. It was definitely lop-sided as the CPU didn't experience this, and instead saw more patty cake, early in the games, than I would like.
WR Catch: 45/45 (prev: 48/48)
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 55/55 (prev: 50/50)
As I've said earlier, this was a value still under review, and it needed to be addressed with Superstar Abilities off, then on. As expected, the Superstar abilities creates another variable in successful execution, so it's only natural that fumbles would happen more via the big hitters, both for the User and CPU. Bumped this value up just a bit, and will further compensate it with the lowering of the tackle value below. It's obvious to provide input that the user needs to cover up the ball, but hard to advise the CPU RB what to do. The animation triggered here is they cover up just a bit sooner, but again, the tackle adjustment will help solidify that.
Pass Defense Reaction Time: 50/50
I definitely spent a lot of time with this value, paired up with Pass Coverage. The easy answer it to raise this value as high as possible, but I do not think that is the right answer. The reason I feel this is way is because the poor coverage animations seem to be a result of the defenders being too high in their anticipation (wrongly), so this leads me to believe that they are thinking too many steps ahead. As a result, leaving this value alone and letting the other values mentioned above to "carry" it into the right direction.
Interceptions: 25/25 (prev: 40/40)
This value gets a bump down to help with coverage and reactions, without actually modifying PCV or Reactions value. This helps the defenders to react to the ball versus watching it in the air (head tracking) all the way till the receiver catches it, then a tackling animation takes place. Good animations overall - and interceptions definitely still happen.
Pass Coverage: 50/50
Some strange things this year with coverage in general, and this value is the obvious one to blame. However, I beg to differ. This value has very little impact on how the game plays when adjusted. I've had it at 0, 5 and moved into increments of 5 all the way to 100. The only time it stands out is when I had it at 0 and the old Madden 19 stop with back turned in the endzone animation appears. I think there is something built within this year's Madden that wants to keep player ratings completely intact, and the Pass Coverage + Reaction time are those that are better left alone to allow those play out.
Tackling: 48/48 (prev: 50/50)
With the adjustment to the speed disparity/threshold from 35 to 85, I knew the tackle value would need adjusting to humanize the players on the field just a bit more. There are still moments in which the carrier can be pushed back in a single tackle, but my preference is more apparent gang-tackling or at least some finishing tackles where the carrier is stopped by one player, then another defender comes to finish the job. The adjustment to tackling also allows the ball carrier to have a chance to cover up when that first momentum stopping tackle comes into play, which should reduce those unrealistic fumbles overall. This also allows the screen game to open up a bit as pursuit vs a blocker is a bit more difficult, while still allowing the ball carrier to use their "stick skills" in isolation.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 46/46
Madden has overpowered the punters again, so this one takes a small dip to get the kicks more realistic, not to mention allowing the CPU a chance to return one.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Offsides: 35 (prev: 50)
This is one of the key values to change for Version 5. I went through every gameplay slider to help coverage, and I believe that's hit its max with a fairly sensitive game. The offsides value controls how a player jumps towards an opponent (LOS before the snap), so in cover and in the air, they are paying attention to staying closer to their mark. Now, when the value is lowered, it means the will get away with it more often. This is the critical portion that brings those in coverage much more in-sync with the routes. You will definitely still see over-momentum in coverage due to the issues of M20 in general, but when that does happen, the defender will be able to recover in a much shorter timeframe. All sliders are relative though, so this value change paired up with the defensive holding and speed disparity/threshold allow this offsides value to work in harmony.
Defensive Holding (Only in CFM Menu): 45 (prev: 50)
Dropping this value a tad because it will mean defensive holding doesn't get called as much, which it wasn't to begin with, but now the defenders will hold on just a little bit longer onto the receivers. This improves the DB/LB/WR/TE interaction to such a better level, which then makes the passing sequence even more important, but be sure that, depending on rating, the receiver will not have acres of space constantly.
All Other Penalties Set to Default 50 or ON
I do not want to go down the rabbit hole of penalties to affect gameplay. Plenty of penalties get called on default, and risking modifying those values can hurt gameplay in an undetermined fashion. You will never know if it is a placebo or not because at times the animations do not support the change directly.
VERSION 4 (compiled Versions 1 thru 3)
Spoiler
7/31/19 - Updating fatigue from 55 back to default 50.
Fatigue: 50 (prev: 55)
Have not seen any further benefits of fatigue being adjusted. If anything, I'm starting to see slow jogs in the wrong spots of coverage. Putting this back to default to be safe.
