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NECTAR - Madden 19 Mod + 5 ENB Presets
This is a discussion on NECTAR - Madden 19 Mod + 5 ENB Presets within the Madden NFL Football PC forums.
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10-09-2018, 11:12 AM | #1 |
Banned
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NECTAR 3 - Madden 19 Mod
Natural Enhanced Competitive Timing and Realism DOWNLOAD: http://www.mediafire.com/file/haov7a...nt+Edition.rar Frosty Mod Manager: https://frostytoolsuitedev.gitlab.io/downloads.html Nectar Roster:http://www.mediafire.com/file/trb5m7...42119.rar/file Playbooks:http://www.mediafire.com/file/bye9dp...+Playbooks.rar NECTAR Extras(Recommended/Optional): http://www.mediafire.com/file/jp8qq7...TAR+Extras.rar XDR Player: https://kodi.tv/download XDR Player Addon - https://github.com/SpiralCut/plugin....anced.launcher Features -User Movement & Timing Reworked -Dives, Jukes, Spins, Hurdles, Trucking Reworked -Blocking, Tackling, Fumbling Reworked -Catching and Coverage Reworked -Smaller Ball and Friction Increase -QB Pocket and Scramble - Movement Reworked -Albedo Colors Raised -Better Anti-Alias rendered with CPU -Larger Initial Indicator What To Expect? -User Control Capabilities improved with higher skillcap allows more stickwork competitively and more rewarding timings. -Open-Field moves completely overhauled to be more stickwork friendly. -Blocking completely overhauled so every snap feels unfamiliar and never the same. -Tackling completely overhauled, pile pushes, faster tiebreakers, animations and collisions, and many, many other things. -Fumbling reworked - fumbling-catching catches, strip recovered fumbles, etc - more stickwork. -Catching overhauled - Sideline Catching, Dive Catching, End Zone Catching, Fades, Collision Improvements, etc Coverage never breaks down the same, double and triple coverage improvements, lots of man and zone improvements, awareness factors, etc actual dynamic route windows to pass, secure ball, and chain move catches - no play feels comfortable repeating. -Smaller ball with increased friction for a more NFL feel and collision reasons. -Precision Passing overhauled, passing is now 2 step leads along with many other things. -QB Movement and Scramble reworked, to allow more competitive movement to avoid pressure. -Albedo Colors Raised - Less dull color -Anti-Alias is rendered with better quality and performed by the CPU -Larger Initial Indicator helps bring a little pre-guess work to catching passes, etc -Trenches are now user skillcapped - defensive pressure is now an option instead of user coverage. -Choices and Adjustments matter whether its shading, shifting, commit, motioning, draw, or play-action. -No Huddles to the LOS are faster. -Commits aren't as punishing - rethink pass commit every down and more as a safer aggressive quicksnap bailout. -Play Recognition is prevalent and matters Whats wrong with madden as of the current October patch? The game difficulty is too easy without mentioning whats already been covered - Consider 1.0 the Beta version. Which is about 90% complete, ready to play. Sliders - that go with Mod and Meta Playbooks available at this thread: https://forums.operationsports.com/f...m-sliders.html SIM SLIDERS (No House Rules): Game Options Even Teams: Off Skill Level: All-Madden Game Style: Simulation Quarter Length: 15 Minutes Play Call: Enhanced Play Clock: On Accel. Clock: On Min. Play Clock Time: 15 Seconds Game Speed: Normal <--- Best Animations Auto Flip: On Ball Carrier Special Move: Manual Auto Strafe: Off <--- Allows more triggered animations Ball Hawk: Off <--- Allows more triggered animations Heat Seeker Assist: Off <--- Allows more triggered animations Switch Assist: Off <--- Allows more triggered animations Coach Mode: Off Injuries: 15 <---- Allows the threshold for minor injuries to occur Fatigue: 50 <--- Allows for more dynamic running and intermediate routes. Player Speed Parity Scale: 0 <--- Helps with pursuit angles and playmaking. Penalties Offside: 54 False Start: 55 Offensive Holding: 54 <---- Helps with stopping nano blitzes, etc. Defensive Holding: 56 <---- Helps with Blown Coverage, Better Coverage. Facemask: 52 Illegal Block: 54 <---- Helps with accidental collision, better blocking. Roughing the Passer: 50 <---- Helps with stationary tackling, Better CPU Decisions. Defensive Pass Interference: 80 <---- Helps with improving coverage, better riskier coverage. Offensive Pass Interference: On <---- Allows more aggressive Coverage Kick Catch Interference: On <--- Helps with pass interference. Intentional Grounding: On <---- Helps with CPU Passing, Coverage. Roughing the Kicker: On <--- Helps make QB Sneak more difficult, sideline roughing, etc Running Into the Kicker: On <--- Helps with more aggression. *this average 100-125 penalities top 16 occasionally breaking near 150 rarely (Chiefs) with the correct ratio of each penalty Sliders Same values for Player and CPU QB Accuracy: 19 <---- Helps with adding more offset on passes Pass Blocking: 11 <---- Helps with triggering more blocking animations coinciding penalties WR Catching: 29 <---- Helps with adding more dynamic catches. Run Blocking: 11 <---- Helps with adding more dynamic gap-blocking. Fumbles: 3 <---- Helps with adding more dynamic tackling, secure ball timing. Reaction Time: 96 <---- Helps improve coverage transitions. Interceptions: 29 <---- Helps improve coverage aggression. Pass Coverage: 46 <---- Helps improve coverage. Tackling: 28 <---- Helps improve locomotion, dynamic tackles, and more wrap tackles. FG Power: 50 FG Accuracy: 50 Punt Power: 50 Punt Accuracy: 50 Kickoff Power: 47 *this allows offset kicking ie: aiming kick one direction and compensating the other way on the kick meter Visual Feedback (Optional) On-Field Visual Feedback: Off Drive Goals & XP Feedback: Off Franchise Ticker: Scores Only Franchise Gameplan Boost Notification: On Coaching Tips: Off Player Names: Off Auto Subs: Out/In All 60/80 except: RB 93/95 WR 20/25 TE/FB 83/93 DT: 83/93 DE: 83/93 Player Progression Freq: Weekly XP Settings QB: 250 RB: 250 TE: 250 WR: 250 OLB: 250 MLB: 250 FS: 250 SS: 250 Everything Else @ 300 *This allows each position to improve at a nearly even rate per field action. Superstar/Star(High Confidence) OVR+ 3-6 points a season Quick(High Confidence) OVR+ 2-4 points a season Normal(High Confidence) OVR+ 1-3 points a season // Normal Confidence about half the OVR+ rate. Also allows 90+ to still gain momentum. Advanced Frosty Edits To Do: -.xml, .bin, .db, .ebt, .evt files -.lua scripts -.dir, .ast, .cam, .pre files 1.4a Patch Notes 10-11-18 -Combo Special Moves - 0.277 Window Times -Locomotion transparent. Improved Movement 0.05 Locomotion Clamp. 0.45 Window Times -Real-Time Tackle Battle Overhaul - No icons shown to input breakdown but impacted in real-time -Pass Precision - Tilting the joystick @ 50% is a perfect lead. Tilting 100% is 8 step lead. This allows slants to the sideline - to be thrown in the backfield or 180 slants forward, WR Screens, Grass-Grazing downward throws even on medium passes. This allows less picks to happen. Slot receiver verticals can be lead to the sideline. Wild touch throws can be made. Sideline pilon throws, etc Double move routes reworked to accomodate pass leads. -Catch Timing Windows - 0.45 - Diminishing returns for reaction slower. Improved for 0.277 or tighter. -Acceleration and Agility: No Diminishing Return on Run Cuts, boost-forward effect removed. This allows much more precise movement. -Momentum - Reworked to allow more magnitude, tackle pushes can be prevented based on reaction skill. No canned 1 yard gains. -Big Hits: Medium and Deep Pass hits are prevelant, Breakaway Run Big Hits are prevelant, Sideline Big Hits. Deep route pass leads allow more safety interaction. -Offset Spins: Spins are no longer canned and smooth. They're more wild with weight and tighter with high speed diminish. -Coverage: Jump Ball Coverage and Aggression improved. Interceptions reworked. -CPU Playstyle and reaction on ground tighter and improved. -Spec Catch is more likely to attempt a high catch before spec. 1.5 Coming Soon NFL Blitz Mode Videos, Screenshots, Suggestions, etc are welcome Saints vs Raiders Night - Warm up test match. https://www.youtube.com/watch?v=CsLiS5UZt1A 1.4b Patch Notes 10-13-18 -Overall Awareness improved -Injuries reworked, more prevelant, and seamless when triggered. Injuries update between movement and not per step. Keep players with severe injuries. Multiple minor injuries on one play. Higher chance of injury on 4th Down. Defense a little more prone to injury. Raised certain parts prone to injury more to compensate defensive trigger animations. -Players get up quicker after tackles, stumbles, and catches. -Prowl Blitzing - Able to shift DL and/or LB's faster -Overload Shifts - Able to shift DL and/or LB's further. -Pass Interference reworked on offense and defense. -Timed Recatches - 0.0277 Bonus Window; 0.45 Diminishing Window -Preplay cleanup -Dives over the line on defense aginst quicksnaps improved -Run Ability on Offense Improved -Runblocking Improved -No Huddle from CPU can occur all game not just the near the end of match. -Trajectory: More disparity between low and high throwpower. Improved Lobs and Touch Passes -Scrimmage Pass Tips improved -Change Direction Improved. -CPU Touchback Kneel raised to 3 steps deep into endzone. -CPU Medium Passing improved -Removed max broken tackles(4) -Tackle Breakdowns improved on short and medium runs. -Toned down assist tackles -Toned down half