Re: Chat GPT All-Madden Suggested Sliders
Also asked Chat GPT for an All-Pro set:
For Madden 2025 on All-Pro difficulty, achieving realistic gameplay while keeping it challenging is a balance between adjusting the AI performance and reflecting real NFL statistics. All-Pro is slightly less difficult than All-Madden, but it provides a more balanced and fair experience, making it a good foundation for realistic gameplay. With the right sliders, you can align the game to mirror NFL stats, including completion percentages, rushing yards, sacks, turnovers, and overall pace.
Here is a set of sliders designed to deliver a realistic NFL experience on All-Pro difficulty:
Gameplay Options:
Quarter Length: 10-12 minutes
This provides a realistic number of plays per game, around 120-130 total (NFL average).
Accelerated Clock: On
Runoff Time: 15-20 seconds (this keeps the game pace consistent with real-life NFL, while still giving you time to make decisions).
Skill Level: All-Pro
Injuries: Was 50 now 25
Default injury rate to match the average number of injuries per game.
Fatigue: Was 55 now 60
This will ensure that player rotations happen naturally, as fatigue becomes more realistic (especially late in games).
Speed Parity (Threshold): Was 45 now 50
This balances speed differences among players, allowing faster players (like wide receivers and cornerbacks) to excel, but without creating unrealistic separation.
Player Skill Sliders
These sliders adjust the performance of your team. They are slightly more lenient compared to All-Madden to give you a fair challenge while maintaining realism.
QB Accuracy: Was 10 now 45
(This allows for realistic completion percentages around 60-65% while keeping passing skill-based, ensuring that lower-rated QBs will struggle more).
Pass Blocking: Was 20 now 40
(This keeps your offensive line from being unrealistically strong, but still provides enough protection for the passing game).
WR Catching: Was 50 now 48
(Keeps catching realistic without excessive drops, reflecting NFL averages where elite WRs make catches consistently).
Run Blocking: Was 25 now 45
(Makes it challenging but fair, mirroring NFL rushing averages of 4-5 yards per carry. You'll have to find holes, but a well-executed run will be rewarding).
Fumbles: 50
(Keeps fumble frequency at realistic levels, which is in line with NFL averages).
Pass Defense Reaction Time: 55
(Increases your defense's reaction time slightly to ensure they can keep up with high-level CPU offenses and play more realistically).
Interceptions: Was 20 now 25
(Reduces the number of interceptions, allowing for more realistic turnover rates without making INTs too rare).
Pass Coverage: Was 55 now 50
(Makes your defensive backs slightly more effective in coverage, giving a better chance to break up passes without making it too easy).
Tackling: Was 45 now 50
(Slightly lower to allow for realistic broken tackles and tackling outcomes, especially with elite offensive players).
CPU Skill Sliders
These sliders will make the CPU more challenging without becoming unrealistic. They’re balanced to ensure the CPU behaves like an actual NFL team, producing realistic stats.
QB Accuracy: Was 10 now 40
(Keeps CPU QB accuracy in a realistic range, with top QBs completing around 65-70% of passes, but lower-rated QBs will struggle).
Pass Blocking: Was 20 now 35
(Ensures the CPU offensive line doesn’t dominate your defensive front but still allows for realistic time in the pocket. You should see a realistic number of sacks per game).
WR Catching: Was 50 now 48
(Keeps CPU catching at a realistic level with occasional drops in contested situations, similar to real NFL receiver performance).
Run Blocking: Was 25 now 40
(Balances the CPU's ability to run the ball effectively without making it too easy or too hard for your defense to stop them).
Fumbles: 50
(Keeps CPU fumble rate in line with NFL averages).
Pass Defense Reaction Time: Was 60 now 55
(Improves CPU pass defense slightly, so you’ll need to be smart with your passing decisions. This helps avoid easy passes and makes coverage tighter).
Interceptions: Was 20 now 25
(Reduces the number of interceptions by the CPU, keeping turnovers realistic).
Pass Coverage: Was 60 now 50
(Tightens up CPU pass coverage to force you to make smarter throws and use proper timing. This slider keeps the challenge but prevents the CPU from feeling too overpowered).
Tackling: 50
(Keeps CPU tackling strong but fair, allowing for realistic broken tackles for strong or elusive players, but not too frequent).
Special Teams Sliders:
Special teams play a significant role in NFL games. These sliders will reflect realistic distances and success rates for kicking and punting.
FG Power: 50
(Keeps field goal distances and power realistic).
FG Accuracy: 45
(Makes kicking a bit more challenging, reflecting NFL field goal percentages).
Punt Power: 50
(Keeps punting distances consistent with NFL averages).
Punt Accuracy: Was 45 now 50
(Keeps punt accuracy realistic without being overly pinpoint, so directional punting becomes important).
Kickoff Power: 50
(Keeps kickoff distances in line with the NFL, where many kicks result in touchbacks, but still some are returnable).
Penalties Sliders:
To reflect realistic penalty calls in a game, the following penalty sliders adjust the frequency of penalties to match the NFL:
Offside: Was 60 now 55
(Slightly increases offside penalties, reflecting NFL averages for defensive mistakes).
False Start: 55
(Keeps the game balanced with realistic offensive penalties).
Holding: 55
(Increases the likelihood of holding penalties to better reflect real NFL gameplay, especially on running plays).
Facemask: 50
(Keeps facemask penalties balanced and fair).
Defensive Pass Interference: Was 70 now 60
(Raises DPI calls to reflect real-life NFL tendencies where contact in the secondary is often flagged).
Offensive Pass Interference: 50
(This penalty is rarely called, so default is fine here).
Kick Catch Interference: 50
(Keeps the call frequency balanced).
Clipping: 50
(Keeps the clipping penalty rate fair and balanced).
Roughing the Passer: 50
(Keeps roughing the passer penalties realistic but not too frequent).
Roughing the Kicker: 50
(Balanced to reflect real-life occurrences).
Auto Sub Sliders:
These settings help ensure realistic player rotation and fatigue management, especially as the game progresses.
Offense:
QB Sub In/Out: Was 5/3 now 1/0
(QB substitution should be rare unless there’s an injury).
RB Sub In/Out: Was 80/75 now 85/80
(Frequent rotation to reflect modern NFL where multiple RBs share carries).
WR/TE Sub In/Out: 80/75
(Rotates receivers to reflect fatigue, especially after long drives).
OL Sub In/Out: 1/0
(Offensive linemen rarely substitute unless injured).
Defense:
DL Sub In/Out: 85/80
(Defensive linemen should rotate regularly to simulate fatigue and keep play realistic).
LB Sub In/Out: 80/75
(Linebackers will rotate more often as the game wears on).
CB Sub In/Out: Was 70/65 now 75/70
(Cornerbacks rotate occasionally, reflecting realistic NFL substitutions).
S Sub In/Out: Was 70/65 now 75/70
(Safeties rotate less often, but still some substitutions occur).
Last edited by Wizardtwiggy; 10-16-2024 at 03:54 PM.
Reason: Updated since Patch 16/10/24
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