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MDM RealStats CPUvCPU/Player Lock CFM Sliders for Madden NFL 19

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Old 09-18-2018, 06:00 PM   #1
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MDM RealStats CPUvCPU/Player Lock CFM Sliders for Madden NFL 19

Hello Madden SIM Nation!
After hours and hours of testing (all in CFM and with different teams/matchups) I've found a set which suits my style of play.

In my CFM I pick the guy with the best AWR in my team and play locked on him (double tap L3) all season long, so if he's on defense I just play defense (no switch in any case) and super-sim slow the offense and the opposite if my best AWR player is on offense. It's really fun to play TE and block opposing DE or WR and being upset to your rookie QB because he ignores you too much even if waaaaay open!

Not sure if it's an original approach but I want to share with you my sliders, which of course apply pretty good on CPUvCPU matches too since with player lock you're basically controlling just one player out of 44 on the field (offense+defense) and the rest are CPU controlled.


Let's start.

*IMPORTANT*
I don't know if it has a real effect on gameplay but since I've done all of my testing with these settings please follow the instructions:
1. DELETE your Madden Profile (go to load/delete files -> profile -> delete) than switch immediately your console.
2. Restart Madden and when prompted to pick your gameplay style choose 'ARCADE' and All-Pro (third option out of four).
3. Set the sliders in Main Menu and then import in your CFM.

Leave gameplay style to Arcade in the MM and pick 'Simulation' ONLY in CFM settings.


MDM RealStats 2.0
15min Quarter Length
15sec acc clock

Injuries: 20 [-5] when playing, 50 when simming.
Fatigue: 50
Player Speed Parity Scale: 50

QBA: 50 (with less you'll have a lot of sacks no matter how you set PBK since QB will act as a stupid)
PBK: 60 [-5] (sweet spot to give the QB the right time to throw and the WRs to go deep)
WRC: 100 (catching is broken as always and I hate stupid drops, with this setting combined with the others you'll have a pretty realistic amount of drops)
RBK: 100 (the only way, combined with a low tackle slider to have YPC, BTK and TFL similar to real life)
FUM: 50 I prefer to not touch this since it looks good
Def Reaction Time: 40 [+5]
INT: 20 Don't go higher
Pass Coverage: 80 GUYS THESE SLIDERS ARE NOT REVERSED! If you set them too low you'll see RoboQBs and clueless defenders despite being near to the receiver, which I don't have despite a 50 QBAcc.
TAK: 35 [-5]

Special Teams (broken as always, consider supersimming fast):
FG Power: 45
FG Accuracy: 50
Punt Power: 45
Punt Accuracy: 55
Kickoff Power: 50 (The most broken of all: in real life almost 55% of the kickoffs end in a TB, in Madden you barely touch 40% even with that at 100)

Penalties:
All ON
All at 60 except: Facemask (55) Defensive Pass Interference (80) and Roughing the Passer (51)

With this set you'll have (Real NFL Stats in brackets):
  • ~63% of completions (62.5%)
  • ~6.9 YPA (7.2)
  • ~11% of sacks per dropback (6.1%)
  • ~8% of drops per pass attempt (3.8%)
  • 4.2 Yards per Carry (4.1)
  • 1 BTK every 4 rushing attempt (It's high I know, but I prefer to have a real rushing game than perfect BTKs numbers with a 2.9 ypc)
  • Approx. 1 TFL every 3 rushing attempt (in real life it's 1 on 5)
  • ~1% of fumbles per attempt/sack (1.68%)
  • ~3% of INTs per attempt (2.36%)
  • About 1 PDEF every 5 pass attempts (it should be 1 on 8, but once again I think it's not a big deal if to have them correct I have to sacrifice accurate passing numbers)
  • Some penalties called and accepted (around 50 yds per game, which is better than nothing)

You'll also see variety in the results, shoutouts, offensive fireworks, defensive battles, guys like Gurley, Johnson etc. racking up real rushing numbers, proper pass/run split, no 10+ sacks per game, no 3 INTs for a single cornerback, no 10+ drops per game, no robo Qbs, no MLBs leading the NFL in TFL etc...

These sliders are NOT intended to be evaluated after one, two or even three games.
Play a season and then adjust it to your taste, but remember: if your team runs just 3.9 ypc over a season it's probably more on your offensive line/runningback than other; if your star wideout drops 3 catches per game, consider an upgrade at the position; if your starting QB throw 4 picks it's time to bench him...
A season is 17 weeks long and the weather plays its part too...

I'll also suggest to use some auto subs for all the teams in a played game:
95 IN/93 OUT for HBs, WRs, DEs, DTs should be enough.

PSN: MetricsDoMatter
File: MDMRealStatsV2

GOOD MADDEN SEASON TO EVERYONE!