sacks. -Field Goal, Punt, Spike, Kneel, Onside; Base Time Decreased -Pass routes now receive diminish in momentum for first 2 steps. This allows more YAC oppurtunity and the defense - to have a second-level chance to make a play -Passes under 2 yards: Bullet pass to catch diminish -Passblocking to keep a pocket formed improved -Reach Tackles diminished by blocking. -Jump Speed reduced for catching. -Line of Scrimmage tackling slightly reworked -Impact Slightly reworked -Stiffarm boosted. Causes a step of reverse momentum. Can shift up to 3 steps of momentum. https://www.youtube.com/watch?v=AOIvp0qyz04 1.4c Update 10-14-18 -Camera Focal Reduced to 18 and Lens Breathing removed. -Light Mapping doubled in resolution and Rendered in DX11 instead of DX9 and with Permutations enabled. *Light Lumen output doubled with specular effect. *Shadows from Lighting are now volumetric and improved to ultra quality from medium. *Colorgrading on light improved and depth enabled FOV - Increased to 90 -Grass, Turf, and Wind: Improved with collision, movement, and detail. -Anti-Alias turned off to remove AA post-blur. -Input Action map repeat delay reduced from 0.3 to 0.005 -Autostrafe angle more precise -Player stance more upright - this causes less drag with more momentum on wrap tackles* Jump interactions are also slightly more prone to land on feet* -Toned down group tackling boost effectiveness -Tackles from behind reworked defender must be closer, increase in tackle raises overtime to reduce ballcarrier stumble and wrap to the ground* -Wrap Tackles reworked -Impact and Strength Reworked -Big Hits less diminishing for missing or fake out with Hit Stick - autowrap tackle after increase now causes diminish. 1.5 Stable Update 10-15-18 Normal Movement - has much more directional lean. Slider change - Game Speed: Very Slow formerly set as Slow. This is only game speed setting that allows more deviation in developing trenches up and down the field and footwork ground tackling - along with more variety through animation rolls of window times in a time scale - the most sporadically organized gameplay speed setting* other game speeds can be used though. -Side impacts - this is noticeable on breakaway runs with ballcarriers -Shoulder impacts while ballcarrier is lowered or in the process of going to the ground or giving up. -Assist angles wider - more variety and wildcard factor of teamwork. keep the ball in the open field longer with next-level chances of skill -Balance Recovery - Stumble backwards diminish increased with 3 steps. 1.05 sec window 3 Steps to the side; 80 degree angle. 0.75 sec window. 3 forward with 0.75 sec window recovery. -Backed Off Coverage - Coverage checks on medium routes improved -Breakdown interaction 100%+ Agi/Acc on first step of movement with 60% speed penalty. This helps alter the way players interact during breakdowns. -Torso Tackles: Front and Side wraps are checked down to Shoulder wrap > Above knee leg wrap > strip ball > Diving Shoulder Hit Stick > Diving Ankle Wrap -Special Moves - Less fake out chance, more checking down to leg wrap > ankle wrap tackles - diminished by 60% -Trucking - sideways diminish in movement lowered. Stiffarm - now able to stiffarm from behind and can be used in combo with the Highstep celebration Upfield Engagement - Tackle diminishes at higher angles increased. Pursuit angles adjusted @ 180 degrees. this helps get rid of forward attempts of tackling. and more offensive forgiveness backwards and sideways at the cost of movement. -Break Tackles - less backwards momentum broken tackles to accomodate use of stiff arm situations. -Runblocking: Outside Runs - Offensive blockers block much further directionally. Inside Zone plays attack zone structures more aggressively with increased Lead Block. -All Routes Overhauled - receivers run slants and cut earlier. More cross collision, collision, and route adjustment - route running matters. All backfield routes adjusted to head a little more upfield. Wheel routes break upfield sooner. Flat routes to sideline now head upfield. Slightly shorter corner and post routes. Drag routes are less than a step now. Slant and Go slants earlier. Comeback routes now take 3 steps Whip routes now head upfield Curls adjusted and now take 2 steps on curl. Curl and Go curls sooner. Route Variance All routes can now deviate up to 2 steps. -Route Jams receivers are pressed on route cuts for 1 step under 5 yards. receivers are pressed for 1 step at 5 yards on verticals. -Screens - HB - Goes out to receive faster and outside the blocking near the sideline more WR Screens - Less Swing and nearly stationary Man Coverage: Slight press on receiver in pulses through entire route and play. This allows route running be a more dominate rating for receivers. and not just reliance on physical stat Zone Coverage: Blitzing Technique and 5 Yard Yard Press improved. QB Scramble: Agility boost in first 2.5 steps Forward Lobs throw on the run improved. Precision Lobs can now be performed Bullet Passes: Quicker Release, Slightly less accuracy High Passes: Thrown with almost no arc and slower normally and as a bullet. Touch Pass: Touch pass is now thrown faster with high arc and low momentum at a downward spiral. Backfield Passes: 60% Throw Power Diminish This forces user line of scrimmage timing with qb throw angle -Shading - Defensive Coverage: This technique now commands the field and makes the offense adjust instead, with press coverage. 1.5c Prerequisite - No ENB 10-15-18 1.5b Hotfixes -Camera sensor slightly wider and lower -Route Variance added, other routes adjusted -Grass, Turf, and Wind update from 1.4c is now actually enabled. All TOD and Weather: Color-grading Depth Enabled 1.5c Prereq Mesh Overhaul: Low/Medium/High to Ultra these aren't affected by user settings in game. Most previously set at low and medium. Player Faces Improved: Enlightened Resolution set to Ultra Player Hair Improved: Enlightened Resolution set to Ultra *these two aren't complete yet. All Body Parts Improved: Enlightened Resolution set to Ultra Create A Player Improved: Enlightened Resolution set to Ultra Generic Faces Improved: Enlightened Resolution set to Ultra Generic Hair Improved: Enlightened Resolution set to Ultra Crowd Faces Improved: Enlightened Resolution set to Ultra Crowd Hair Improved: Enlightened Resolution set to Ultra Coach Faces Improved: Enlightened Resolution set to Ultra Coach Hair Improved: Enlightened Resolution set to Ultra Referee Faces Improved: Enlightened Resolution set to Ultra Referee Hair Improved: Enlightened Resolution set to Ultra Uniforms Improved: Enlightened Resolution set to Ultra Helmets Improved: Enlightened Resolution set to Ultra Shoes Improved: Enlightened Resolution set to Ultra Football Improved: Enlightened Resolution set to Ultra All Accessories: Enlightened Resolution set to Ultra All Props: Enlightened Resolution set to Ultra All Sidelines: Enlightened Resolution set to Ultra Full Stadiums and Assets: Enlightened Resolution set to Ultra All Vehicles in Parking Lot: Enlightened Resolution set to Ultra Full UI: Enlightened Resolution set to Ultra All Indicators: Enlightened Resolution set to Ultra 1.6 Update Default Sliders/No ENB Very Slow - All-Madden - Simulation All Gameplay Helpers Off except AutoflipPlayer Threshold Speed @ 0 Passing is now true conversion with every throw type and situation. QB's feel like their own QB Persona now. 1.7 Update 10-19-18 -Blocking Overhaul: Blockers now horizontally shift more steps to reach for a block or engage a block. -Finesse Moves improved - Finesse moves now engage 2 steps left or right instead of 1. This allows less predictable pressure incoming and more offensive blocking stats to matter. -Power Moves improved - Max 4.5 steps of ramp instead of 1. This allows a bigger threshold of momentum. -Disengages reworked for Blocking and Running. Disengage from blocks reworked for impact blocking.* Angles wider to cause quick block engages and re-engages.* -Cut Blocks can be performed from 2 steps away. -Reach Tackles improved -Pocket Pass Blocking improved -Lead Blocking improved - FB Now instantly leadblocks, no delay. -Blocking while Scrambling improved -Engages now use all there weight instead of 25% -Instant Predictions, removed 1 second delay. -Draw Runs improved -Offensive Line reworked - slightly more space between O-Line. -Passblocking now has a bigger momentum ramp. -Runblocking now has a bigger momentum ramp. -Blockshedding improved to 1 step instead of 2. -StripBall ramp improved -Trucking ramp improved -Elusiveness ramp improved -Dives are now slightly shorter and equal to sideways. -Diving catches reworked for more possession -Aggressive Distance is much further. *allows play breakdowns to interact better -Conservative Distance is much further. *allows play breakdowns to interact better -Juke movement improved -Trucking improved - 3 steps of impact -Fakeout increased to 2 steps -Off the line, Pass Rush, Prompt delays removed. -Stiffarm distance slightly increased -Strafe movement squared up improved -CPU use of Special Abilities improved -Spin impact reworked -Hurdle impacts reworked -Impacts doubled in range -One-Cut Delays removed -360 Movement Improved -Recievers and Defenders now break on throws better -Interceptions slightly raised -Hitsticks more prevelant -360 Footplant Direction -Pass Rushers now factor weight -Quick Hike Pass delay removed -Various Preplay Delays removed -Underneath Zone Coverage Improved -Pass Interference angle increased -Rotation Speed penalty toned down -360 Precision angle -Precision speed