Late to the game this year so this might be a waste of time since everyone probably has their sliders at this point in the year.
That said, I figure I'd throw it out there to just add to the pile.
Right now, I'm only semi-confident in my All-Madden sliders as I've been playing them the most. You can see the game results if you follow my Oakland Raiders CC (link in my signature).
For now, the User and CPU sliders are just about the same. Time will tell if this remains. Also, fair warning, I'm not an elite stick skills player. I'm one step up from coach mode, really LOL. So if you're hoping for a super challenge, you probably want to look elsewhere. I'm not at your level, and my sliders will likely disappoint.
My playstyle is no-switch on defense. I usually play on the DL since pass rushing on All-Madden can be tough and it helps me sorta kinda slow down the CPU run game if I can read the play and shed in the right direction. I also get to open gaps for blitzing LBs and what not and try to occupy multiple blockers.
I also want to see how my LBs and DBs play without my interference.
I also use only the R stick when kicking FGs and punts.
Here's the sliders:
General:
Mode: Created Head Coach CC
Quarter Length: 15 minutes
Accel Clock: 10 seconds (or 14 seconds if you want a little more time at the line)
Game Speed: Any
Threshold: 75
Fatigue: 35 (auto-subs do not seem to matter, so this is so that WR/LBs/DBs/OL don't sub, but still do show some differences in Stamina - players WILL still tire on long drives/lots of plays/later in game)
Injuries: 75 (...may seem high, but take a look at an NFL injury report. Most are not pretty. Most I've had out at once with these is seven and most IR is 4)
BTW: If you want injuries to your QB, fill in your whole QB depth chart. I only had 2 QBs on roster, but punter filled in for 3rd QB and lost Pryor for 5 weeks.
I moved the penalty sliders to each set because of their impacts on gameplay and I'm experimenting with them with individual sets and CCs to keep things organized for me.
Right now, special teams is the same across all sets.
Special Teams
Updated (1/5/2013)
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|
FG Power | 55 |
FG Acc | 45 |
Punt Power | 55 |
Punt Acc | 32 |
Kickoff Power | 44 |
Use the R-stick method for greater challenge. Even then, I'm around 90% with Janikowski.
My goal for any of these sets is to create hard-hitting, aggressive play that still accounts for skill set, traits, and flow of the game. Ideally, the scores will be "low" by Madden standards, but in-line with the sorts of scores and production you see in the real game.
All-Madden version 1 (75 or less)
(Updated 12/16/12)
User | CPU |
13 | 13 |
0 | 0 |
50 | 50 |
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|
0 | 0 |
23 | 23 |
23 | 23 |
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|
15 | 15 |
20 | 20 |
20 | 25 |
|
|
5 | 5 |
15 | 15 |
55 | 55 |
Penalties (they do seem to impact gameplay - see related thread)
Offsides: 50 (too hard to balance run game for me at 100...plus I got tired of the "jumping")
False Start: 55
Holding: 54 (at 55, it can become a flag fest with way too many holding calls)
Face Mask: 55
DPI: 5 (allows from more battling downfield and willingness to make plays from both sides)
OPI: 5
Punt Catch Interference: 25
Clipping: 33
Int. Grounding: 5
Roughing Passer: 54
Roughing Kicker: 25
All-Madden Version 2 (75 or less)
(Non-Bracketed Updated: 2/16/13 - Final)
(Bracketed Updated: 7/11/13)
[Oakland CCM]
Overtime and close games love me it seems...The posted updates generated these games:
Won on last second FG 25-24
Defense held on for 27-24 Win
CPU Kicker has bad day - changed momentum in 26-16 Win
The bracketed numbers are the ones in flux a bit as they represent the CCM as it stands now, accounting for the increased rate of CPU player development after the change to "Every Four Weeks" development and changes in overall player landscape with the youngsters reaching their primes now and some NFL greats moving on.
