To set them, you MUST do the following unless you know for a fact that your intro difficulty was set to All Pro:
In the main menu, go to 'Customize', then to 'Manage Files'. Delete your profile.
Turn off the game and start it back up. You will go through the first time set-up stuff and will go through the Cam Newton intro again.
After the intro plays out (or you exit out of it), you will be asked to select a difficulty. Select All Pro here.
Once you get back to the main menu, set all of your autosubs, game settings (set the difficulty here to All Madden), penalty sliders, and game sliders as they are for the current set (or in your CFM if you made personal tweaks).
Go into your CFM and import the sliders using the triangle button (on PS4....no clue what it is on the other system). Within your CFM, set it to All Madden.
Playcall Style: Slim or Enhanced
Speed: Normal (this is CRITICAL)
Gameplay: All Madden
qtr length: 13min
accel clock: 18 sec
injuries: 50 (but user preference)
fatigue: 70
speed threshold: 19
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
Special Teams (these are strictly from the NCAA set, I'm keeping in case other aspects of the game are affected)
FG Power – 75/75
FG Acc - 30/30
Punt Power - 50/50
Punt Acc - 70/70
KO Power - 45/45
Penalties
Offside: 80
False Start:80
Holding: 50
Facemask: 50
DPI: 98
OPI: 99
PCI: 40
Clipping: 50
int grounding: 83
roughing the passer:50
roughing the kicker: 35
Autosubs
QB - 0/2
HB - 91/96
WR - 20/25
TE - 30/35
OL - 0/2
DL - 80/85
LB - 50/55
CB - 20/25
S - 25/30
Old AP/AM/AM set
Spoiler
Playcall Style: Slim or Enhanced
Speed: Normal (this is CRITICAL)
Gameplay: All Madden
qtr length: 13min
accel clock: 18 sec
injuries: 50 (but user preference)
fatigue: 70
speed threshold: 50
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
Special Teams
FG Power – 50/50
FG Acc - 50/50
Punt Power - 45/45
Punt Acc - 75/75
KO Power - 50/50
Penalties
Offside: 40
False Start:60
Holding: 60
Facemask: 50
DPI: 99
OPI: 99
PCI: 45
Clipping: 50
int grounding: 62 (VERY important - need to modify if you change CPU QBA)
roughing the passer:50
roughing the kicker: 45
Autosubs
QB - 0/2
HB - 91/96
WR - 20/25
TE - 30/35
OL - 0/2
DL - 80/85
LB - 50/55
CB - 20/25
S - 25/30
No house rules at this stage other than NOT using the defensive camera.
AP Set (retired)
Spoiler
ALL PRO SET NOW POSTED!!!
To set them, you MUST do the following unless you know for a fact that your intro difficulty was set to All Pro:
In the main menu, go to 'Customize', then to 'Manage Files'. Delete your profile.
Turn off the game and start it back up. You will go through the first time set-up stuff and will go through the Cam Newton intro again.
After the intro plays out (or you exit out of it), you will be asked to select a difficulty. Select All Pro here.
Once you get back to the main menu, set all of your autosubs, game settings (set the difficulty here to All Pro, penalty sliders, and game sliders as they are for the current set (or in your CFM if you made personal tweaks).
Go into your CFM and import the sliders using the triangle button (on PS4....no clue what it is on the other system). Within your CFM, set it to All Pro.
Playcall Style: Slim or Enhanced
Speed: Slow or Normal (I prefer slow...but normal may work better)
Gameplay: All Pro
qtr length: 13min
accel clock: 18 sec
injuries: 50 (but user preference)
fatigue: 65
speed threshold: 1
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
Special Teams
FG Power – 50/50
FG Acc - 50/50
Punt Power - 45/45
Punt Acc - 75/75
KO Power - 50/50
Penalties
Offside: 40
False Start:60
Holding: 60
Facemask: 50
DPI: 89
OPI: 90
PCI: 40
Clipping: 50
int grounding: 85 (VERY important - need to modify if you change CPU QBA)
roughing the passer:60
roughing the kicker: 35
Autosubs
QB - 0/2
HB - 91/96
WR - 20/25
TE - 30/35
OL - 0/2
DL - 80/85
LB - 50/55
CB - 20/25
S - 25/30
AP/AM/AM Set - Version 1
Spoiler
Playcall Style: Slim or Enhanced
Speed: Slow or Normal (I prefer slow)
Gameplay: All Madden
qtr length: 13min
accel clock: 18 sec
injuries: 50 (but user preference)
fatigue: 70
speed threshold: 19
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
Special Teams
FG Power – 50/50
FG Acc - 50/50
Punt Power - 45/45
Punt Acc - 75/75
KO Power - 50/50
Penalties
Offside: 40
False Start:60
Holding: 60
Facemask: 50
DPI: 87
OPI: 90
PCI: 40
Clipping: 50
int grounding: 54 (VERY important - need to modify if you change CPU QBA)
roughing the passer:60
roughing the kicker: 40
Pure All Madden set
Spoiler
For this set to work well, you must absolutely have this set to All Madden. If you do not, you will essentially be playing the game on a different difficulty. There is no way to verify the setting in-game, so if you aren't sure what you set it to, go through the following steps:
In the main menu, go to 'Customize', then to 'Manage Files'. Delete your profile.