penalties toned down -Rollout penalty removed -Turn Rate Increased to 90 Degrees Routes Adjusted: -Whip Routes Inverted -Cross Route -Hitch and Go -Flat Routes -Corner Deep -Corner Middle -Deep Post -Streak -Swing -RB Angle -Slant N Go 1.8 Update 10-21-18 -CPU No Longer automatically controls Ballcarrier for Handoff *This allows slight manual user deviation to hit holes -Quicker Handoffs -Quicker Spot Ball -Quicker Hurry Up Offense -Quicker Spikes -Stripball increased - Breaking tackle from strip lowered -Getting Up and Falling cleaned up -Tackling Friction increased -Zonecut delays removed 1.9 UPDATE -True 180 Ping Pong Movement & Cuts -Defensive Momentum Buffed. -Fatigue Overhauled -Tipped Balls and Swats Overhauled -Special Moves buffed to increase tackle break chance -Playball Traits cleaned up globally. -CPU more prevalent with Pre-Play adjustments -Special Ability to Collision Modifier Reaction to Tackles cleaned up. -Conversion of Very Fast Footwork and Abilities in a Very Slow overall of detail. -Defensive Line footwork speed increased -Swim Moves & Spins on Defense more prevelant and global. -High Motor trait buffed and global. -Recovery and Adjustment overhaul for tackle breakdowns. -Less sticky-feeling ball, tipped high catches etc. -Footwork affects fatigue, not just acceleration. -Direction and Redirection: Press, Block, Footwork Avoidance(1% Tick), Tackle(+10% Fatigue Penalty) -Short Routes - Weight 70% + // - 70% Speed Modifier. ***Triggering automatic special abilities and tackles based on momentum and speed placement. Single tackle run-ins and wraps almost non existent. More of a breakdown on the checkdown until ballcarrier is down. -Hit Sticks feel riskier when and if squared up. -QB Variance Smaller faster steps with a threshold penalty in the pocket for holding the ball to throw somehow can be achieved. CPU Scrambling cleaned up and more prevalent. -A 1 second delay on Throws-on-the-run to Nerf Scrambles -Nerf to Pass Accuracy -Buff to Pass Leading - More Accurate Spec Catch(High Catch below 90) - Swat Penalty - 50% Possession Catch - 3 Step Penalty in movement Dive Catch - Any defensive interference 50% penalty Offense Priority set to Aggressive Defense Priority set to Aggressive Playbook Calling set to Aggressive Player Traits set to Aggressive Bull Rush and Swim Move enabled for all. -Punt Bounces increased from 3 to 6. -Handoff Time Decreased for Runs -QB Sacks cleaned up -Double Coverage improved; less base chance to catch -Recatching tipped passes nerfed to add risk check to high bounced following catches -Tackle Battle Icons return 1.9 REWIND MOMENTS VIDEO 1.9b Update -Confidence: Sacks, Hitsticks, -Yards, +10 Yards, Pancakes -Fatigue Increases: Max Coverage(+5% Rate), Hit Sticks(20%), Trucks(15%) -Coverage more aggressive in a small radius with earlier attack(via pass cov. sliders) *Logic adjusted to compliment -Drag Coverage Improved; Hook Zones dip and blanket drag routes -Safety Assignments refined; improved awareness and attack -Deep Blue Zones buffed; placement, bail technique, pursuit, break on ball -Hitsticks now working properly - with Directional Impact Regression *Early hitsticks have bigger window and to attempt dive hitstick. *Late Hitsticks, modified Upper wrap tackle attempt -Cover 0 Logic Improved - Press and Over-the-top default techniques Backed Off Coverage+Underneath/Sticks technique -Cover 1 Logic Improved - Defenders line up more inside by default Backed Off Coverage + Outside Shade -Cover 2,3,6,9 - Zone Logics play more underneath and break inside and upfield to clear. *This creates harder route timing with more random, elusive factors; swats and contact to factor. -Backed Off Coverage, breaks on cuts and bails improved. -Purple Zones - More over-the-top and outside shade -Receivers having slight speed boosts from LOS removed -Touch Passes Buffed - Pass-Lead Accuracy Increased by 8%, Speed decreased by 8% -Bullet Throws Nerfed - Speed lowered by 10%, Accuracy Decreased by 9% -Lobs reworked - Speed decreased by 25%, Accuracy reduced 30%, Pass Lead Accuracy increased 15% *Lobs are now more of a last resort with a wild throw to let a receiver make a play on the ball at high-risk. -Receiver motion closest to QB after snap during passes has no delay *This helps with Scrambles and trying to get rid of the ball. -Ghost Routes - Man in Motion; faster movement, snap delays removed. -Power Moves: Velocity on Engage - Increase based on movement speed factor. *This helps with Safeties, Off Coverage, and Pursuit. -Release and Go Routes improved; impact block boost and releases to routes faster. -Strafe speed lowered and agility in strafe cleaned up. *This helps with playing defense inside the box. -Canceling Play Action cleaned up - Scrambling, Defenders Bailing and Attacking, -QB Spies, Contains: now attack the middle and break to sidelines more aggressively and guard better angles outside. -Press and Bail at scrimmage improved; more checks to engage and release quicker and more frequently. -Stick Routes and Curls now break inside and underneath 2 steps. This helps with timing and defensive contact. -Fades, Short and Medium Streaks, Short Posts, and Outside Corners Routes are now possible with lobs. *This helps with one on one mismatches. -Strip Ball more effective and aggressive. -Back Juke Improved - at low momentum; delay penalty removed -Play Receiver Buffed - acts as more of a conservative tackling hit stick now. *This helps with High Catches, Off Coverage, and Short Passing 1.9b Update Video SuperSim and Stats also reflect gameplay now *also tested in Franchise Seasonal Stats Approximate Leaderboards QB Pass Yards - 4500~ HB - 1700~ WR - 90 Receptions~ 1000 Yards~ OL - 500-1000~ Snaps LB - 100~ Solo Tackles 15-20 TFL~ 15-20 Sacks~ 5~ INT 8~ Deflections 5~ Forced Fumbles Def: 1200~ Downs played 1Safety/1Block 16-18~ Inside 20 Punts 3-5 100 Yard Kick Returns 3-5~ 75 Yard Punt Returns 650-750 Kick Return Yards 250-350 Punt Return Yards 55% 3rd Down Conversions 60% 4th Down Conversions 50% 2 Pt Conversions 80% Redzone Efficiency on Offense and Defense 110~ Penalties 16~ Turnovers 40-45~ Passing Touchdowns 30~ Rushing Touchdowns 27-30ppg 17ppg 7000-7500~ Total Offense 5500-6000~ Total Defense 3500~ Pass Defense 1200~ Rush Defense 300-400~ Total Points 2.0 Update -Hit Sticks now finally working as intended -Playart Color Enhanced Color Shaded Differently, Resolution Increased, and Transparency lowered. -New Splash Screen for 2.0 NECTAR 2.0: ADVANCED TIPS 12/23/18 Advanced General Tips Player Lock: This feature unlocks Position specific abilities. Make a further impact specifically during gameplay. Coaching Adjustments: More In-Depth Coaching Adjustments, can be accessed via Play Call window during a match. Auto Flip: On Ball Carrier: Aggressive Blocking: Aggressive Deep Pass Catching: Aggressive Intermediate Pass Catching: Aggressive Play Ball-In-Air: Play Receiver Cornerback Matchup: Preference Option Defense: Aggressive Pass Rush: Aggressive Strip Ball: Balanced Tackling: Aggressive Advanced Offensive Tips Three Quarters Passing: Step up into and outside the B-Gap/C-Gap then throw. (Touch Pass/Lobs) This allows you to throw sideline reach catches and outside routes better. Squaring-Off/Rocket Catches: Holding Strafe while in control of receiver throughout the play This allows safer more reliable catching in sweet spots. Motion Snap: Move receiver and hike the right after. This helps lower press effectiveness Motion to other side of field for floods. Motion when nearest to a receiver in the Slot receiver area for Flood Switch Concepts. HB Dive: Double Dive: Pressing the Dive button and canceling it by performing any other move This allows the Halfback to burst momentum up the middle. Backshoulder Throw: Run a Corner Route with Slot WR or TE. Step up in the Pocket closes to LOS - Touch-Pass with a Pass-Lead inside. Strafe + RAC/Posession Catch This can also be done with any Double-Move thrown the same way on the first move. Traffic Lateral: Performed by pressing the Lateral button when catching in heavy traffic This allows a second-level chance of timing and helps prevent triple aggression turnovers. B&R Options: Any Block & Release route, simply scramble right behind it. This allows a pressure check and makeshift option after the snap of the ball RAC Arm: Run a Drag Route and perform a RAC Catch followed by a Stiff Arm. *Over 90 Precision Stiff Arm Redzone Lob: Slot Receiver on Fade. 3-Step Drop. Throw Lob L/R Directionally from the Left or Right Hash Mark Strafe + RAC/Possession Catch > Secure Ball Rollout Bullets: Rollout to L/R Hash Mark - Throw a bullet pass with Pass Lead Down and Outside to a Possession Catch. Pump Fake Pressure: If you notice a pressure starting to come through or off the edge. Throw a pump fake to a receiver that direction. This will give you a little extra time to make a throw right after. Secure Trucking: With any run play; Use Trucking + Secure Ball while near an isolated blocker. This helps increase the chances of broken tackles with blocking assistance. Effective @ Goal-Line also. Returns: Run a Wheel Route after catching the ball. Accelerate after 10 Yards downfield. Advanced Defensive Tips: Bait and Lurk: Usering the FS or MLB. Chuck and Press: User CB and roll the right joystick to shut a Star Player out in a press match. Anchor Gap: User DT and Time a Power Move - This should breakdown the A-Gap integrity and allow inside blitzes to be effective in gameplan. Edge Rushing: User DE and time a Finesse Move off the edge combined with a Reach Tackle. Can also Reach