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Old 01-12-2015, 06:17 AM   #9
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Re: Defining sliders

Not just sliders but attribute effects would be nice to know as well. I'm particularly interested in the range of where sliders/attributes should be to achieve more realistic gameplay. I know it can vary as some people have different methods but a general consensus or something would be cool to make it easier for all roster makers.
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Old 01-18-2015, 03:28 PM   #10
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Re: Defining sliders

Yeah so if I turn up my defense assist takeoff/ release
does that effect yhe defense on me or on the cpu ?
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Old 01-18-2015, 03:34 PM   #11
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Re: Defining sliders

Quote:
Originally Posted by HUSTLER_79
Yeah so if I turn up my defense assist takeoff/ release
does that effect yhe defense on me or on the cpu ?
It affects YOUR defense against the CPU.
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Old 01-18-2015, 08:30 PM   #12
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Re: Defining sliders

Quote:
Originally Posted by Cycloniac
It affects YOUR defense against the CPU.
If he's asking what I think he's asking It's actually reversed. Raising your takeoff/release sliders effects how easy/hard it is for YOU to score.
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Old 01-21-2015, 04:57 PM   #13
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Re: Defining sliders

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Originally Posted by Hot Kidd
With 2K, you can get the game playing how you want using sliders (for most issues, anyway). They do what they are intended.

In contrast, finding the right mix of gameplay for Madden requires months of arduous testing to find the right blend amongst sliders that don't work, are reversed and arent properly explained.
totally agree with you in regards to madden. I dont even know why they have sliders for Pass INTF for off/def if you never call it. Also, intentional grounding never gets called. ( I have all these sliders at 95)
Passing is wayy to easy for the AI. It feels like AI just worries about pass percentage. more than anything. ( i have the pass acc. down to 10 and it still does that) it's also way too easy to sack.
Basically I've lowered the CPU pass acc. down to 10 and pass protect to 60
My human sliders I got pass acc to 40 and my pass protect to 95 (playing at all pro).
This some what fixes the issues and I apologize for bringing up Madden in this 2k forum... you just touched a nerve,,,
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Old 01-26-2015, 09:54 PM   #14
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Re: Defining sliders

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Originally Posted by FUWS
totally agree with you in regards to madden. I dont even know why they have sliders for Pass INTF for off/def if you never call it. Also, intentional grounding never gets called. ( I have all these sliders at 95)
Passing is wayy to easy for the AI. It feels like AI just worries about pass percentage. more than anything. ( i have the pass acc. down to 10 and it still does that) it's also way too easy to sack.
Basically I've lowered the CPU pass acc. down to 10 and pass protect to 60
My human sliders I got pass acc to 40 and my pass protect to 95 (playing at all pro).
This some what fixes the issues and I apologize for bringing up Madden in this 2k forum... you just touched a nerve,,,
This years Madden on next gen is more of a Rubik's Cube than a video game.
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Old 01-26-2015, 09:58 PM   #15
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Re: Defining sliders

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Originally Posted by tommycoa
This years Madden on next gen is more of a Rubik's Cube than a video game.
I'd compare it more to a whoopee cushion, because it's nothing more than a joke.
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Old 01-27-2015, 11:04 AM   #16
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Re: Defining sliders

The ultimate joke about Madden is this: I play video games to relax. Madden 15 had done the exact opposite. It's drove me crazy. Madden 15 is so so close to being the best football game ever made. But the sack issue and QB play in general is baffling.
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