Turn off the game and start it back up. You will go through the first time set-up stuff and will go through the Cam Newton intro again.
After the intro plays out (or you exit out of it), you will be asked to select a difficulty. Select All Madden here.
Once you get back to the main menu, set all of your autosubs, game settings, penalty sliders, and game sliders as they are for the current set (or in your CFM if you made personal tweaks).
Go into your CFM and import the sliders using the triangle button (on PS4....no clue what it is on the other system).
I cannot relay enough how important it is to make sure this is done correctly. The game will play very differently if the 'Cam Newton difficulty' is set to something other than All Madden.
Suggested 'House Rules' to minimize extreme sack totals
Do NOT use the defensive camera angle....it makes pass rushing WAY too easy
Do NOT pass commit all the time
Use the hit stick to tackle QBs and not the other tackle buttons (square and X on the PS4). The hit stick animation seems to give the CPU QB an extra millisecond to throw (often giving the 'hit while throwing' animation instead of a sack)
Here is the current set: Version 6.1
Playcall Style: Slim or Enhanced
Speed: Slow or Normal (I prefer slow)
Gameplay: All Madden
qtr length: 13min
accel clock: 18 sec
injuries: 50 (but user preference)
fatigue: 70
speed threshold: 1
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
HUM
qb acc: 6 (modify to get the challenge you desire)
pass blocking: 35
wr catching: 48
run blocking: 4
Fumbles: 40
Reaction time: 50
Interceptions: 20
Pass coverage: 30
tackling: 25
Special Teams
FG Power – 50/50
FG Acc - 30/30
Punt Power - 45/45
Punt Acc - 75/75
KO Power - 52/53
Penalties
Offside: 35
False Start:70
Holding: 70
Facemask: 50
DPI: 99
OPI: 99
PCI: 30-35 (30 for a bit more ease, 35 for more challenge, in-between values are well....in between.)
Clipping: 50
int grounding: 60 (VERY important - need to modify if you change CPU QBA or threshold)
roughing the passer:50
roughing the kicker: 30
Autosubs
QB - 0/2
HB - 91/96
WR - 20/25
TE - 30/35
OL - 0/2
DL - 80/85
LB - 50/55
CB - 20/25
S - 25/30
General Slider Information
Spoiler
Before I get into the current sets, I thought I would provide some general thoughts on what each slider does:
The following are my observations about what each slider does. Figured I'd post this here....
Penalties
False start: Higher settings give O-line a faster jump at the snap. I recommend setting this about 20 points higher than your offsides setting.
Offsides: Higher settings give d-linemen a faster jump and greater block-shedding abilities. I do NOT recommend setting this high as it completely unbalances the line play.
Holding: Higher settings causes more holding animations to occur (mainly on pass blocking) - this can assist in improving blocking. At values above 65, you will start to see some suction blocking, so tread carefully.
Facemask: Higher settings will result in bigger hits on tackles and more fumbles, but also more broken tackles. Lower settings will result in more wrap-up tackles but fewer fumbles. If you go too low, every tackle will look like a 'bear hug'.
OPI: The higher it is, the more likely the receiver is to dive for a catch or run through a catch (if it is too high though, they will just run through virtually everything). If it is at a low setting, receivers will do anything they can to make the "safe" catch (they will almost never leave their feet, jump for a ball, etc.).