Last edited by FedeGu; 09-21-2018 at 12:03 PM. Reason: [v2.0 Test Results Added]
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Old 09-18-2018, 08:20 PM   #2
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Re: MDM RealStats CPUvCPU/Player Lock CFM Sliders for Madden NFL 19

is the game speed at normal?
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Old 09-19-2018, 01:57 AM   #3
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Re: MDM RealStats CPUvCPU/Player Lock CFM Sliders for Madden NFL 19

Quote:
Originally Posted by paulito25
is the game speed at normal?
Yes, sorry, I forgot to say it.
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Old 09-19-2018, 10:32 AM   #4
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Re: MDM RealStats CPUvCPU/Player Lock CFM Sliders for Madden NFL 19

I know you said that these sliders are not to be evaluated after just a game or two, but I slow-simmed through one last night and I already saw some amazing results compared to the sliders I was using before.

In my CFM, I play as the Bears and Jordan Howard was making some great SMART decisions with running the ball. My QB was throwing smart passes that converted on 3rd down and I had some really nice animations with defenders knocking passes down. Xavier Rhodes on the Vikings had an awesome looking one handed interception on a poorly thrown pass by my QB.

Another positive I saw with the one game was the reduction in the amount of punts. Most games I slow-simmed through before I'd see 6-10 punts a game for both teams. I believe my punter only had to punt 4 times. (Sorry, I forgot to check the Vikings).

Only problems I saw was that my QB had a bit of Robo QB going for most of the game. It was most likely just an anomaly, however, due to testing on just one game.

I'm super pumped to see how these will work out as my season goes on. So far, after one game, GREAT work.
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Old 09-19-2018, 01:27 PM   #5
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Re: MDM RealStats CPUvCPU/Player Lock CFM Sliders for Madden NFL 19

Quote:
Originally Posted by rickpersak
I know you said that these sliders are not to be evaluated after just a game or two, but I slow-simmed through one last night and I already saw some amazing results compared to the sliders I was using before.

In my CFM, I play as the Bears and Jordan Howard was making some great SMART decisions with running the ball. My QB was throwing smart passes that converted on 3rd down and I had some really nice animations with defenders knocking passes down. Xavier Rhodes on the Vikings had an awesome looking one handed interception on a poorly thrown pass by my QB.

Another positive I saw with the one game was the reduction in the amount of punts. Most games I slow-simmed through before I'd see 6-10 punts a game for both teams. I believe my punter only had to punt 4 times. (Sorry, I forgot to check the Vikings).

Only problems I saw was that my QB had a bit of Robo QB going for most of the game. It was most likely just an anomaly, however, due to testing on just one game.

I'm super pumped to see how these will work out as my season goes on. So far, after one game, GREAT work.
Thank you rick, I've put a lot of work on it.
The average I've written in the OP are the ones I got during testing but of course you'll see QBs in robo-mode from time to time (like Mahomes in real life ) as ones struggling to get 50% of completions.

If you think you're getting too much completions you can decrease PBK to 60 but your YPA/attempt will decrease to 6.4/6.5

Anyway keep me updated if you use it again.
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Old 09-19-2018, 01:51 PM   #6
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Re: MDM RealStats CPUvCPU/Player Lock CFM Sliders for Madden NFL 19

Quote:
Originally Posted by FedeGu
Thank you rick, I've put a lot of work on it.
The average I've written in the OP are the ones I got during testing but of course you'll see QBs in robo-mode from time to time (like Mahomes in real life ) as ones struggling to get 50% of completions.

If you think you're getting too much completions you can decrease PBK to 60 but your YPA/attempt will decrease to 6.4/6.5

Anyway keep me updated if you use it again.
I definitely will keep you updated after a few more games tonight!

Question: did you see different stats/gameplay when playing as one player with the highest overall AWR vs doing CPUvsCPU games?

I like to only do slow-sim CPUvsCPU games in my franchise to watch the team that I drafted/built play and develop throughout the season.

Thanks!
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Old 09-19-2018, 02:49 PM   #7
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Re: MDM RealStats CPUvCPU/Player Lock CFM Sliders for Madden NFL 19

Quote:
Originally Posted by rickpersak
I definitely will keep you updated after a few more games tonight!

Question: did you see different stats/gameplay when playing as one player with the highest overall AWR vs doing CPUvsCPU games?

I like to only do slow-sim CPUvsCPU games in my franchise to watch the team that I drafted/built play and develop throughout the season.

Thanks!
Only if I call the plays, because human is obviously smarter than Madden CPU in playcalling.
If I pick just the first suggested play in the 'Strategy' suggestions the results are pretty close if you play on defense or TE/WR; if you play QB in a passing team or HB in a ground&pound one it depends on your stick skills and play vision ability.

These sliders anyway are designed for a CPUvCPU style since it's pretty impossible to set sliders in a scientific way if a user actually plays the game...
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Old 09-19-2018, 03:00 PM   #8
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Re: MDM RealStats CPUvCPU/Player Lock CFM Sliders for Madden NFL 19

Quote:
Originally Posted by FedeGu
Only if I call the plays, because human is obviously smarter than Madden CPU in playcalling.
If I pick just the first suggested play in the 'Strategy' suggestions the results are pretty close if you play on defense or TE/WR; if you play QB in a passing team or HB in a ground&pound one it depends on your stick skills and play vision ability.

These sliders anyway are designed for a CPUvCPU style since it's pretty impossible to set sliders in a scientific way if a user actually plays the game...
Ok awesome, that was what I was hoping lol. Thanks again!
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