Tackle if stuck on a block, Power Move HB and Reach Tackle the QB from block if possible. Lay the Lumber: Back Off Coverage, Spread DL, Spread LB, and Play Sticks. This allows the most Hit Sticks. Turnover Rate. Ahead by 2 Scores. Spectacular Swat: Play Receiver + Dive > Swat Ball - redeem coverage that lost a couple of steps. Strip Swat: Reach Tackle >+ Strip Ball. This will attempt to swat the ball into a recovering fumble. Strip Chuck: Conservative Tackle >+ Strip Ball Soft Coverage: Press > Shade: Over the Top - Spread DL, Crash Inside - Spotlight TE This is useful for figuring out an opponents gameplan or tendencies. Power Shoulder: Conservative Tackle >+ Hit Stick Up - Strafe to square up beforehand if you need to. This is useful against players upright during contact, bigger players, or shoulder isn't fully lowered. Power Shoulder Strip: Conservative Tackle >+ Hit Stick Up > Conservative Tackle > Strip Ball Air Stick: While the receiver is in air. Play Receiver >+ Hit Stick Up at right time. Power Tackle: Dive > Conservative Tackle or Conservative Tackle > Hit Stick Down Hybrid Sinks: Press > Over the Top Pistol - Spy FS, SS - Man Up on RB. Run: FS - Man Up on Slot WR, SS - Man Up on RB Empty: FS+SS - Man Up on Slot Receivers Redzone: Spy FS, SS - Man Up on TE 2.0a Update 10-25-18 The following - LT,RT,C,LG,RG,DT,LE,RE have been buffed to increase top value in franchise, This also effects simstats, and adds more strategic factor to attacking the Offensive Line - Pass Blocking, Finesse, and Power Ramps are now actually working. Blocking Path checks increased in range. Out of Pocket Blocking increased in range. Cleaning the Pocket time decreased. 2.0 - Advanced Passing 2.0a - Advanced Defense 2.4 Update Default FOV Increased: 100 from 55 400mm from 35mm Aperture: 2.8 Shutter Speed: 2000 from 50 EV: 1.0 from 0.0 ISO: 3200 from 100 Sensor Width: 400 from 35 Sensor Height: 400 from 20 Modified Cameras Zoom = Spider Cam Standard = Sky Cam Wide = Sky Cam 2 All-22 = Dome Cam Broadcast = 45 Angle Player Lock - A Variation of all above cameras. Replays - Further above and back, Abstract additional cutscenes. Transitions - Delays removed. Abstracts. Color-Grading & Depth Re-Enabled - To accomodate camera adjustments. DOF Blur Improved: 31 Pixels Gaussian from 9 2.5a Core Update (Week 17, Seasonal Adjustments, General Gameplay) All Player Faces: Enlightened Resolution Increased to Ultra from Medium Player Bodies: Enlightened Resolution Increased to Ultra from Medium Player Hair: Enlightened Resolution Increased to Ultra from Medium Player Shadows: Enlightened Resolution Increased to Ultra from Medium Crowds: Enlightened Resolution Increased to Ultra from Medium Crowd Items: Enlightened Resolution Increased to Ultra from Medium Helmet Logos: Enlightened Resolution Increased to Ultra from Medium Team Logos: Enlightened Resolution Increased to Ultra from Medium Transitions/Augmented UI: Enlightened Resolution Increased to Ultra from Medium Football/Kicking Tee: Enlightened Resolution Increased to Ultra from Medium Player/Ball Indicators: Enlightened Resolution Increased to Ultra from Medium Play Art/Menus: Enlightened Resolution Increased to Ultra from Medium Scoreboards, Stat Transitions, Jumbotron: Enlightened Resolution Increased to Ultra from Medium Map + All States: Enlightened Resolution Increased to Ultra from Medium Coach Items: Enlightened Resolution Increased to Ultra from Medium Create-A-Coach Faces: Enlightened Resolution Increased to Ultra from Medium Sideline Coordinators/Items: Enlightened Resolution Increased to Ultra from Medium Sideline Shadows: Enlightened Resolution Increased to Ultra from Medium Fog, Birds, Banners, Flags: Enlightened Resolution Increased to Ultra from Medium Goal Post, Kick Arc: Enlightened Resolution Increased to Ultra from Medium Pylons, Fences, Barriers: Enlightened Resolution Increased to Ultra from Medium Chairs, Tables, Tents, Rocks: Enlightened Resolution Increased to Ultra from Medium Practice: Enlightened Resolution Increased to Ultra from Medium CFM Coach Office/Draft Stage/Locker Room/Draft Champions/Stub Hub: Enlightened Resolution Increased to Ultra from Medium Stadium Upgrades/Prototypes: Enlightened Resolution Increased to Ultra from Medium Stadium Interior: Enlightened Resolution Increased to Ultra from Medium QB - Force Passes: Aggressive > Conservative > Ideal - Rating and Logic Checks Reworked Cornerback - Tackling overhauled - more attempts to contain, disrupt to a direction, and/or square off for another tackler to clean up Logic - Square Up > Contain > Disrupt LOLB/ROLB - Zone Logic, Man Coverage Logic: Play Sticks + Inside Playaction Buffed - Fake Out steps increased to 3 from 1. Horizontal fake 6 Steps from 0.5 Man Coverage on RB - Logic Improved - More Horizontal Fake Out Safeties Buffed - Play Recignition logic changed to attempt more aggressive from over-the top position situations. Higher Speed Tackling - Logic Improved: Movement Speed, Pursuit: > Impact Block/Footwork =/= Finesse Moves/Block Shed Can be be countered with Power Moves > Impact Block > Str - = Momentum Value Flat Zones now play more backed off Press to Underneath. Drop Open Passes- Rating Raised to 85 to Flag False Fight For Yards - Rating Raised to 85 to Flag True Blocking Moves - 80 to Flag True for Abilities High Motor - 80 Rating to Flag True Sense Pressure - 65 Below - Flags Oblivious, 75 Below - Flags Average, 85 Above - Ideal Cover Ball - Big Hits 90 - Medium Hits - 80 - All Hits - 75 - Always - 70 Big Hitter - 85 Flag True Clutch - 85 - 90 Minimum Hit Stick Power Lowered - 10% Movement Speed from 70%. Pocket Time - 1.54 - 2.44 Seconds No Huddle - 5 - 8 Seconds Spotball - 5 - 8 Seconds -Handoff Speed Lowered, Further range of timings. -CPU Sense Pressure Radius Increased by 100% -CPU Tuck and Run Chance Increased by 75% Tuck and Run Adjusts: 8 Steps, 4 Steps, 1 Step -Wobble 6% Factor in Variance -Ballhawk Timing Window Lowered to 0.25 from 0.5 -Get Up/Fall Deviation Increased to 3 Steps from 2. -Innacurate Pass Deviation Increased to 3 Steps from 0.5 -Max Ball Reach Increased to 1.85 from 1.2 -3 Steps to Knockout Ball from 1. -Knockout Ball increased by 100% -Pass Rotation increased and now factored in Rating with equal X/Y incraments. -Accuracy Adjustment are now affected downfield and vertically -Move Dominant Angle Increased to 90 from 45 -Move Speed Factors Improved - UserTurnRate increased to 180 from 165 -Pathing Overhaul: Path Width, Radial, and Space - Lowered. Cut Move Timers Decreased by 50% -Awareness Paths downfield and upfield improved. -Acceleration/Speed Curve raised to 3 Steps, Agility 1 step. -QB Scramble Curve Improved: 0 to 1 Step Factor -Blowout Score Playcalling Lowered: 20-17-14-10 from 29-22-17-10 -Oomph Chance Increased to 1.85 from 1.45 -QB Slide Logic Improved, More Conservative -Double Move Distance Increased to 2 Steps from 1 -Double Jukes/Hesi Jukes Improved -Strip Ball Trait Increased to 0.35 from 0.15 -Auto Broken Tackles Improved: 1.25, 1, 0.95, 0.9 -Over Pursuit Angle Increased to 180 from 45 -Heat Seeks Improved: Hit Stick, Wrap - 0.5 -Hit Stick Distances decreased to 1.25 from 1.5 -Outer Breakdown Radius Decreased to 3 steps from 15 -Inner Breakdowns Decreased to 1 step from 3. -Min. Distance of Impact Decreased to 0.45 Step from 3 -Repeat Play Diminish increased to 0.65 from 0.5 -Pursuit Diminishes increased by 100% -Aggressive Pre Distance Further Increased to 30 from 15 - to let safeties playmaker situations. -Hit the Hole decreased to incraments of 25 Degree Angles. -Seal Block Turning Buffer - Increased to 45 from 5 Degree Angle -Reach Tackles lowered to 1.05 from 1.25 -Ball Friction Increased 1.4 from 1.2 - to acommodate tipped passes -Ball Wind Factors Improved -User Turn Rate Increased to 80 from 45 Degree Angle -CPU Turn Rate Increased to 80 from 45 Degree Angle -Snow and Rain Diminishes Increased by 25% -Strip Ball to trigger a Break Tackle Decreased by 50% -Fatigue Injury Boosts - Check1 @ 50% - Check2 @ 25% Injury Frequencies: Ankle - 15% Arm - 4% Back - 4% Elbow - 4% Foot - 6% Hand - 6% Head - 7.4% Hip - 4% Knee - 20% Leg - 12% Rib - 4% Shoulder - 9% Total Injury Rate - 4% Career Ending - 1% Season Ending - 1% Couple of Games - 28% Game Ending - 32% Couple of Quarters - 16% Couple of Plays - 24% Defensive Playcalls Adjusted 2.5b Update 12-31-18 Lighting Overhaul DXR (DirectX Ray Tracing) -RG11 Output instead of FP16 -Dynamic Lighting -Indirect Lighting and Illumination -Real Time Global Illumination -Local Lightings Enabled -Directional Irradiance -Grid Based System Generation -Terrain Enabled -Flux Global Solution, Ambient Occlusion, Dilate, and Mipmap -POW to Resolution -Planar Reflection -Tonemap: Linear - Approximate Gamma -Light Map Sizes Increased by 500% -Volumetric Sky and Panoramic -Sunsamples Ultra from Low -Baked Shadows, PCSS Shadowing -Cloud Shadowing -FFT and 31 Pixel Gaussian Enlightening Output: Increased to RG11 from FP16 Buildings, Highways, Terrain, Trees: Enlightened Resolution set to Ultra from Medium WR/DB Interaction - More cut attempts during single-move routes, Minimum 2 up to 8. -Off Coverage - Cut Reactions Improved -Trail Coverage - Cut Reactions Improved Middle of Field Coverage Logics No Assignment - commit to outside Hook Zones - Break and Check on Deeper Receivers Improved Deep Blues - Coverage backs off quicker, Man Coverage - Cut Reactions Purples - Priority - Check to receivers in slot area > Underneath > Go Route Flats - Priority - Check to receivers in slot area > Underneath > Go Route All Zones Buffed in Radius