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Madden: A Look Inside for CFM Play

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Old 02-23-2016, 08:45 PM   #169
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Re: Madden: A Look Inside for CFM Play

Quote:
Originally Posted by khaliib
Sliders
A) Game Difficulty Levels
1) Rookie, Pro, Alll-Pro, All-Madden
- the last change/edit the gamer leaves from is the setup the game will use.
- ie edit Pass Block, thus making it a "Custom Set" or switching from All-Madden to All-Pro, making it a default setup.

2) Default difficulties sets every Hum or AI slider to a specific level.
- All-Madden 25 (range consist of 21-25)
- All-Pro 50 (range consist of 46-50)
- Pro 75 (range consist of 71-75)
- Rookie 100 (range consist of 96-100)
**Unknown why there is a 21 pt difference between each level.

3) Some sliders from previous are no longer excessable, but remain although hidden or may have simply been renamed
- "Broken Tackles" under Rushing
- "Pass Rush" under Pass Defense (renamed to Pass Coverage)
- "Reaction Time" under Rush Defense
- "Block Shed" under Rush Defense


- If we select Pro, every Hum slider, including the hidden ones, are set at "75" until it is altered
- Like wise, on All-Madden, every Hum slider is set at "25"
-This is important because the hidden sliders remain at these levels and AI Sliders that would counter "must" be altered to balance/compensate
(i.e. Pro = Hum Broken Tackles = 75, so AI Tackling must be 75 to balance, or higher to give AI an advantage )
- This is the pattern for every level


**Rookie Level is actually playable/challenging with an edite default roster that's in-line with the CFM Draft Class rating min/max structure coupled with this information

**Difficulty Challenge actually lies in the "Speed" the game is played at
- ie slower allows you see, processs and react easier, while faster speeds minimizes the gamers time

4) Sliders shift/alter the ratings +/- that they are meant to impact
(ie WR Catching = Catch, Spec Catch, CIT, Route Run)
First off, bravo for all of this. So, so, SO many questions finally answered after years of people trying to figure out how a lot of Madden features actually work. Why the devs don't release this info themselves is beyond me, but whatevs.

Anyway, above where you are talking about the skill sliders...

I'm seeing these for both HUM/CPU, but nothing in regards to Rush Defense:

QB Accuracy
Pass Blocking
WR Catching
Run Blocking
Fumbles
Pass Coverage Reaction Time
Interceptions
Pass Coverage
Tackling

Would you mind going into a bit more detailed about offsetting sliders between HUM and CPU in #3? You say HUM broken tackling = CPU tackling, so whatever one is set at, the other needs to match to keep a fair balance, so which other sliders counter each other? And in #4, do you mind detailing which player ratings are affected for each slider like with WR Catching that you listed?

Also, when you change the difficulty level between Rookie and All-Madden, you say it changes the HUM sliders "behind the scene" to 25 at All-Madden, but what does changing the difficulty do to the CPU sliders "behind the scene"?

Again, much appreciated for the time and effort doing all this. Great stuff.
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Old 03-12-2016, 12:09 AM   #170
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Re: Madden: A Look Inside for CFM Play

Thanks for the info khaliib. Do you know what are CB & DT min ratings for "Elite" status?
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Old 03-15-2016, 02:41 PM   #171
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Re: Madden: A Look Inside for CFM Play

Could you explain what you mean by "Elite" status?

I obviously understand what the word "Elite" means, but what about those particular ratings makes the player "elite", or how did you arrive at those values?

Loving this post, hope it continues to grow.
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Old 03-17-2016, 11:53 AM   #172
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Re: Madden: A Look Inside for CFM Play

There is a "Throw Acc" attribute on the Daddy Leagues site that is obviously being pulled from somewhere, however it is not visible to us players in game. Does this play into accuracy somehow, or is it a leftover from something in previous games?
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Old 03-17-2016, 12:36 PM   #173
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Re: Madden: A Look Inside for CFM Play

It's for sim purposes if I'm remembering correctly.
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Old 05-18-2016, 11:39 AM   #174
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Re: Madden: A Look Inside for CFM Play

I am new to posting but regularly visit the forum for hints, tips, inspiration etc. I have looked around and not sure my question has been answered so thought this would be the best place to post.

I only play CFM as love the team building aspect of this such as drafting and developing players. I never play any games due to time restraints and prefer simming to the next week to check the result.

My question relates to Schemes and setting the playbook, offense and defense style and player styles within 'My Coach'. I always try to choose a style that mimics a real life team and get players that suit that style. I am aware that setting a player type within scheme changes the Overall, just wasnt sure if it affected the way my team played?

I spend ages checking my players attributes and player types and make sure I tailor my scheme to suit my teams strengths. However, results are always inconsistent. I felt I have had really good teams and done poorly. I am currently the Bills and thought my team was weak but currently 5-1.

I just wanted some guidance if all the time i spent focuses on adjusting schemes after each result or offseason was wasted or if i am just missing something. I understand the game isnt meant to be simmed so that probably doesnt help but thought I would ask.
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Old 08-10-2019, 09:32 AM   #175
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Re: Madden: A Look Inside for CFM Play

So if I'm reading this correctly, set all HUM sliders to 25 and CPU sliders to 75... How does this work if I'm doing CPU vs CPU [emoji848]

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Old 08-10-2019, 05:21 PM   #176
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Re: Madden: A Look Inside for CFM Play

Quote:
Originally Posted by DeStijl_Bishop
So if I'm reading this correctly, set all HUM sliders to 25 and CPU sliders to 75... How does this work if I'm doing CPU vs CPU [emoji848]

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So much has changed from this.

I would suggest visiting JoshC Slider thread as I don’t even touch sliders (my preference)
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