7/31/19 - Officially Version 4 now, and another adjustment. This value is one that addresses the marking of the receivers by the DBs/LBs. I'm reluctant to change it because I did not want to adjust penalties, but seeing the constant space the receivers are getting, they need to be met with resistance. It addresses one of the many discrepancies that the MM and CFM menu have. This alone could suggest why there are so many out of sync plays in coverage. I do not plan on going down the rabbit hole of penalties. I know they can do plenty of good things, but can also affect many others.
Defensive Holding (Only in CFM Menu): 45 (prev: 50)
Dropping this value a tad because it will mean defensive holding doesn't get called as much, which it wasn't to begin with, but now the defenders will hold on just a little bit longer onto the receivers. This improves the DB/LB/WR/TE interaction to such a better level, which then makes the passing sequence even more important, but be sure that, depending on rating, the receiver will not have acres of space constantly.
7/30/19 - Adding one last value to Version 3, which should help reactions, without modifying the reaction slider or PCV. It's something learned in Madden 19 and that is the INT value. Lowering this one to the point in which the defenders stop looking at the ball (head tracking) all the way to completion, and instead try to make a play on it, either through an interception or deflection animation. Enjoy!
Interceptions: 25/25 (prev: 40/40)
This value gets a bump down to help with coverage and reactions, without actually modifying PCV or Reactions value. This helps the defenders to react to the ball versus watching it in the air (head tracking) all the way till the receiver catches it, then a tackling animation takes place. Good animations overall - and interceptions definitely still happen.
7/30/19 - Had to sneak in a couple more tests, and found that the reality of the QB and WR needs to be addressed because the very weak pass coverage. So, CPU QB is taking a hit down, and WR is incremental so there are more contested drops.
7/29/19 - Been a full testing day/night in trying to get the pass coverage on point. I would say I've been all over the place, working different theories and placebos. In the end, the test that stuck, and produced good results, is the obvious value of Threshold/Speed Disparity. It needed to be raised SIGNIFICANTLY. The more I reviewed previous values, the more it makes sense because we're already setting up behind the robo QB mentality, and it's the space given up due to a combination of threshold + buggy coverage animations that makes easy completions. Even lowering QBA or WRC makes little impact other than making the CPU QB less like a D3 college QB, let alone an NFL caliber one.
So, the adjustment here is Speed Disparity Scale from 35 to 85.
Speed Disparity Scale: 85 (prev: 35)
Version 2: Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
7/28/19 - Additional notes added for Game Settings, in particular good practice of values from Main Menu need to be carried over exactly to the CFM. Best practice is to Import the Custom Sliders from the CFM > Settings > Gameplay Sliders option.
7/27/19 - Here is Version 1. Enjoy!
VERSION 4 - Game Settings
Very Important.
As a good practice, please make sure the values in the CFM are the same as they are in the Main Menu. This includes Difficulty level especially. I believe the CPU perceives the USER by the difficulty value they have set in the Main Menu as well as the Franchise. So if you are seeing a lot of Robo QB, make sure you're not set to All Pro in Main Menu, and All Madden in Franchise.
My recommendation is to modify the settings in the Main Menu exactly as posted, then go ahead and use the Import Custom Sliders in the Franchise (CFM > Settings > Gameplay Sliders > Import Custom Sliders).
This way, there is no discrepancy between the two. I have tested this with having a discrepancy and a lot of the poor coverage animations occur, but also the slider values do not seem to carry over the same amount of impact.
If you provide feedback, please advise of any modifications you have done from this OP set.
Skill Level: All-Madden (All-Pro has not been tested yet, still early days, won't be long)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
Accelerated Clock: Off
Have always thought this just makes the game a bit smoother and more measured. This year though, the game is sped up in transition as it is, so I'd say it is personal preference, in which I prefer this value set to off.
Superstar Abilities: Off
I haven't tested with this on. I've only played with it on in a play now which feels like forever ago already. I just prefer not to have any kind of elements like this for my game. I'm not sure what impact it would have on this set, but just thought I should mention the set was tested with it off.
Gameplay Helpers
Ball Carrier Special Move: Manual
Defensive Auto Strafe: Off
Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off
Game Options
Injuries: 50
This value is set to 10 as default in the Main Menu settings, yet when you start a Franchise it goes to 50. I've decided to leave it at 50, and I do not regret it. Have seen realistic injuries by not only the usual suspects, but also offensive and defensive lineman, linebackers and defensive backs. Length of time has varied as well. Definitely a keeper.