Factors. -Ball-In-Air: Break On Ball Improved -TE LOS - Take Off Speed Reduced RAC/Possession Catch - Catch Distance Reduce to 0.55. Spectacular Catch - Speed Diminish 70% Ballhawking/Interceptions - 0.25 > 0.55 > 1.05 Pressure Debuff Increased: 24.3% Diminish and increased to 3 steps away -Momentum Clamp Increased - 3.5% -Low Speed to Weight Factor Increased Swat Ball/Deflections- Increased to 1.1 Lean Increase - 20% - 40% Fluctuation Lean Penalty slightly increased. Nectar 2.5c (Triggerless/Zero Canned Animations) QB Accuracy: 18 (formerly 21) helps to tone end of season stats under 5000; 60-70% Tackling: 20 (formerly 11) allows multiple reactions for special abilities, instead of just tackle or miss. less big plays, LB 100~ season WR Catching: 22 (formerly 40) Triggerless catches, no animations, RAC catches are real-time movement as adjusted, etc Speed Threshold: 50 (formerly 0) allows linebackers to have a little chance lined up on receivers less big plays, less stress on verticals, etc Penalties all Default except Defensive Holding: 53 Roughing the Passer: 45 Defensive Pass Interference: 70 Sim Stats: Offline are no longer inflated @1:40 No canned outcomes on special abilities, keep your eyes peeled to react to real-time adjustments. @0:45 Real Time RAC's - adjust to the throw without 'lock-in' Catches don't ever have a 'locked-in' moment, timing and positioning is everything. Tackles are more abstract and don't feel canned or locked-in at any moment. @0:20 Wrap tackles(reached) can be shifted in momentum if not brought down. @1:25 Slightly bad throws make a difference. Pass-Leading is moderately viable for 80+, Viable 85+, Surethrow 90+ QB Ratings more prevelant - almost expect 0-0 with 60ovr QB's in terms of passing Safeties more involved in Run stopping and interaction up the middle also. Supersim is now typically - 300 yards Passing, 100 Yards Rushing ~ 50/50 med/deep balls feel a lot riskier/mysterious in near or even match ups Pass Interference can now be drawn realistically in more and certain situations ie: Slot Streaks thrown at certain times or aggressive responses @1:34 Tipped catches are now more dynamic and don't always float. Based on catch timing and ball position; Throw and Catch combination. Fumbles are real-time and aren't a 'pop-out' type of moment - more RB fall back on top of ball situations. @1:27 OL/DL Interaction improved - Micro detail interaction in weight/momentum - Expect sometimes 2-3 engages/disengages before a RB even crosses the LOS. Blitzes make a big dynamic difference 2.6 Update 01-29-19 QB Scrambling improved - Real-time: Micro Scrambling CPU Scrambling logic improved. QB Pocket Movement: Micro Movement. Throw on the Run logic - Precision opposite of Run Direction's Momentum ie: Scrambling left > Precision Right; Scrambling Right > Precision Left, etc Acceleration revamped; Buffed Cameras: Focals Increased to achieve the most detail during gameplay. This helps improve AA, Lighting, Overall Detail and Distance Preservation. QB Accuracy: 19 (Formerly 18) this helps slightly differentiate intermediate and top QB's 4500~ AVG - occasionally/rarely breaking 5000; 60-70% WR Catching: 24 (Formerly 22) this helps slightly differentiate intermediate and top receivers 65-85% catch ratio for top receivers Tackling: 22 (formerly 20) this helps fluctuate tackles from the secondary top 5 - solo tackles hover slightly above 100 Top sacks - 15~ occassionally 20 top 1 Interceptions: 29 (formerly 23) This is raised to accomodate Chicago and Miami this season (27/21Ints) 23 avg'd a top of 16Ints Fumbles: 3 (formerly 7) 7 avg'd 4-8 fumbles - 10-14 avg'd a season //this together averages 25-35 Takeaways on avg a season. Fatigue: 50 (Formerly 25) this helps fluctuate momentum of No-Huddle FG Power: 51 FG Accuracy: 45 Punt Power: 51 Punt Accuracy: 45 Kickoff Power: 51 *this allows offset kicking ie: aiming kick one direction and compensating the other way on the kick meter Offside: 54 False Start: 55 Offensive Holding: 54 Defensive Holding: 56 Facemask: 52 Illegal Block: 54 Roughing the Passer: 50 Defensive Pass Interference: 80 Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: On Roughing the Kicker: On Running Into the Kicker: On *this average 100-125 penalities top 16 occasionally breaking near 150 rarely (Chiefs) with the correct ratio of each penalty Accelerated Clock: 12 (formerly 13) this helps fluctuate 10-20 plays; sub 17 point games - CPU Delay of Game motions XP Settings QB: 165 RB: 175 TE: 165 FB: 235 WR: 215 T: 285 G: 275 C: 300 DE: 155 DT: 250 OLB: 200 MLB: 185 CB: 220 FS: 225 SS: 215 K: 225 P: 200 *This allows each position to improve at a nearly even rate per field action. Superstar/Star(High Confidence) OVR+ 3-6 points a season Quick(High Confidence) OVR+ 2-4 points a season Normal(High Confidence) OVR+ 1-3 points a season // Normal Confidence about half the OVR+ rate. After many sims to playoffs this has been dialed in for Franchise play. For exact realistic Franchise gameplay This all-together will give this seasons actual stats or extremely/relatively close with the actual ratios to correlate to the stats. Playcalling: Quick - for Community and Strategy playcalling choices in recommended. added in main desc. Franchise Training (Intermediate Meta)Get Gold and Simulate Off: Verticals/Power, Redzone Def: Man Blitz, Redzone, Cover 6 2.6a Update 1-30-19 QB Scrambling: MicroScramble and Pocket Micro 100% cleaned up. Lighting Improved - 50% Performance Improvement All Cameras: Increased further to Focal Length 1600mm for maximum detail preservation Replays are now 60FPS Acceleration slightly nerfed and 100% cleaned up CPU no longer limited to 1 Pass Lead. 50 Max per game. CPU Sense Pressure Improved - More Mobility and Awareness of Sensing Pressure CPU Pocket Presence Improved - More awareness of where to step, more steps; around with or without pressure CPU Tuck and Run Adjustments Improved - Further Distance CPU Step-Up in Pocket Improvements, based on awareness - Step up into pocket or at angles to make other throws or an easier throw CPU Scramble Logics Improved - Priority: Tuck and Run based on lanes > 3.25 Seconds Pocket Scrambling > Up to 10 seconds Scrambling Out of Pocket Behind LOS // 8 Yards~ or closer from LOS QB Runblocking logic improved and blocks for longer User Throw Under Pressure Increased - More checks to pressure. Non Tight Spirals slightly more wobble - This also gives Kicking/Punting a realistic feel of wobble No Blocker for Running Back - Match Speed distance increased from 3 yards to 10 yards Pass Blocking: Pocket Times slightly decreased Nectar 2.7 Update End of Season Fine-Tune Playcall/CPU Playcall: Blitz Chance modified Aggressive(5+Blitzers) 32.1%(Oak) - 54.5%(Sea) 44% Average~ Conservative(4 Blitzers) 53.7%(NYJ) 83.7%(Jax) 68% Average~ Passing: 47.56%(Sea) - 67.54%(GB) 57% Average~ Rushing: 32.46%(GB) - 52.44%(Sea) 42% Average~ Special Time Decreased by 15% Special Time Distance Decreased by 15% Routes Changed: Drag Routes Modified - 2.55 Yards Upfield from 0.95 Slant Routes Modified - 3.55 Yards from 1-2 Streaks Modified - 2 Yards in or out from 0.5 Whip Ins and Outs Modified - 5 Yards In/Out from 1 Screen Passes - 0.5 Yards upfield from 3 WR Screens slightly modified Route Variance now effects routes past 5 yards, up to 35 Yards Zone Coverage Drop Speeds Increased to 95% from 75% Pass Deflect Boosts 10% Pass on Target + Open Receiver Boosts 5% Double Coverage Diminish Increased to 35% from 10% Pass Blocking: 11 Catching: 29 Run Blocking: 11 Reaction Time: 96 Pass Coverage: 46 Tackling: 28 Intermediate/Beginner Route/Playcalling. additional featured mod: Fox Presentation by Skyhook Tournament;Community Playcalling / No Huddle / 4th Down vs CPU additional featured mod: CBS Classic by Skyhook Franchise Rebuild 2.8 Update 2/11/19 Animation Tracking Overhaul 1) RANSAC - Predictive Tracking Tolerance: 0 13 Frames, 0.3s Update Threshold: 0.83, 0.58, 0.83 accuracy 99.82%, precision 99.54%, recall 99.94, F1 score of 99.74%. 2) Eye Tracking - Gaze-Based HCI - 2-Point Method Threshold: 0.88, 0.6 99% Correct Detection 3) Fast Plane Extraction in OrganizedPointClouds Using Agglomerative Hierarchical Clustering SegComp ABW: 1.7, 0.1 - 84% Correct Detection Improvement SegComp Perceptron: 2.4, 1.2 61% Correct Detection Improvement Processed at 0.02 Triple Algorithm 0.83 0.58 0.83 0 0.88 0.06 0 1.7 0.1 0 2.4 1.2 0 0.02 Physics Improvements Physics Yield Increased 100% Effects - Max Speed Range lowered to 0.01 from 10000 - (10000% Animation Vary Increased, 10000% Trigger Accuracy) *Normal Speed is now in-actual updated/Time Frames MetaMorphing - 0.01 (formerly 1-2) Dynamic Friction 0.395 (Dry Grass/Turf Average) Static Friction 0.9 (Gloves; Nike Vapor Jet 5.0 / adidas adizero 5-star 7.0) DynamicFrictionModifier 1.23 (Turf/Grass Cleats 2019) StaticFrictionModifier 0.61 (Rubber Outsole Material Cleats) Ball Friction 1.3646 (Vulcanized Rubber, formerly 1.4) Inherited Velocity Added Directional Mirror Impact Added Max Impact Spread Angle: 90 Degrees(formerly 0) Impulse Absorption adjusted to 0.68(Removes Magnetism) Restitution 0.82 Resistance 1.14 Density 985(Human Body Average) Elasticity 76(Human Body Average) Yield Stress 0.001 BreakingStrength 0.001 Graphics Update BC7 Compression - Textures BC6 Compression - Lighting ECT2 Compression - Transparencies Tesselation Displacement Mapping Occlusion Meshing Overhaul Rigid Mesh Rendering Normal Smoothing Vertice DisplacementObject Scaling TextureSpace Rendering MipMap Filtering - LinearNearest(formerly Box) Field Grass/Turf Various Improvements Weather Texture Resolution Increased by 100% Hair Collision Increased 1000% Lens Flares set to Ultra(formerly Low) Menu - Helmets: Dynamic Lighting Dirt/Grass Stain Factor Rate Increased Cameras Human Eye / IMAX 22mm Lenses (Human Eye AOV) f14 Aperture (Human Eye: Dynamic Range) EV+2 (Human Eye/Weighted Lumination) 800 ISO (Human Eye) 100 Shutter Speed (Human Eye) Focus Distance: 50000(No Blur, Full Stadium/City) 70.41 Sensor Width (IMAX Film) 52.63 Sensor Height (IMAX Film) Presentation Update Pre-Game Intro Delays Removed Fireworks Delay Removed Crossfade Delays Removed EA Medallion Transition - 1 Second/5x Speed Tunnel Runouts - 4x Zoomed Out Player Celebrations - 4x Zoomed Out Player Celebration Size Increased 100%, 3-D Gameplay Updates Player Movement Incraments - min. 0.7333333 - max. 2.58333(Average Walking and Sprint distance) More movement does not modify direction duration, early exit blends of directional steps removed. 