DPI: The lower it is, the more the CPU seems to go for deflections (in conjunction with the PCV slider). If it is super high, they will rarely go for deflections (unless you use a high PCV). If it is super low, they will literally stop covering receivers to try for the deflection. Also, if it is too far below OPI, there will be too much separation between receivers and DBs.
PCI: The higher this is, the more quickly defenders react to a play. Set it too high and mis-direction plays (like read option plays, jet sweeps, etc.) become too powerful.
IG: Affects QB AI. See my IG thread for further details.
RTP: Low settings make the pass rush more aggressive while high settings reduce their effectiveness. However, it appears that CPU QBs get rid of the ball more quickly at low settings. It's a bit of a balancing act but this is an effective way of adjusting pass rush effectiveness without changing any other sliders.
RTK: Set it low and defenders will attack and react to everything. Set it high, and they will read more. This plays in conjunction with the PCI and TAK sliders.
Human Sliders
Human QBA: How accurate your QB throws. A setting of 5 is pretty much the only setting that will give you offline throws.
Human PBK: How much time your line gives you on pass plays.
Human WRC: Can WRs catch the ball?
Human Fumbles: Lower settings will cause more fumbles.
Human RBK: How well your line blocks on run plays.
Human PCV: Lower values means that DBs stick to their routes more, high values mean they bat down more passes. However, if you bump it up too much, CBs will actually stop in the middle of the route. If you lower it too much, you will get mirroring where the DBs will actually be out in front of the WR running the same pattern (which also takes them out of run plays more often). I believe that with most slider sets, a range of 20 - 30 is the optimal value for balancing this. If it is too low, you may get too many coverage sacks.
Human INT: Higher value, more success picking off passes. May influence how often a DB goes for an interception.
Human Pass Reaction: More of a tendency slider. A setting of 50 is balanced. Below 50 and defenders will gear themselves more towards the run. Above 50 and they will gear themselves more towards the pass.
CPU Sliders
CPU QBA: How accurate the QB throws. You must calibrate the IG slider anytime you change this.
CPU PBK: How long does the line hold its blocks on pass plays? Now....the higher this is, the longer the QB will hold onto the football. So, ratcheting this up super high will not resolve the sack issues as the QBs will just hold it longer.
CPU WRC: Can WRs catch the ball?
CPU Fumbles:Interesting slider here as it effectively lowers the ratings of all RBs (and possibly other skill position players). If you set this to 50 and above, the CPU RBs will not use their special moves and will just start running like bowling balls (even the small scatbacks). I refer to this as "left-stick running", as it is akin to a human player running the ball using nothing but the left stick on your controller. I think a setting of around 40 is a 'sweet spot'.
CPU RBK: Same as Human RBK.
CPU PCV: Lower values means that DBs stick to their routes more, high values mean they bat down more passes. However, if you bump it up too much, CBs will actually stop in the middle of the route. If you lower it too much, you will get mirroring where the DBs will actually be out in front of the WR running the same pattern (which also takes them out of run plays more often). Same as for Human PCV, a setting of 20-30 seems to work well.
CPU INT: Higher value, more success picking off passes. May influence how often a DB goes for an interception.
CPU Pass Reaction: More of a tendency slider. A setting of 50 is balanced. Below 50 and defenders will gear themselves more towards the run. Above 50 and they will gear themselves more towards the pass.
Past sets are provided below.
Spoiler
Version 6.02
To set these properly, do the following:
Set all settings in the main menu exactly how they will be in the CFM (including autosubs).
Go to CFM and set all game settings and autosubs
Go to slider screen and use the triangle button (on PS4) to import the sliders
Here are the settings:
Playcall Style: Slim or Enhanced
Speed: Slow or Normal (I prefer slow)
Gameplay: All Madden
qtr length: 13min
accel clock: 18 sec
injuries: 57
fatigue: 70
speed threshold: 1
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
HUM
qb acc: 6 (modify to get the challenge you desire)
pass blocking: 35
wr catching: 48
run blocking: 5
Fumbles: 40
Reaction time: 50
Interceptions: 35
Pass coverage: 30
tackling: 27
Special Teams
FG Power – 50/50
FG Acc - 30/30
Punt Power - 45/45
Punt Acc - 75/75
KO Power - 52/53
Penalties
Offside: 50
False Start:70
Holding: 70
Facemask: 40
DPI: 98
OPI: 99
PCI: 35
Clipping: 50
int grounding: 58 (VERY important - need to modify if you change CPU QBA or threshold)
roughing the passer:50
roughing the kicker: 30
Autosubs
QB - 0/2
HB - 91/96
WR - 20/25
TE - 30/35
OL - 0/2
DL - 80/85
LB - 50/55
CB - 20/25
S - 25/30
Version 1.0 - Pro Set This set is 95% the work of Last Gunfighter and with his permission I am posting it in this thread. I helped tweak some things, including IG, at the end of the process. However, the props should go to him for making this set really work nicely. I think that user coverage is improved on the pro setting and that it does provide a good challenge. I think that player ratings matter here too. Those of you itching for an All Pro set should check these out.