That doesn't mean the non-bracketed numbers are "old" or useless. They are the most tested and proven. As you can see - I have no plans to update them.
[Numbers in brackets represent settings another option to get similar game play, depending on how you want your penalties.]
User | CPU |
18 [10]
| 23 [10]
|
0 [2]
| 45 [2]
|
50 [55]
| 50 [55]
|
|
|
0 [0]
| 0 [0]
|
25 [34]
| 34 [36]
|
23 [23]
| 23 [23]
|
|
|
25 [30]
| 25 [30]
|
20 [15]
| 20 [15]
|
20 [0]
| 25 [0]
|
|
|
20 [20]
| 20 [20]
|
10 [0]
| 10 [0]
|
45 [55]
| 45 [55]
|
Penalties |
|
Offsides | 50 [50]
|
False Start | 85 [25]
|
Holding | 54 [53]
|
Face Mask | 60 [60]
|
DPI | 0 [0]
|
OPI | 25 [50]
|
Punt Catch Interference | 0 [100]
|
Clipping | 0 [0]
|
Int. Grounding | 75 [50]
|
Rough Passer | 54 [41]
|
Rough Kicker | 0 [0]
|
Special Teams |
|
FG Power | 55 [55]
|
FG Acc | 47 [47]
|
Punt Power | 43 [55]
|
Punt Acc | 45 [45]
|
Kickoff Power | 44 [44]
|
Game Speed | Normal+ [Fast]
|
|
Injuries | 75 [75]
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|
Fatigue | 35 [35]
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|
Spd Thresh | 75 [25]
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|
All-Madden Block Shedding Version (75 or less)
(Updated: 1/1/13)
(Some good results in Coach Mode so far - use CPU for both sides if using for Coach Mode)
These have produced some good games as well. Difference here is that Tackling and Fumbling sliders are lowered significantly with Block Shedding up significantly. This creates higher chances for some broken tackles, especially vs DBs and some DL who aren't great at tackling, but still leave the fumble chance in, especially vs higher POW if they can square up on you. Minimize contact like a real HB (give them a shoulder to hit, angle your body/ball away from the hit, etc, and protect the ball at all times in/near traffic. Keep your ball carrier's Covers the Ball trait in mind as well, and AWR seems to govern when they realize they need to brace instead of fighting for yards.
User | CPU |
13 | 38
|
0 | 35 |
50 | 50 |
|
|
0 | 0 |
28
| 31
|
12
| 12
|
|
|
30
| 30
|
13
| 13
|
10 | 15
|
|
|
5 | 5
|
35
| 35
|
35 | 35 |
Penalties |
|
Offsides | 50
|
False Start | 25 |
Holding | 25
|
Face Mask | 25
|
DPI | 25 |
OPI | 50
|
Punt Catch Interference | 0
|
Clipping | 0
|
Int. Grounding | 0
|
Rough Passer | 25
|
Rough Kicker | 0
|
Penalties are set with the emphasis on game play effects first and foremost. No, you probably won't get a realistic number of penalties called, but hopefully, the game play will be solid and respect/challenge player ratings more.
"All-Pro" v2
(Updated: 1/28/13)
[Ravens CCM]
| User | CPU |
QB Accuracy | 18 | 25 |
Pass Blocking | 2 | 2 |
WR Catching | 75 | 75 |
|
|
|
Break Tackles | 0 | 0 |
Run Blocking | 35 | 49 |
Fumbles | 40 | 52 |
|
|
|
Pass Reaction | 30 | 30 |
Interceptions | 15 | 15 |
Pass Rushing | 0 | 0 |
|
|
|
Run Reaction | 25 | 30 |
Block Shedding | 0 | 0 |
Tackling | 50 | 50 |
|
|
|
|
|
|
Slider Total | 290 | 328 |
|
|
|
|
|
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Special Teams |
|
|
FG Power | 55 |
|
FG Acc | 47 |
|
Punt Power | 45 |
|
Punt Acc | 45 |
|
Kickoff Power | 44 |
|
|
|
|
Game Speed | Normal+ |
|
Injuries | 75 |
|
Fatigue | 35 |
|
Spd Thresh | 100 |
|
|
|
|
Penalties |
|
|
Offsides | 0 |
|
False Start | 85 |
|
Holding | 54 |
|
Face Mask | 60 |
|
DPI | 100 |
|
OPI | 75 |
|
Punt Catch Interference | 0 |
|
Clipping | 0 |
|
Int. Grounding | 0 |
|
Rough Passer | 41 |
|
Rough Kicker | 0 |
|
"All-Pro" v1
(Updated: 1/5/13)
They are called "All-Pro" because of the point total going beyond 295, the cut off last year. However, keep your CCM difficulty on
All-Madden.