180 Turn Rate, 90 Diminished inside 4 steps of acceleration. Brace for Hits - Logic reworked to allow possible 'Blind Side' types of impact interactions Med. Hitter - 78 Hit Power Big Hitter - 87 Hit Power CPU QB Scramble Logic - Rarely: 0.039% Chance Sometimes: 9.375% Often: 46.3% Elite CB Ratings: 90 Ovr - MCV,ZCV,Pursuit, or PRC- OverRide WR/DB - 95.4% Coverage Press Coverage Animations Max Press Distance: 5 Yards(formerly 2.8) Max Release Time: 3 from 1.5 Press Angle Max Move Direction: 195 from 90 Min. Release Speed: 54.9% from 35% Min. Good Route Running: 81 (formerly 75) Min. Good Release: 81 (formerly 75) Min. Elite Route Running: 91 (formerly 90) Min. Elite Route Running: 91 (formerly 90) Chances of ChangeUp: 10 Curves(formerly 4 Curves at 1 yard) 5, 4, 3.5, 3, 2.5, 2, 1.5, 1, 0.5, 0.05 Included Performance/Compatibility Improvements (Recommended/Optional - Programs) Compressonator SDK Special K - XDR/HDR G-Sync+ LunarG Vulkan SDK - Driver TressFX - Real-Time Hair Physics System OCAT 1.3 - Gameplay Recorder Overlay 2.9 Update 2-15-19 Photoreal Real-Time Lighting, Shadowing, Colorgrading, FFT Bloom, and SSAO. Lighting/Shader Improvements: -Emissive Particles and Lighting, also Global. Dynamic Lighting: 10,000,000/10,000,000(Outdoor) from 64/128 Enlightened Objects: 10,000,000/10,000,000(Outdoor) from 64/128 -LightMap System Size: 10,000,000/10,000,000(Outdoor) from 64/128 Cluster Size: 4.25 / Samples 2,000,000; 0.0001 angles and thresholds Slices: 16,000 -Lighting Resolution Scale - 225 -Lighting - World Space Scaling - 225 -God Rays, Ray Marching, and Sphere Tracing -Signed Distance Fields -Reflections; Albedo Extinction -Colorgrading; Radiosity added -Texture Sliced(Non-Bool): Eyes, Hair -Height Fog - Visibility Range Increased by 300% -Cascaded Shadowmapping, Distance Field, Auto-Extrusions, and Terrain Bias -Visual Motion - Zero Padded FFT Blooming, Motion Blur, Radial Blur; 0.0001 -Chromostereopsis Depth for Lighting -Chromostereopsis Depth for Colorgrading -Filmic Nuetrals Removed, Real-Time Tonemapping -Increased SSAO and Shadowing Distance -PCSS Real-Time Shadowing -White Balance: 30,000 from 4400 Sky Improvements Height Increased Texture Mapped Vectors Filtering Time of Day improvements Physics Improvements: -Dynamic Metamorphing and 300% interpolation reduction for Body Parts, Shock-Resisting Pads -Level of Detail(LOD) timings optimized - 0.0001, 0.0001, 0.0001, 0.0001, 0.0001 formerly 0.04, 0.06, 0.08, 0.1, 0.12 Improved: Inputting Latency, Rendering Accuracy -Level of Detail(LOD) distance optimized Improved: Gameplay Improvements: 30FPS = 60FPS 60FPS = 240FPS (3-Dimensional Kinematics; Accuracy) G Sync Unlocked = 1000FPS~/NoFPSCap (Human Eye/Ground Reaction Force) Use Scanline Sync. Afterburner/Rivatuner - even if you can't reach 1000fp syncing from it can help gameplay. 360(1080) Radial Step-Blended Turn Rate Player Ability Modifier: 250 Velocity (250x Scaling Abilities - Special Moves, Swats, Catches, Tackling, Hitsticks, etc) Player Ability Blend: -120 Velocity Left and Right Angle Turning: -120 Velocity Velocity Minimum: 0.22 Downfield Deviation: -6 Degree Angle Timer Length: 400 Acceleration Curve: 22.05 - 11.1 1.09 1.02 0.57 Acceleration Burst Delay Removed Lowered Global Interpolation: 0.4 from 1.1 - this allows almost triple the acceleration/agility/movements range and speed while staying in time frame. Hitsticks, Trucking, Momentum, and Friction are now in 15 incraments of 0.6 - 9 yards Hitsticks, Cuts, Tackling now have 50 Velocity and 55 Magnitude Max Strength is now in the 0.4~ yard range Tackling cleaned up Auto-Broken Tackles and QB Tackles cleaned up. Hurdles Reworked Dives Reworked Jukes Reworked 65% Lean added to Tackling Leans and Twists cleaned up, 0.0001 to 0.2-0.4 Thresholds Trucking Blend Spaces cleaned up - 0.0001, 0.2, 0.4 efficiency blend Tackle Box Decreased to 5 yards from 7.1 Tacklebox Distance Adjustments increased to 4.5 from 3 key. Alignment Offsets can be lined up over tackles Conservative tackles can whiff and have tackle cones. Edge Contains Improved Inner Breakdowns Improved Pass Rushing Initial Moves Improved Penalties now activate on WR Cuts and Special moves. Ballhawk timing cleaned up - time the tap - dont hold. 1.25 Window for Spec Catch Catch Tackling 130 Degree Angles Catch, Deflect, and Intercept - 0.4 Reach / 130 Angle from 0.8/180 LOS Press Coverage Improved - 60% Speed - 85 Thresholds Press Coverage Inside - 60% Speed / 85 Rating Thresholds Trail Coverage/Reactions Improved - 0.0001 - 0.2/0.4 Threshold: WR Wins 0.5 or Further Zone Rating Factors - 60% Speed / 85 Rating Thresholds DB Offsets at LOS reduced to 0.0001 Defensive Shading - 0.4; Actual Technique breakdowns Sideline catching - Standing still 0.4 - 0.8 Moving Press/Release Icons will now only light up 0.45/130Degree or Further from DB Trucking Blend Spaces cleaned up - 0.0001, 0.2, 0.4 efficiency blend Tackle Box Decreased to 5 yards from 7.1 Tacklebox Distance Adjustments increased to 4.5 from 3 key. Alignment Offsets can be lined up over tackles Move L/R - Cross-Step Cut Juke L/R - Side-Step Cut Precision + 45 L/R > Move 90 Opposite L/R - Cutback Precision + 45 L/R - Repeat Fast - Sharp Cut Step Stutter Precision Juke + L/R - Jump-Step Cut Juke 8o'clock/4o'clock - Repeat Fast: Stutter Jab Step 10o'clock/2o'clock - Repeat Fast: Stutter Jump-Step Cut Precision Back + Juke - Back Juke Double Move - Acceleration to Non-Acceleration; Movement and Abilities can be very quickly combochained infinitely until stamina is fully depleted. Truck - Secure Ball Truck Precision Truck + 85 Directional - Shoulder Truck Stiff Arm - Defensive Stiff Arm Precision Stiff Arm - Stiff Arm Shove Move Down - Backstep Stiff Arm / 180 to 270 Stiff Arm Spin - 360 Precision Spin - 315 Spin Passing Optimized from 2018-19 Season Max Pass Distance: 80 Yards Lob Pass Speeds: Max Deep Lob: 47.185756 Min Deep Lob: 30 Max Short Lob: 43.31550 Min Short Lob: 25 Touch Pass Speeds: Max Medium Long: 53.69318 Min Medium Long: 25 Max Medium Short: 45.48128 Min Medium Short: 20 Bullet Pass Speeds: Max Long: 60.13636 Min Long: 30 Max Short: 61.36363 Min Short: 30 Pass RPM's - 12x More 721RPM - 12.03 Rotations/s 600RPM - 10 Rotations/s 500RPM - 8.333 Rotations/s 400RPM - 6.667 Rotations/s 300RPM - 5 Rotations/s 200RPM - 3.333 Rotations/s 100RPM - 1.667 Rotations/s 50RPM - 0.8 Rotations/s SimStat Screen - 3x Playback Rate Simstat Screen Simulate Replay - 5 Seconds Performance Improvements: Deferred Rendering AA/MSAA/TSAA is now TAA Optimization for PC; Platform: Count;formerly Any - improved compatibility Dynamic Lighting: Compatibility for PS4/360 Disabled, improved compatibility 2.9a Update 2/21/19 Computed FXAA / MSAAx8 Anti-Aliasing Windowed Mode, Autosize and 4k Default. Natural Colorgrading Improved HDRI Colorgrading Improved White Balance: Increased to 32,500 to compensate post processing. Lighting Depth and Shadow Depth Improved Time of Day: HDRI Lighting and Shadow Improved Planar Reflections HDR Dynamic Ranges Increased Iteration Counts Increased to 250 from 6 Photoreal Faces, Hair - NFL Pro Bowl, NFL Top 100 Photoreal Real-Time Reflections - Helmets, Visors Photoreal Coaches - Faces, Hair, Clothing Photoreal Referees - Faces, Hair, Clothing Photoreal Sidelines - Props, Coordinators Dirt/Grass - Helmets, Visors, Jerseys, Pants, Shoes, Gloves Practice Jerseys - Enlightened Resolution increased to Ultra from Medium Celestial Sky - Quad Count increased by 1000% Physics Improved Metamorph Vertexes Increased by 800% Hands Full Hands No Hands Arms Full Arms Legs Shoes Gloves Jersey Sleeves Flak Jacket Backplate Shoulder Pads Towels, Handwarmers Nectar 3.0 Update Physics Improvements Real-Time Collision / Level of Detail 0.01, 0.2, 0.4 Thresholds -Micro Accurate General Physics -Micro Accurate Tackling, Animations -Micro Accurate Foot Placements -Micro Accurate Ball Movements/Placements -Collapsable Footwork; leg contact leg, etc -Physics with Downed Players -Interaction/Re-interaction Abilties - -0.45 - 0.61 Velocity Factors Performance Improvements 0.16 Fixed TAA Anti-Alias Depth of Field Removed Nectar 3.0a Hotfix Update Gameplay General Player Movement Improved Blocking Engagements/Movements Overhaul Raw Gamepad/Mouse Input Graphics Real-Time Ray Marching Nuetral Real-Life Location Colorings Bug Fixes Random Freezing during gameplay fixed Night Games no longer have shadowing issues Field of View of intro cities fixed Various Stability/Performance Improvements Additional TOD Easter Eggs Most Detailed Sky - Clear/Night/Any (Oct/Cardinals,Relocate: Las Vegas/Salt Lake City) Harvest Moon - Clear,Sunset/Any (Sept. 