Please don't ask me why setting X is different here than on the All Madden set....as I said, the is primarily Last Gunfighter's work and while I assisted, I was not going to undo all of the good things he had done. With that said, here is the new Pro Set.
Here are the settings:
Playcall Style: Slim or Enhanced (VERY important - see house rule)
Speed: Slow or Normal (I prefer slow)
Gameplay: Pro
qtr length: 13min (user choice)
accel clock: 16 sec (user choice)
injuries: Personal choice - I am using 49 (user choice)
fatigue: 60
speed threshold: 50
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
HUM
qb acc: 8 (modify to get the challenge you desire)
pass blocking: 22
wr catching: 39
run blocking: 22
Fumbles: 22
Reaction time: 22
Interceptions: 16
Pass coverage: 22
tackling: 9
Special Teams
FG Power – 50
FG Acc - 1 (use 38 for play now games)
Punt Power - 50
Punt Acc - 50
KO Power - 50
Penalties
Offside: 75
False Start:60
Holding: 60
Facemask: 50
DPI: 10
OPI: 10
PCI: 75
Clipping: 50
int grounding: 67 (VERY important - need to modify if you change CPU QBA or threshold)
roughing the passer:50
roughing the kicker: 35
Version 5.0 - All Madden
Version 5.0 is built around the NCAA 14 OS slider set (if you know that set, this will look VERY familiar) and my work on the Intentional Grounding slider and its importance to how this game works. See more about the intentional grounding slider here:
House Rule
People will ask if I have any 'house rules' and I have one...I call my own plays. When using the 'Quick' playcall style or 'Coach Suggestion' the game seems to default to the cheesiest plays out there (e.g. shotgun runs and trap plays) based on community averages. To get the most out of this set, I recommend that people call their own plays. If you choose to go with the 'Quick' playcalling style, I cannot help you if the game is 'too easy' for you (although I feel this set may do the trick at taming their effectiveness).
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Before the final unveiling, one thing. This default set seems to be playing very defensively-oriented (which would be terrific for some of the old school rosters out there). If you want to loosen this up, bump the Kick Return Interference slider from 36 to 35 (note that this will affect both sides).
Here are the settings:
Playcall Style: Slim or Enhanced (VERY important - see house rule)
Speed: Slow or Normal (I prefer slow)
Gameplay: All Madden
qtr length: 13min
accel clock: 16 sec
injuries: Personal choice - I am using 49
fatigue: 60
speed threshold: 1
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
HUM
qb acc: 6 (modify to get the challenge you desire)
pass blocking: 35
wr catching: 48
run blocking: 5
Fumbles: 40
Reaction time: 50
Interceptions: 35
Pass coverage: 30
tackling: 27
Special Teams
FG Power – 50
FG Acc - 1 (use 38 for play now games)
Punt Power - 50
Punt Acc - 50
KO Power - 50
Penalties
Offside: 99
False Start:50
Holding: 80
Facemask: 40
DPI: 98
OPI: 99
PCI: 36 (use 35 if you want a more offensively-oriented game)
Clipping: 50
int grounding: 57 (VERY important - need to modify if you change CPU QBA)
roughing the passer:50
roughing the kicker: 30
QB out/in - 0/3
RB - 78/82
WR- 30/35
TE- 30/35
OL - 0/3
DE, DT and LB - 50/55
CB/S - 30/35
As always, give these a couple of games to settle in. Be very cognizant of QB playing traits, and how the ratings match-up....it WILL matter.
Version 4.0 (Hybrid with FistofRage's Set)
Version 4.0 has been toned down to make the game more realistic for the user. Version 3.0 played well but allowed for a lot of All-Madden BS to shine though. If you are a highly skilled player, you may want to stick with version 3.0. If you want a more realistic challenge, I suggest you try these. I have added the settings and some suggestions where you can make some tweaks. If I don't suggest a tweak, I don't suggest modifying it as it might impact other aspects of the set.
