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Update 10/31/2012 - v.1.8 /
Added new set for all you guys to help me test
New Set
So here it is guys, what we've all been waiting for in Madden... for ratings to matter! I'll need your help to make sure these are the correct settings for individual player ratings to matter.
Here's how to test:
Create a new player for HB, WR, OL, DE and CB
Make this player with a 5 rating in everything that matters for his position
Make him the smallest guy allowed (5'0", 160lbs.)
Go run some plays in Normal practice mode
Compare settings to make sure ratings are being respected
The slider will be 0, 25, 50 or 100
Example: I created the player as described above and put him as a LG, then started a pass play to check out Pass Rush and Pass Blocking. At 0, the defender had a hard time going through my midget, so I set both Pass Rush and Pass Blocking to 100 and my midget got ran over as he should.
Now for some sliders
First go reset everything to default by pressing triangle on each slider screen, then choose Custom skill level. The AI does not change to default when you first select a preset skill level other than Custom.
Game Options
Skill Level:
Custom (Most important step! This resets the manipulated AI when choosing a preset skill level) (In CCM choose All Pro as it has the least AI manipuation)
Playcall: Whatever (House rules are Gameflow or Ask Madden)
Quarter: 15 minutes
Accel: 14 seconds
Auto Strafe/Sprint: On (Only because I don't control any players)
Game Speed: Slow
Threshold: 0 (Do not change the threshold as 0 + Slow allows the fastest guy to run a 4.2 with 99 speed and 99 accel ratings. Chris Johnsons runs an exact 4.24 which is his real life 40 time. Again, don't change the threshold or game speed, change player ratings if they're not running correct 40 times.)
Coach Mode: On/Off (These sliders aren't for difficulty, they're for ratings so pick your battles)
Injuries: 30
Fatigue: 60
Penalties
Same as original set posted below. I've managed to get a few pass interference calls and other calls I haven't see before with this set.
Skills - Same for HUM/CPU
QBA: 25/25 (Seems weird but this is the real setting for ratings, not 0, not 50 or anywhere in-between)
Pass Block: 0/0
WR Catch: 50/50 (I feel 25 has more natural catches but way too many drops)
BRT: 25 (This and Tackle at 25 creates makes them more realistic but with the occasional pinball RB)
RB: 75 (Creates space to the side. Don't tell me running is too easy or too hard, these sliders are not for that. Please use other set below for bigger challenge but less ratings based play)
Fumbles: 25 (Fumbles are respected until you raise BRT or Tackle)
Pass React: 0 (Prevent syncing and respect individual awareness/play recognition)
INT: 25 or 50 (25 = better stats, 50 = smarter DBs - only slider in testing)
Pass Rush: 50
Run React: 0 (Same as pass react)
Block Shed: 100 (100 is legit, the number just makes me want to test again though lol)
Tackle: 25 (Gang tackles, very few train wrecks but worth it for the realism it provides combined with Break Tackle)
Special Teams
FG Power: 50/50
FG Accuracy: 48/48
Punt Power: 50/50
Punt Accuracy: 100/100
Kickoff Power: 50/50 (Too many touchbacks might bring this down)
Auto Subs
I have found no evidence that this affects player ratings but default works fine for now
I have mine set at QB 11/12, OL, CB & S 24/25, the rest are 50/51
Hope you enjoy these and start testing with me so we can nail each one on the head.
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Original Set
Under throws, Over throws, Scrambling QBs, Gang tackles, Diving catches, Fighting for the ball, Jukes, Spins, Blocking and un-synced. That's what you want and that's what I'm working to deliver with this new slider set.
I've experienced all of the above with this set, so I'd like to share it with you.
This is close to the final set, try it and let us know what ya think.
Legend
Green: Satisfactory
Teal: Undecided
Red: Recent Change
Game Options (CCM and Play Now)
Starting difficulty: All-Madden
Quarter Length: 15 Min. (Most real obviously)
Acc. Clock: 14 Sec. (Best time for right amount of plays)
Auto Strafe: On (Optional)
Auto Sprint: On (Optional)
Injuries: 37
Fatigue: 59 (The best setting)
Game Speed: Slow (Better animations)
Threshold: 65 (After hours of repeatable testing, this most closely matches; with Slow Game Speed, players real 40 yard dash times)
Penalties (Credit goes to Playmaker for base set)
Offside: 95
False Start: 65
Holding: 53
Facemask: 5 5
DPI: 100
OPI: 100
K/PI: 100
Clipping: 55
IG: 100
Rough Pass: 53
Rough Kick: 100
These sliders were tested in Coach Mode but most people like them when playing too (Creates a realistic game and good stats)
Because players are different skill levels, I won't provide a player set, this set is a very good base.
Passing
QBA: 6/5 (The CPU QB seems more accurate by default)
Pass Block: 5/5 (No sync and creates gang blocks)
WR Catch: 55/55 (Still get awesome animations from GOOD receivers)
Rushing
Broken Tackles: 3/3
Run Block: 30/0 (CPU run is infinitely better by Madden default, this tones it down)
Fumbles: 5/5 (Maybe 1 fumble per game)
Pass D
Reaction: 0/0 (Prevents player syncing)
INT: 20/20 (Good QBs throw less, bad QBs throw more)
Pass Rush: 0/0 - The rush is still there but at 0 QB doesn't throw short 99% of the time (You will get 3-5 seconds before needing to scramble)
Run D
Reaction: 0/0 (Prevents player syncing)
Block Shed: 0/0 (Blockers will keep trying as defenders try to shed)
Tackling: 8/8 (Great animations, gang tackles and very few train wrecks)
Special Teams
FG Power: 55 (David Akers can't kick it 49 yards so gotta bump this up)
FG Acc: 45
Punt Power: 50
Punt Acc: 100
Kick Power: 50
Auto Subs
Default
Post your box scores so we can improve on these sliders:
http://dynasties.operationsports.com...id=1&sport=nfl
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Note: My thoughts on Threshold, Pass and Run Reaction are that when either is bumped even to 1, all the players sync up together. I had Run Reaction at 5 and all the D Players synced up to defend the run before it even started. Taking this down to 0, I noticed the players not syncing up anymore and playing more individually. Same goes for Threshold where any bump puts the WR and CB on the same stride but at 0, that doesn't happen.
(After recent testing for hours on end, I found that at 65 threshold, players are most true to real life in terms of 40 yard dash times)
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Enjoy!