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Madden 25 CFM Realistic Sliders

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Old 08-25-2013, 02:23 AM   #17
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Re: Madden 25 CFM Realistic Sliders

Can't I lower the quarter length and just up the acc clock and still get the same results. 15 minutes will take forever if teams just pass all the time
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Old 08-25-2013, 02:56 AM   #18
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Re: Madden 25 CFM Realistic Sliders

bro ill help u out....


the key too good gameplay lies in the penalty sliders. u use the regular ones to fine tune


example. lowering clipping to say 30 improves blocking an boosts cpu run game.

raising offsides to 75 increases d line pressure.

lowering holding helps defenders shed blocks quicker.

etc etc


ill tell u right now ur penalty set up is hurting the gameplay of ur slider set.

just thought u should know
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Old 08-25-2013, 08:16 AM   #19
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Re: Madden 25 CFM Realistic Sliders

Quote:
Originally Posted by schnaidt1
bro ill help u out....


the key too good gameplay lies in the penalty sliders. u use the regular ones to fine tune


example. lowering clipping to say 30 improves blocking an boosts cpu run game.

raising offsides to 75 increases d line pressure.

lowering holding helps defenders shed blocks quicker.

etc etc


ill tell u right now ur penalty set up is hurting the gameplay of ur slider set.

just thought u should know
Wow, I did not know this, thanks for that info. I'm going to put it to use with my slider set.
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Old 08-25-2013, 08:27 AM   #20
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Re: Madden 25 CFM Realistic Sliders

Quote:
Originally Posted by JMD
Wow, I did not know this, thanks for that info. I'm going to put it to use with my slider set.
Yeah he's right... It really shouldn't be that way but unfortunately the penalty sliders do have a major affect on how the other sliders work. Sucks too because the way he has his penalty sliders right now is getting very accurate penalty results... These are actually not a horrible base. It's going to take a couple days to figure out how to dumb the human running game down. The AI blocking this year is just too good... Even with HUM run block at 0 and CPU tackle at 100 I was still busting huge runs... The other problem is if you turn the Tackle slider up too much then there's an over abundance of HUGE hits, and not too many actual tackle animations... Also it seems that there is a serious lack of a pass rush this year, and they took out the pass rush slider too boot... They now have a Pass Coverage slider which actually works very well at regulating the CPU completion pct% in the tests I've done. So now I'm wondering (and hoping) that messing with the pass reaction time Slider will help the lack of pass rush. If all of the slider gurus in here can figure those two things out this game will be golden...

Kinda rambled there, but anyways hoping that someone with a mind for the sliders can use some of that info to help out.
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Old 08-25-2013, 10:07 AM   #21
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Quote:
Originally Posted by schnaidt1
bro ill help u out....


the key too good gameplay lies in the penalty sliders. u use the regular ones to fine tune


example. lowering clipping to say 30 improves blocking an boosts cpu run game.

raising offsides to 75 increases d line pressure.

lowering holding helps defenders shed blocks quicker.

etc etc


ill tell u right now ur penalty set up is hurting the gameplay of ur slider set.

just thought u should know
Give us a solid penalty set. Don't tease us with only two of them. Plus, we still need penalties to occur.
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Old 08-25-2013, 10:08 AM   #22
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Quote:
Originally Posted by glenzariczny
Yeah he's right... It really shouldn't be that way but unfortunately the penalty sliders do have a major affect on how the other sliders work. Sucks too because the way he has his penalty sliders right now is getting very accurate penalty results... These are actually not a horrible base. It's going to take a couple days to figure out how to dumb the human running game down. The AI blocking this year is just too good... Even with HUM run block at 0 and CPU tackle at 100 I was still busting huge runs... The other problem is if you turn the Tackle slider up too much then there's an over abundance of HUGE hits, and not too many actual tackle animations... Also it seems that there is a serious lack of a pass rush this year, and they took out the pass rush slider too boot... They now have a Pass Coverage slider which actually works very well at regulating the CPU completion pct% in the tests I've done. So now I'm wondering (and hoping) that messing with the pass reaction time Slider will help the lack of pass rush. If all of the slider gurus in here can figure those two things out this game will be golden...

Kinda rambled there, but anyways hoping that someone with a mind for the sliders can use some of that info to help out.
Reaction time is more about pass rush than it is about anything else.
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Old 08-25-2013, 11:11 AM   #23
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Re: Madden 25 CFM Realistic Sliders

I made some adjustments on penalty sliders, just the ones that don't really work as much anyways like PI, Offsides, and False Start...let's see how these go.
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Old 08-25-2013, 11:56 AM   #24
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Re: Madden 25 CFM Realistic Sliders

I am using your user sliders as part of my modified set. I like how it feels on that side with some tweaks for extra difficulty. After playing a game and a half with your penalties I turned them back to default

The game played SO much better

I know I, and I think we all, should probably give up on sim penalty numbers. EA has coded these games into a Frankenstein of a game engine and penalties grossly affect gameplay if not careful. With your sliders, fiddys game settings (threshold, default penalties, etc), and some personal modifications for difficulty I am getting some STELLAR gameplay right now...
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