Game Settings
Speed: Slow
Gameplay: All Madden
qtr length: 13min
accel clock: 18 sec
injuries: Personal choice - I am using 49
fatigue: 60
speed threshold: 25 for slow (50 would probably work better with Normal game speed)
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
Penalties
Offside: 75
False Start:55
Holding: 60
Facemask: 50
DPI: 90
OPI: 91
PCI: 38
Clipping: 70
int grounding: 40
roughing the passer:50
roughing the kicker: 25
Human Sliders
CPU Sliders
Value
Comments
Value
Comments
QBA = 7
Set based on your skill
QBA = 4
Careful raising, may need to modify IG
PBK = 0
PBK = 0
WRC = 50
WRC = 50
RBK = 35
Lower for tougher run game
RBK = 30
Raise for tougher CPU run game
FUM = 40
FUM = 40
P REAC = 50
P REAC = 50
INT = 37
INT = 36
PCV = 24
PCV = 22
Raise for more deflections
TAK = 30
Lower for tougher CPU run game
TAK = 25
Can raise to ~40 for tougher D
Special Teams
FG Power – 50
FG Acc - 1 (use 38 for play now games)
Punt Power - 50
Punt Acc - 50
KO Power - 50
QB out/in - 0/3
RB - 78/82
WR- 30/35
TE- 30/35
OL - 0/3
DE, DT and LB - 50/55
CB/S - 30/35
You'll need to give these three or four games to really experience the variety that comes from them. Please provide as much detail as possible when offering feedback.
Offside: 75
False Start:55
Holding: 60
Facemask: 50
DPI: 90
OPI: 91
PCI: 38
Clipping: 70
int grounding: 40
roughing the passer:50
roughing the kicker: 25
Version 3 Set
OK guys. I'm going to skip the laborious intro other than to say that these are a cross between my version 2 set and FistofRage's set. I have seen a lot of different things in this set, including penalties being called, fumbles, interceptions, long runs and a good variety of throws by CPU QBs that reflect their individual traits (as per the roster you are using). All testing has been performed using a default EA roster (week 12 or 13 I think) and I have done a tad bit of testing using the default CFM roster in the game and they play pretty well. Sacks are also nicely under control.
Here are the settings:
Speed: Slow
Gameplay: All Madden
qtr length: 13min
accel clock: 18 sec
injuries: Personal choice - I am using 49
fatigue: 60
speed threshold: 25 for slow (50 would probably work better with Normal game speed)
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
HUM/CPU
qb acc: 6/5 (option for 6 for CPU for a better challenge...but use 5 for more realistic completion %)
pass blocking: 0/0
wr catching: 50/50
run blocking: 0/30
Fumbles: 40/40
Reaction time: 50/50
Interceptions: 37/36
Pass coverage: 50/23
tackling: 25/30
Special Teams
FG Power – 50
FG Acc - 1 (use 38 for play now games)
Punt Power - 50
Punt Acc - 50
KO Power - 50
Penalties
Offside: 75
False Start:55
Holding: 60
Facemask: 53
DPI: 90
OPI: 91
PCI: 38
Clipping: 70
int grounding: 50
roughing the passer:50
roughing the kicker: 25
QB out/in - 0/3
RB - 78/82
WR- 30/35
TE- 30/35
OL - 0/3
DE, DT and LB - 50/55
CB/S - 30/35
Version 2 Set
I just don't think AP can hold up long-term for experienced users. The problem is that the CPU will make mistakes at the worst time. I never feel like I can be blown away by a good team. With the confidence system in place, it would be far too easy to gain momentum in a season (even with a mediocre team) and ride it. It then snowballs and before you know it, you have a 'super team'. You get good games on All Pro with good stats and it feels good; but over the long haul, it is just too easy to put up a winning record year after year.
I do feel though that it is easiest to build an AM set once you have a good AP set as a base. After adding these modifications and a couple of other teams, I am going to bump it up to AM and see what happens.