These are still a work in progress, but getting better. Defense may still be a touch too strong, especially versus the run, but the game was still entertaining and tense. Felt like a real Ravens game when the offense goes in la la land. Ray Lewis had 14 tackles. Kindle had 10. Won 17-16 on a good catch by Torrey Smith and defense held on.
Still aiming for penalty calls, as well as keeping their impact on game play in mind. Doing this for All-Pro because I have more points to play with.
Green - raised from last update, Red - lowered from last update
|
|
13 | 65
|
0 | 45 |
50 | 50 |
|
|
0 | 0 |
40
| 50 |
30 | 30
|
|
|
25 | 25
|
15 | 15
|
75 | 85 |
|
|
35 | 35 |
15 | 15 |
55 | 55 |
Penalties (they do seem to impact gameplay - see related thread)
Offsides: 50
False Start: 75 (no change, yet, but might up it and make myself "hut" twice before snapping)
Holding:
58 (you'll get calls - and generally were annoying, but didn't feel overbearing)
Face Mask:
58 (was seeing these a bit much, but might use this to simulate all personal fouls, like helmet-to-helmet/blow to the head, horsecollar, etc)
DPI: 25
OPI: 50
Punt Catch Interference: 100
Clipping: 0
Int. Grounding: 0
Roughing Passer: 54 (pass rush increased to make up for this being at 54, as it slows down rush aggression)
Roughing Kicker: 0
Normal+ Game Speed Sliders
(Updated: 1/24/13)
[Bucs CCM]
I will likely continue my Bucs CCM and possibly/probably my test Redskins CCM (not sure I have time for four CCMs, though) under these sliders. For those who want to stay within one of the other 'All-Madden' thresholds, these will stay at or under 295.
| User | CPU |
QB Accuracy | 18 | 25 |
Pass Blocking | 2 | 2 |
WR Catching | 60 | 60 |
|
|
|
Break Tackles | 0 | 0 |
Run Blocking | 40 | 49 |
Fumbles | 27 | 27 |
|
|
|
Pass Reaction | 30 | 30 |
Interceptions | 15 | 15 |
Pass Rushing | 0 | 0 |
|
|
|
Run Reaction | 30 | 30 |
Block Shedding | 0 | 0 |
Tackling | 55 | 55 |
|
|
|
|
|
|
Slider Total | 277 | 293 |
|
|
|
|
|
|
Special Teams |
|
|
FG Power | 55 |
|
FG Acc | 47 |
|
Punt Power | 45 |
|
Punt Acc | 45 |
|
Kickoff Power | 44 |
|
|
|
|
Game Speed | Normal+ |
|
Injuries | 75 |
|
Fatigue | 35 |
|
Spd Thresh | 100 |
|
|
|
|
Penalties |
|
|
Offsides | 0 |
|
False Start | 85 |
|
Holding | 54 |
|
Face Mask | 60 |
|
DPI | 100 |
|
OPI | 75 |
|
Punt Catch Interference | 0 |
|
Clipping | 0 |
|
Int. Grounding | 75
|
|
Rough Passer | 41 |
|
Rough Kicker | 0 |
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