Fatigue: 50 (prev: 55)
Have not seen any further benefits of fatigue being adjusted. If anything, I'm starting to see slow jogs in the wrong spots of coverage. Putting this back to default to be safe.
Speed Disparity Scale: 85 (prev: 35)
Version 2: Raising threshold/speed disparity is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
QB Accuracy: 25/15 (prev: 25/25)
Reluctantly changing this value because I like the aggression on the QB at 25+, but the issue is they try too many deep balls, which are easy to complete due to poor user coverage. With it at 15, the CPU will make some off the mark throws, but also make some throws that are not right in the numbers. They will not try to squeeze passes into tight windows as much which alone should calm things down a bit.
Pass Blocking: 35/35
This is another value that was obviously needing a bump down. The reason is simple, we were back to patty-cake between the OL/DL and individually getting stood up as the OL. Just not realistic when the pocket has such a stout line across in which the QB can have all the time in the world. Dropping this down has allowed the penetration to happen again, and makes PA a risk/reward choice. Pressure on the QB is one thing, but it's also synced up the timing of the defenders to show less of their animation deficiencies because the QB usually gets the ball out a tad quicker.
WR Catch: 45/45 (prev: 48/48)
A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
Run Blocking: 50/50
For the first time in a while, the CPU runs so well out of the box. It's not just the CPU RB's, it's the defensive backs, and even linebackers. The awareness is out of this world - and a joy to see (even if I've coughed up the football), so I've really not made any changes here.
Fumbles: 50/50
This is a value that is still under review, but so far not too upset with it. Yes, there are fumbles, but they are validated based on reviewing ratings and the animations that play out. I like that there is that instilled risk and reward to running in general, but add to this set having a fatigue of 55, and that gets a slight bump in the right direction.
Pass Defense Reaction Time: 50/50
I definitely spent a lot of time with this value, paired up with Pass Coverage. The easy answer it to raise this value as high as possible, but I do not think that is the right answer. The reason I feel this is way is because the poor coverage animations seem to be a result of the defenders being too high in their anticipation (wrongly), so this leads me to believe that they are thinking too many steps ahead. As a result, leaving this value alone and letting the other values mentioned above to "carry" it into the right direction.
Interceptions: 25/25 (prev: 40/40)
This value gets a bump down to help with coverage and reactions, without actually modifying PCV or Reactions value. This helps the defenders to react to the ball versus watching it in the air (head tracking) all the way till the receiver catches it, then a tackling animation takes place. Good animations overall - and interceptions definitely still happen.
Pass Coverage: 50/50
Some strange things this year with coverage in general, and this value is the obvious one to blame. However, I beg to differ. This value has very little impact on how the game plays when adjusted. I've had it at 0, 5 and moved into increments of 5 all the way to 100. The only time it stands out is when I had it at 0 and the old Madden 19 stop with back turned in the endzone animation appears. I think there is something built within this year's Madden that wants to keep player ratings completely intact, and the Pass Coverage + Reaction time are those that are better left alone to allow those play out.
Tackling: 50/50
This is one of my favorite values of Madden. I love seeing tackling animations, especially with gang tackling (when done right) and momentum tackles that show contact+momentum forward calmly, without any warping. So it was a bit painful for me to leave this at 50. The reason it's at 50 is simply because going much lower starts to impact too many ratings such as pursuit and awareness. The obvious is the quality of the tackle, and seeing more pile-drivers versus arm tackles is a bit of an eyesore, but seeing more gang tackling and quick 1-2 hits, that's quite refreshing. For now, this value stays where it's at.
Special Teams
FG Power: 50/50
They've got the power of the field goals on point, but it's another year of Madden devs misunderstanding how us kickers need HEIGHT on most of our kicks. 99% of NFL kickers can kick the ball well above or in-line with the highest point of the goal posts from 35-45 yards out. Yet, in Madden, they reach mid-height instead. /rant
FG Accuracy: 48/48
With great power comes great responsibility, and the kicker should feel that pressure no matter how far the kick is.
Punt Power: 46/46
Madden has overpowered the punters again, so this one takes a small dip to get the kicks more realistic, not to mention allowing the CPU a chance to return one.
Punt Accuracy: 48/48
Just a small drop here so not every punt is perfectly spinning backwards on its first bounce. Some miss-kicks would be nice too.
Kickoff Power: 50/50
No changes here. It's just about right, with plenty of variety when the wind blows.