Here are the settings:
Speed: Slow
Gameplay: All Madden
qtr length: 13min
accel clock: 20 sec
injuries: Personal choice - I am using 49
fatigue: 60
speed threshold: 19
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
Special Teams
FG Power – 50
FG Acc - 1 (use 38 for play now games)
Punt Power - 50
Punt Acc - 50
KO Power - 50
Penalties
Offside: 99
False Start:1
Holding: 80
Facemask: 40
OPI: 99
DPI: 98
PCI: 38
Clipping: 50
int grounding: 50
roughing the passer:50
roughing the kicker: 25
Version 1.1 is OUT!!
There have been some awesome things to come out of this thread and I have been able to apply many of them to this set. The biggest change is the use of 1 for the false start and holding sliders; the line play is much more dynamic and you actually see a pocket form on pass plays; which is awesome.
One note on the IG slider. The setting a 78 is calibrated with QBA at 6. QBs will get rid of the ball and will play to their traits more readily. Gunslingers that aren't afraid to challenge defenses will try it deep; elite throwers will hit the open man (short or deep); conservative passers are more likely to dump it off. I strongly recommend leaving this "as is"; along with the CPU QBA.
On the human run game, I have tried to make it as realistic as possible. If you are using a team with a strong run game (like San Francisco or Seattle) you will do well; if not, you will struggle more. When I run the ball, I try to follow the play; I'll cut against the grain if it opens up; but I won't abuse the turbo button to try to kick everything outside. If it is too easy to you, you should be safe to lower either the RBK or the Fumbles slider. Alternatively, you can try lowering CPU Pass reaction a bit (but be aware that this could make the User pass game easier).
On the CPU run game - this is a different animal. I DO NOT recommend bumping up the fumble slider to 50 or above as even the smallest running backs turn into bulldozers. They actually show more elusiveness at lower settings. If you really want the CPU run game to be tough, bump up their RBK first and then try bumping up Fumbles to no more than 49.
If you want coverage to be tighter, you can raise DPI a tad bit; but start watching for coverage sacks when you are on defense. If you start seeing too many, back off of the DPI slider.
Here is the set:
Here are the settings:
Speed: Slow or Normal
Gameplay: All-Pro
qtr length: 13min
accel clock: 20 sec
injuries: Personal choice - I am using 50 (may go lower)
fatigue: 60
speed threshold: 19
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
Special Teams
FG Power – 50
FG Acc - 1 (use 38 for play now games)
Punt Power - 50
Punt Acc - 50
KO Power - 50
Penalties
Offside: 99
False Start:50
Holding: 99
Facemask: 40
DPI: 50
OPI: 75
PCI: 35
Clipping: 50
int grounding: 78
roughing the passer:50
roughing the kicker: 30
ALPHA Version V 0.3 (Based on NCAA 14 set) HUM/CPU
qb acc: 5/5
pass blocking: 0/0
wr catching: 40/40
run blocking: 5/35
Fumbles: 40/40
Reaction time: 50/50
Iinterceptions: 35/30
Pass coverage: 20/20
tackling: 15/40
Special Teams
FG Power – 50
FG Acc - 1 (use 38 for play now games)
Punt Power - 50
Punt Acc - 50
KO Power - 50
Penalties
Offside: 99
False Start:50
Holding: 99
Facemask: 40
DPI: 79
OPI: 80
PCI: 35
Clipping: 50
int grounding: 78
roughing the passer:50
roughing the kicker: 30
Alpha Version 0.2 Since the most recent patch, the original set needed to be modified (in the spoiler below). The issue is that the CPU defenders take horrible angles and are hyper-aggressive.
The clearest way to show the abnormal pursuit angles is to do a run commit. What happens; all the defenders swarm to the center. What should happen is that the D-line pushes forward aggressively and the LBs aggressively run straight ahead to fill the gaps. Lowering the KRI and TAK sliders significantly helps with this issue immensely.
Using the approach we used on the OS Community Slider Set for NCAA 14, we have lowered the KRI and TAK slider. I am currently using a KRI slider value of 25 with TAK at 10 for both sides. I'm offsetting the potential for too many broken tackles with TAK at 10 by lowering the facemask value to 30. This has helped immensely with getting proper reactions and pursuit angles back into the game.
I have also modified the pass defense sliders to give a more realistic coverage that provides some challenge without being unrealistic.