24-25/Eagles, Browns, Colts) Meteor Showers - Clear/Night (Oct.21,Nov.18,Dec.14 2018/ Steelers, Chargers, Bears) Pumpkin Sunrise - Wind,Overcast/Sunrise (Dec.3-5/Bears, Broncos, Falcons) North Pole - Clear,Snow (Mid Dec./Cardinals, Rams, Raiders) Longest Night - (Dec.17-21/Seahawks) Blue Moon - Clear,Sunset (Jan.8/Colts, Giants, ) Blood Moon - (Jan.20,21/Cowboys,Giants, Relocation: Toronto) Red Cloud Horizons - P.Cloudy/Sunset (Jan/Feb. Chiefs,Titans,Panthers) Earthshine - Sunrise,Sunset (Feb.2/ Falcons, Panthers, Redskins) Strawberry Moon - Clear,Sunset (Feb.6,7,8/ 49'ers, ) February Full Moon - Clear,Snow/Sunrise,Noon (Feb.18-20) Planet Parade - Sunrise (Feb.28,Mar 1,2 2019) Pre-Dawn - Clear,Snow/Sunrise (Mar.1-4 ) Energetic Rust - Clear,Snow,Overcast/Sunset (Mar.14-17/Texans, ) Total Lunar Eclipse - Clear,Sunset (Mar.26,27 / Ravens,) NorepinephrineGlutimateAnxiogenicCannibinoidSlothL ocust - Wind/Night (Mar.30,31-Apr.1,2,3) Post-Vampire - Clear,Overcast/Sunset (Mar.30-Apr.3/ Steelers, Browns, Patriots) A Cortisol Bloom - Clear/Day (Early Apr./Panthers,Redskins,49'ers) Gold Coast Anvil - Overcast,Day (Mid Apr./Jaguars, Dolphins, Bucs) NFL Blitz - Overcast,Day (Mid.Apr/Giants, Eagles, Pats) Frozen Orchid - Snow,Day (End of Apr./Giants, Eagles, Ravens) Pink Lemonade Wind/Sunset (End of Apr./Giants, Eagles, Ravens) 1927 Apricot Depression (May/ Steelers, Lions, Bears) Peach Dusk - Clear/Sunset (Early Jun./Falcons, Saints, Jaguars) Twilight - Clear,Any (Jun.22/Seattle) Dahlia - (Mid July/ Ravens, Eagles, Colts) Daylight Moon - (Early Aug./Texans, Cowboys, Chiefs) Autumn Queen - (Sept.1/ Packers, Redskins, Bengals) Happy Southern Favorite - Clear,P.Cloudy/Sunset (End of Sept./Panthers, Titans) Northern Lights - Clear,Overcast/Sunset,8:30-9:00pm~ (Sept-Oct) Psychic Autumn - P.Cloudy,Overcast/Sunrise,Sunset (End of Oct) Fire in the Sky - P.Cloudy,Overcast/Sunset (Oct-Dec) Cold-Dark (Nov.1-10) - Colts, Ravens, Eagles) Nectar 3.1a Locomotion 35%/100%/135% Deferred Rendering Enabled Background Anti-Alias Off 30 FPS Setting - 29.97(NTSC) 60 FPS Setting - 240.5(Kinetic Physics) Nectar 3.1b Update Default Sliders 50/50 (All-Madden) Very Fast Speed Threshold: 0 New Splash Screen Movement from 2.5b/2.7 Physical Balance from 2.5b/2.7 Speed/Acceleration Curves Buffed More New Moves Soft Stepping - Acceleration + Precision L/R Soft-Stutter - Acceleration + Precision Rapid L/R Hit-the-Hole: Power Stepping - Acceleration + Rapidly Press Hurdle Hit-the-Hole: Side-Stutter - Precision 5/7 o' clock Juke Hit-the-Hole: 10/2 Sideways Stutter-Truck - Precision 5/7 o' clock Juke to Truck Elusive Backfield Dancing(EBD) - Acceleration + Rapidly Press Stiff-Arm + Anything More Defensive Strategies All Shades - Increased to 5 Yards from 3 Yards Deep Zones - 6 Yards higher from 2 Yards Bottom Zones - 6 Yards lower from 2 Yards Shade: Cushion - 6 Yards higher from 2 Yards Shade: Press - 6 Yards lower from 2 Yards Shade: Press - DB's now line up on Slot receivers @ LOS when pressing. Defensive Lineman Techniques - Cleaned Up Run Commit - Only DL,LOLB,ROLB Commit Sideline Catching Improved CPU Fakesnap - 90% Chance from 30% CPU Hot Route - 90% Chance from 30% CPU RB Audible - 90% Chance from 30% Further Improved Field Grass & Turf: Accurate Height Maps Field Grass & Turf: Processing Shaders Photoreal Vegetation - Trees, Foliage, and Plants Photoreal Goalpost and Net Practice Field - Photoreal Lighting Photoreal CFM Office - All Nectar 3.1c Gameplay Overhaul Update Ratings Update The following now have 40+ Tiers based on Rating, formerly 8 - (0, 0.001, 45, 55, 65/75, 85, 93, 99 ~) 0, 0.001, 25, 45, 50, 55/60 65-99 being a different tier per 1 rating 100 being a hidden tier also CPU+HUM 1000+ entries added Awareness QB Accuracy Catching Run Ability Pass Block Run Block Tackling Interception Break Block Line Knock FG Power FG Accuracy User Updates Special Time Buffed to 0.35 from 0.45 QB Pocket Movement Buffed 5% Max Speed Buff and Buffed to only 2 curves: 12%/25% formerly 8 QB Scramble Movement Buffed to only 2 curves: half speed/fullspeed formerly 8 Juke Move now only has X coordinate Left/Right Tiers, Allowing more precise control of juking. Speed diminish lowered to 88% from 100% on Heavy Precision Jukes, allowing slight forward progress. Normal Movement buffed to 2 curves 25%/50% Acceleration buffed to 2 Curves 75%/100% Footplant Direction increased to 225 Degrees from 180 Lean Factors Increased by 60%~ QB Scramble further buffed to 1 curve 100% QB Pocket Movement further buffed to 1 curve 25% CPU - QB's now leave pocket until sacked twice out of pocket Football Wobble Increased for both, making catch rating more of a varianced factor. Footsteps set to 0.85 yards Footstep Width set to 0.5 yards this allows better backfield movement and squaring up Footstep Upfield Deviation increased to 30 degrees. this allows better cuts with less diminish Back-Juke Speed Diminish 90% from 100%, allowing faster control after the juke. Double Moves Improved Truck Speed increased to 75% speed from 65% CPU Trucking Improved Background SMAA x1 Special Abilities Buffed - Some Speed Diminish Factors Reduced Backjuke Further Buffed - Some Speed Diminish Factors Reduced Impact Times for Special Abilities 0.33 Spin/Hurdle - 0.75 Pump Fake buffed to 0.25 Pump Fake modifier nerfed by 50% Real-Time Playmaker Nearest Receiver Tackles Buffed - 0.0001 - 0.0002 from 0.5 Momentum Detection Wrap Tackles Buffed - 0.0001 - 0.0002 from 0.5 Momentum Detection Hit Sticks Buffed - 0.0001 - 0.0002 from 0.5 - 1 Momentum Detection Trucking Buffed - 0.0001 - 0.0002 from 0.5 - 1 Momentum Detection In-Tackle Buffed - 0.0001 from 1 Momentum Detection Catch Tackles Buffed - 0.0001 - 0.0002 from 0.5 Momentum Detection Hit Sticks - 0.0001 - 0.0002 from 0.5 Momentum Detection Tackle Battles - Lowered to 0.0001/0.5 from 0.15/1-7 Much less occurence of momentum directed for a gain or loss of yards. 45 Yards Conservative Logic All Players from 2 Yards Away from Ball Carrier - transition to Aggressive Coverage will follow similar logic Accurate Passes Min/Max - 0.0001/0.01/0.001 from 0.25/0.25 Slight Innacurate Passes Min/Max - 1/2.5/2.5 from 1.5/2/2 Very Innacurate Passes Min/Max/Dist - 3/7/7 from 2.5/3/3 Base Movement Cuts - 45 Degree Turn Rates Footplants - 45 Degree Angles Upfield Movement Deviation - 45 Degree Angles All Abilities - 45/90 Degree Angles Back-Jukes - Forward 45 Degree Angles All Wedge LOS Moves Improved Ballcarrier Breakdowns now happen at 30% Speed and Above, formerly 40%. CPU Ballcarrier Logic Improved Further Wrap Tackle Distance Accurate Buffed - 0.85 (Inacc: 0.86+) Defensive Lunges Improved Defensive Linemen Delays Reduced 50% Further Deflection Distance Buffed to 0.85 CPU - No Huddle: if needed will start halfway in 3rd Quarter Passing Icon Sizes Decreased Slightly Further Playart: Color Scheme is based on difficulty of coverage. (Lime Green - Candy Red) This helps with deciding plays based on personnel more easily and quick. Orange/Pink/Hotpink being Zone that turns into Man, Green Being Underneath, and Arctic Blues being Outside, etc [Offense] Block - White Receiver Blocks - Black Run - Green Primary Route - Green Routes - White Automotion - Orange Option - Teal Block & Release - Purple [Defense] Blitz - Teal Contain - Arctic Blue Spy - Purple Hard Flat - Lime Green 3 Rec Hook - Lime Green Curl Flat - Green Cloud Flat - Arctic Blue Hook Curl - Yellow Hook Vertical - Orange Man - Fire Orange Soft Squat Flat - Arctic Blue Seam Flat - Light Pink Quarters Flat - Hot Pink Hook Middle Read - Dark Red Deep - Candy Red Nectar 3.1c XDR Edition (Xtended Dynamic Range - 12 Bit) -XDR-Calibrated Volumetric Light and Shadows -XDR-Calibrated Shading -XDR-Calibrated Color-Grading -XDR-Calibrated Depth -Photoreal Optimized -Background 1200FPS (Human Eye/Kinetics) -Background Computed AA (Less GPU Stress) Fixes: -CFM Optimized -Shadowing Fixed for Night Games -Uniform Select Screen Color/Brightness Fixed Nectar Playbooks 6 Main Playbooks - 3 Tiers OFFENSE Flood7180 - Physical(Fast~)/Low Intel/Low Passing/Comfort Weak Pro/Slot, Strong HPro/HWing, Trips, Bunch Priorities: 55% Pass, 45% Run - Quick Base/Power O/Blast/Screens/Sticks/Quick Slants/Trails (Don't force physical matchups, shred underneath as much possible and motions help figure out quick reads) Offset8190 - Balanced Intel/Lead Passing/Comfort *** All Offset Formations - Lead Passing Priorities: 65% Pass, 35% Run - Zone Run/Stretch/FL Slants/FL Spots/Int+Opt Routes/PA (Let the O-Line and Awareness shine with Zone and Zone Stretch runs for Easier QB Progression) Flex9199 - All players: Physical/Intel/Playmaking All Flex Formations - Playmaking Priorities: 75%~ Pass, 25% Run (Attack the Sky - Let the QB and WR Core Routes Playmake for Draws) DEFENSE Mirror7180- Physical(Fast~)/Low Intel/Low Tackling/Comfort Base = 2-4-5 Double A-Gap Nickel = 5-2 Dime = 3-4 55% Conservative, 45% Aggressive (Let the heavy blitzing take advantage of poor med/deep accuracy and route running further with pressure diminish) HoleWide8190- Balanced/Intel/Tackling/Comfort ** 40% Conservative, 60% Aggressive (Wide Formations - Take advantage of being aggressive with Cover 1 as the overloads) Lurk9199 - All players: Physical/Intel/Playmaking Dime = 1-3-7 Quarters Nickel = Big Nickel Base = 46 Normal(Speed Package)/Bear Under/4-4 (Hitpower) Priorities: 75%~ Conservative, 25% Aggressive - (Let players playmake their positions with user disguise and bluff) Nectar Roster Overhaul based on LOBBS' Rating System All 32-Teams Reworked All the details based from the Lobbs Rating