Penalties
Defensive Holding (Only in CFM Menu): 45 (prev: 50)
Dropping this value a tad because it will mean defensive holding doesn't get called as much, which it wasn't to begin with, but now the defenders will hold on just a little bit longer onto the receivers. This improves the DB/LB/WR/TE interaction to such a better level, which then makes the passing sequence even more important, but be sure that, depending on rating, the receiver will not have acres of space constantly.
All Other Penalties Set to Default 50 or ON
I do not want to go down the rabbit hole of penalties to affect gameplay. Plenty of penalties get called on default, and risking modifying those values can hurt gameplay in an undetermined fashion. You will never know if it is a placebo or not because at times the animations do not support the change directly.
I played one half as the vikings and played against the Falcons. Matt Ryan threw for 20/21 and scored on each drive. User gameplay is the best I've had.
Note: I had superstar abilities ON, I also increased fumble slider to 80, otherwise anytime a player with superstar abilities did the hit-stick animation, it would be a fumble.
There is a decent chance that RoboQB could be from superstar abilities on, I will provide feedback after I've done some testing if you would like.
I played one half as the vikings and played against the Falcons. Matt Ryan threw for 20/21 and scored on each drive. User gameplay is the best I've had.
Note: I had superstar abilities ON, I also increased fumble slider to 80, otherwise anytime a player with superstar abilities did the hit-stick animation, it would be a fumble.
There is a decent chance that RoboQB could be from superstar abilities on, I will provide feedback after I've done some testing if you would like.
Dang I hope not lol... I want use the SA with these sliders
Dont have time for a full game Tonight but halftime Ravens Vs Dolphins (me) it is 20-14. Lamar Jackson is 13/18 122 yards 2 TDs. Definitely no robo QB here. He has missed passes actually and had some broken up. I think with your slider set with superstar abilities will work just fine. It also isnt too uncommon anymore to see guys in the 75% completions anymore or maybe even a little higher for elite guys like Brees, Brady, etc. with Rosen right now I am 9/15 and has already missed some passes. Especially deep passes. But again, need more sample size and a few full games under my belt to confirm.
Also Im not sure if you are plugging in sliders in main menu and importing or leaving main menu default, but I did do a test game before this currently and I left injuries in main menu at 10, plugged in everything else as threshold, assists off, fatigue. Played a game and coverage seemed really wonky. Going off of some info I got from JoshC. I backed out and did 50/50 injury. Main menu and cfm and notice instant improvement so just throwing that out there...
I played one half as the vikings and played against the Falcons. Matt Ryan threw for 20/21 and scored on each drive. User gameplay is the best I've had.
Note: I had superstar abilities ON, I also increased fumble slider to 80, otherwise anytime a player with superstar abilities did the hit-stick animation, it would be a fumble.
There is a decent chance that RoboQB could be from superstar abilities on, I will provide feedback after I've done some testing if you would like.
Thanks for testing them out. I'm not too sure about Superstar Abilities, and if they are the point to isolate. RoboQB is a strange one and in my testing it's been more for the fact that a discrepancy between the Main Menu and CFM. If you can determine Superstar Abilities works, definitely let me know. I'll test as well, but it won't be the highest priority before I get even more sample size of the set in hand. Thanks!
Quote:
Originally Posted by MvPeterson2828
Dont have time for a full game Tonight but halftime Ravens Vs Dolphins (me) it is 20-14. Lamar Jackson is 13/18 122 yards 2 TDs. Definitely no robo QB here. He has missed passes actually and had some broken up. I think with your slider set with superstar abilities will work just fine. It also isnt too uncommon anymore to see guys in the 75% completions anymore or maybe even a little higher for elite guys like Brees, Brady, etc. with Rosen right now I am 9/15 and has already missed some passes. Especially deep passes. But again, need more sample size and a few full games under my belt to confirm.
Also Im not sure if you are plugging in sliders in main menu and importing or leaving main menu default, but I did do a test game before this currently and I left injuries in main menu at 10, plugged in everything else as threshold, assists off, fatigue. Played a game and coverage seemed really wonky. Going off of some info I got from JoshC. I backed out and did 50/50 injury. Main menu and cfm and notice instant improvement so just throwing that out there...
Sent from my iPhone using Operation Sports
I will include a bit more in-depth instructions regarding the Main Menu and Franchise Menu set up. You are right, any type of discrepancy between the two, can cause issues. I edited it in the OP after publishing the post initially. However, I think more specific instructions (not just difficulty) should be made clear.