This is ALPHA Version (v 0.2):
Speed: Normal
Gameplay: All-Madden
qtr length: 13min
accel clock: 20 sec
injuries: Personal choice - I am using 55
fatigue: 60
speed threshold: 19
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
HUM/CPU
qb acc: 6/5
pass blocking: 0/0
wr catching: 40/40
run blocking: 0/0
Fumbles: 0/35 (to tone down run game)
Reaction time: 50/47
interceptions: 35/30
Pass coverage: 20/20
tackling: 12/12 (better tackling w/o hurting pursuit angles)
Special Teams
FG Power – 50
FG Acc - 1 (use 38 for play now games)
Punt Power - 50
Punt Acc - 50
KO Power - 50
Penalties
Offside: 99
False Start:50(too much O-line push at the snap)
Holding: 99
Facemask: 20 (more sure tackling)
DPI: 79
OPI: 80
PCI: 25
Clipping: 53 (reduces run block effectiveness)
int grounding: 50
roughing the passer:50
roughing the kicker: 30
The ALPHA version (v 0.1) of this set (on All Madden) is as follows:
Special Teams – Same for both - thanks to SECElit3's set for this....
FG Power – 50
FG Acc - 1 (use 38 for play now games)
Punt Power - 50
Punt Acc - 50
KO Power - 50
Penalties SUPER IMPORTANT!!! Penalties
Offside: 99
False Start:80
Holding: 99
Facemask: 30
DPI: 79
OPI: 80
PCI: 25
Clipping: 51
int grounding: 50
roughing the passer:50
roughing the kicker: 30
Original Version (pre 11/25/2014 patch) I have started a new thread here as I am leaving my past slider set to rest. It was initially built under the premise (hope?) that NCAA14 sliders would work with only minor modifications for M15.
We all know about the sack issue, but the bigger issue for me is that when not being sacked, QBs are god-like far too often. Seeing mediocre guys completing 70% of passes with virtually no offline throws is just unacceptable (even good players have days at under 50%). THAT is, and has been, my biggest issue thus far (lack of QB pocket awareness is second). Most other sets that I have seen have used setting leading to an unrealistic number of deflections, dropped passes, and those "I nearly sacked him but he just got the throw off" incompletions to get completion percentage down. I know, because I am doing the same on NCAA 14, where low QBA settings is not an option.
The question, can we get reasonable completion percentages without horribly crippling the CPU and making things too easy?
Well....I believe we can. The real irony is that the initial set I posted when this game came out, is the major base for this set. It was unfortunate that I did not realize at the time that QBA does not affect play calling or passing tendencies - because I have spent the last 2 months dithering around from one slider set to another.
This set is built around the following premises and parameters:
Penalties affect game play, period…end of story. Now…..is the effect as pronounced as in past editions? No, the gameplay engine itself outweighs the penalty slider effect better than in the past; so the effects aren’t as obvious, but they’re there.
50 threshold. EA really nailed this setting this year; it is just about perfect from a realism standpoint. You can, and will, still get big plays here, but usually due to a defensive mistake and not random player 1 outrunning random player 2 (this isn’t college football). Update: Definite issues on long plays on all madden - CPU defenders catch up too easily - this has to change....but kudos to SECElite's setting of 19 for threshold - it is darn near perfect!!
All Madden is a very strong recommendation to avoid major sack issues
RTP and IG are critical to CPU QB AI. These really need to be left alone to balance things out.
PCV and QBA do not impact how often a QB throws downfield. Until recently, I would’ve argued the opposite.
A low QBA setting does not affect CPU play-calling or how a QB behaves. NCAA 14, yes it does; M15, definitely not. This is actually a very good thing as we can now go ultra-low with QBA with no deleterious effect.
Same for you. I most likely will enjoy these, you always put out amazing sliders. Question, how's sacks?
I haven't see anything crazy - seeing lots of double-teams on blocks with the 0 slider, it has helped.
One note, I am using EAs week 6 roster - seems like they have done a better job overall on the QB traits and I think that has helped with that issue a bit.
I will give these a test run...I need a slider set that can be used with the EA rosters so that I can do a multi-year dynasty.
Have already found my single season roster/slider set (MAJOR props to SECElit3 & his 'staff' for the FBG rosters)...But definitely wanted another slider set so that I can try to build the likes of the Raiders or Jaguars from ground up.
I'll definitely try these. What is your playing style? Any house rules?
Sent from Nawlins.
No major house rules. I don't recommend doing run or pass commit on defense as it can be unbalancing. I think it is sufficiently tough enough to allow user switching though.
I'm not a stick jockey by any means and prefer a realistic, balanced approach.