Overhaul. QB Running Ratings scaled to detail. All QB Archetypes Updated Accurate detail of Physical Ratings scales. Season Performance and Stats scaled to Rating. All Blocking scaled to Season Performance. An increase of 4-8OVR~ based from the Lobbs Rating Overhaul An increase of 8-15OVR~ on average compared to latest EA Roster. All Physical Ratings reworked to end-tier/world records - 70-71-76-80-81-86-90-91-96-99(100) QB Physical Ratings reworked to end-tier/world records 70-71-76-80-81-86-90-91-96-99(100) QB BCV, Elusiveness, etc reworked to end-tier - 70-71-76-80-81-86-90-91-96-99(100) Intellect Ratings scaled to tiers (based on 2018-19 stat performance) Tackling Ratings scaled to tiers (based on 2018-19 stat performance) All Blocking scaled Global. QB Strength - +10 Global. Strength - WR/TE/CB/FS/SS +5 Global. Catch - OL/DL +20 LB/CB/FS/SS +5 HB+10 Global. Carrying - QB/Secondary +10 Global. Run/Pass Block - RB/FB/TE +15 Global. WR Blocking - +20 Global. Kick Return - RB/WR/Secondary +5 LB's +40 Global. LB Run Block(Returns) - +15 Global. Trucking - HB +5 Global. Elusiveness - HB/WR +5 Global. BCV - HB +5 Global. Jumping - +10 Global. Hitpower - OL/DL/LB +5 Global. Throw Pressure - +5 End-Tier to NFL Chart/College-to-NFL / (HS/College/Draft Compatible) 45-60 - HS Draft 61+ - College Draft 70 - Draft/Rookie Acceptable / Ego: 50 Conf: 40 (Conservative) 71-73 - 0.5 Star (College Starter) / Ego: 30 Conf: 40 (Conservative) 74-75 - 1 Star / Ego: 40 Conf: 40 (Conservative) 76-79 - 1.5 Star (Top College) / Ego: 60 Conf: 60 (Balanced) 80-82 - 2 Star (NFL Starter/Rare NFL Draft Prospect) / Ego: 30 Conf: 65 (Conservative) 83-85 - 2.5 Star (Star Rookie/Franchise Player)/Ego: 90 Conf: 70 (Aggressive-Big Hitter) 86-87 - 3 Star (Playmaker) / Ego: 30 Conf: 75 (Balanced) 88-89 - 3.5 Star (NFL Pro Bowl Qualify) / Ego: 80 Conf: 80 (High Motor/Conservative) 90-93 - 4 Star (Star) / Ego: 20 Conf: 85 (Balanced) 94-96- 4.5 Star (Elite) / Ego: 100 Conf: 90 (Aggressive) 97-99 - 5 Star (Legend) / Ego: 10 Conf: 95 (Conservative) Dynamic Rating Fluctuation (Not Yet Finished) based on Confidence in new Tier Development, Ego on Developed Expectation This helps prevent-gate under/over-Progression and helps to - increase the variance of progression game-to-game/seasons in career. 100 Club - 40 Players John Ross - 100 Speed Deforest Buckner - 100 Strength Ryan Fitzpatrick - 100 Awareness Ezekiel Elliott - 100 Agility Damiere Byrd - 100 Acceleration Julio Jones - 100 Catching Bryon Jones - 100 Jumping (105 = 60in~ Vertical) Marshawn Lynch - 100 Break Tackle Darius Leonard - 100 Tackle Josh Allen - 100 Throw Power Tom Brady - 100 Throw Accuracy Baker Mayfield - 100 Short Accuracy Drew Brees - 100 Med Accuracy Russell Wilson - 100 Deep Accuracy Aaron Rodgers - 100 Throw on Run Patrick Mahomes - 100 Throw Under Pressure Kirk Cousins - 100 Play Action Todd Gurley - 100 Trucking Christian McCaffrey - 100 Elusive Adrian Peterson - 100 Ball Carrier Vision Le'Veon Bell - 100 Stiff Arm Dion Lewis - 100 Spin Move Saquon Barkley - 100 Juke Move Michael Thomas - 100 Release Aaron Donald - 100 Power Moves Joey Bosa - 100 Finesse Moves Amari Cooper - 100 Short Route-Running Stefon Diggs - 100 Med Route-Running Tyreek Hill - 100 Deep Route Running DeAndre Hopkins - 100 Catch in Traffic Odell Beckham Jr - 100 Spectacular Catch Kyle Fuller - 100 Play Recognition Khalil Mack - 100 Pursuit J.J Watt - 100 Block Shed Patrick Peterson - 100 Zone Coverage Stephon Gilmore - 100 Man Coverage Richard Sherman - 100 Press Coverage Kam Chancellor - 100 Hit Power Thomas Morstead - 100 Kick Power Tress Way - 100 Kick Accuracy Free Agent Signings/Trades (Updated to Apr.5) 49'ers - Tevin Coleman, Kwonn Alexander, Jason Verrett Bears - Ha Ha Clinton-Dix, Cordarrelle Patterson Bills - John Brown, Cole Beasley Bucs - Shaquil Barret Broncos - Bryce Callahan, Ja'Wuan James, Kareem Jackson Browns - Sheldon Richardson Cardinals - Jordan Hicks, Terrell Suggs Chargers - Tyrod Taylor, Thomas Davis Chiefs - Tyrann Mathieu, Carlos Hyde Colts - Justin Houston, Devin Funchess Cowboys - Randall Cobb Eagles - Malik Jackson Giants - Golden Tate Jaguars - Nick Foles Jets - Le'Veon Bell, C.J. Mosley, Jamison Crowder Lions - Trey Flowers, Justin Coleman, C.J Anderson Packers - Adrian Amos, Preston Smith Panthers - Matt Paradis Rams - Eric Weddle, Clay Matthews Raiders - Lamarcus Joyner, Za'Darius Smith, Trent Brown, Tyrell Williams Ravens - Earl Thomas, Mark Ingram Redskins - Landon Collins Seahawks - KJ Wright Steelers - Mark Barron Titans - Rodger Saffold, Adam Humphries, Cameron Wake All Team Overall and Core Overall Info updated. Quick Roster Fix Update - 4-6-19 All WR/RB Acc/Spd offsets are now correct Global +1Spd/-2Acc 5'9 offsets further accentuated below. +3ACC/-3SPD~ 5'10 - 6,1 offsets balanced +1ACC/-1SPD - +2ACC/-2SPD 6'2 further accentuated after +3SPD/-3ACC~ Odell Beckham Jr now has 100 Spectacular Catch The rest of the trades complete as of 4-5-19 Jets - CJ Mosley Bills - Frank Gore, Kevin Johnson Broncos - Joe Flacco Browns - Odell Beckjam Jr, Emmanuel Ogbah, Sheldon Richardson, Olivier Vernon Cardinals - Marcus Gilbert Chiefs - Eric Murray, Tyrann Mathieu Colts - Justin Houston Dolphins - Dwayne Allen 49ers - Jason Verrett, Tevin Coleman, Dee Ford Giants - Jabrill Peppers, Kevin Zietler Jaguars - Nick Foles Jets - Kelechi Osemele Lions - Trey Flowers, Danny Amendola Packers - Billy Turner, Za’Darius Smith Patriots - Michael Bennett Raiders - Tyrell Williams, Lamarcus Joyner Redskins - Landon Collins, Case Keenum Saints - Latavius Murray Texans - Tashaun Gipson Advanced Tip Hold Strafe (no direction) through entire play when doing anything and everything especially special abilities - sacrifices Speed and Locomotion momentum for better movement. or time it perfectly (no direction) for more outcomes. and other situations like - tap strafe - then Turbo truckstick, etc Nectar 3.1c Post Roster Update Meta Passing Accentuations Touch Pass and Lobs now accentuate and arc dynamically correct. 70mph max bullet speed. to give a chance at slight record breaks for new season Bullet Deep - 50-70mph~ Bullet Short - 50-70mph Lob Deep - 50-70mph~ Lob Short - 20-35mph~ Touch Pass Med. Short - 25-45mph~ Touch Pass Med. Long - 40-55mph~ This allows the most selective amount of throwing windows. Meta Zone Touchup Zone Offsets - 8.8333 Yards Tight Close Offsets - 5.3 Yards Flat Zone Tops - 7.55 Yards Hook Zones - 1.55 - 9.55 Fluctuation Middle Hook - 11.66 Fluctuation from 2.216 Bottom - 13.333 Tops Vert Hooks - 6.6667 - 13.333 Pink Zone Tops - 13.3 Pink End Zone - 3.333 Flat/Pink Width - 8.8333 Bottom of Deep Zone - 8 Yards Deep Zones - 13.3 Fluctuation, 8.883 - 8.884 Assignment Transition Outside Zone Offset - 3.331 All Zone Leverages - 2.65 Yards What does this all mean? Based on 40 Yard Coverage Schematic - Only 1.383% AVG Error of transitioning Coverage Alignments / Adjust to Non-Routed Receiver, etc Cover 2 Sink - 83.4% Total Field Coverage - Adjusting in and out to 100%. (Max 8.3% Coverage Loss) Able to handle former counter Double Seams - AVG 1.5 yards only of possible windowed seperations. Cover 3 - Able to handle its former counters, Lockdown Slants and Four Verticals. (7.1% - 14.2% AVG Coverage Loss against counters.) Cover 4 - Triple Double Coverage leverage against 4 Verts, 3x Crossing Routes, Double Move PA's, etc Cover 6, 9 - Able to handle its former counters - Floods, Stick-Floods, Curl-Corner-Flat, etc 80% Total Field Coverage - Adjusting in and out to 100%. (Max 10% Coverage Loss) 16.66667/8.333 Flexible yards of achievable Bait/Lurk Pattern Forming. CPU vs CPU Kickoff Fixed 3.1c Prereq Base Update -Abilities, Catching, Tackling, etc - Further Tuned Up / Avoidance Threshold - 0.4 from 0.55 ex: based on 99 Rating Juke Move - 5% Chance - 2 Missed Tackles (Playmaker Footage) Juke Move - 0.05% Chance - 3 Misses Tackles (Star Footage) Juke Move - 0.005% Chance - 4 Missed Tackles (Elite Footage) Juke Move - 0.0005% Chance - 5 Missed Tackles (Legendary Footage) Juke Move - 0.00005% Chance - 6+ Missed Tackles (Legendary Footage) Same goes for styles of catches, tackles, etc (note: broken tackles in group tackles not counted - Valued @ 1.5-2.5) -Dynamic Rating Fluctuations: Big Hitter 85-86, Clutch 89-90, Cover Ball 90Never,87Big,78Med,97All 75Normal76DevTraits, DL Moves 75/76, DropPass 86/87, FightForYards 86/85, ForcePass Con0-79,Agg80-87,Ideal88+, HighMotor 83-84, PlayBall Con0-75, Bal76-87, Agg88+ Sense Pressure Obl0-75, 76-87Avg, 88+Ideal, Poise Paranoid 0-80, TriggerHappy81-89, Ideal90+ TuckandRun Often0-81, Sometimes82-90, Rarely91+ -Catching Overhauled - 0.0001/0.0001 - 1.75/1.75 Curve - formerly 0.1/0.1 - 1/1 -Ball Hawk/Swat Overhauled - 0.0001/0.0001 - 1.75/1.75 0.0001 - -0.5/-0.5 Offsets -Ball Hawk: All timers/penalties removed and can be held before snap through entire plays this in-conjunction with Spectacular Catch being nerfed/balanced prior to re-balance - Just hold the button throughout the play -Some Awareness-Distance Improvements - CPU Logics for all players will now unfold 53 yard schematics into an 11yard generic-Radius - through 0.0002 Updated/Reaction @ -0.0001 Predicted at 0.0003 Offsets // rather than 3 yard/5 yard 0.75 blind radius~ reactions - all offense,defense,ballcarrier, and blocking -DL/LB Shifts Increased - Allow Offsets like 4-Man Rush: Double-C, BBCC Gaps, etc, etc More emphasis on 4 man passive pressure, etc -Shade Risk/Reward: Get Open: Short: 3.7625% Deep: 9.25% Formerly 40%/40% - Based on 75% reduction from 37% league average Deep, 9-21% Short // Wrong = 15.925% - 36.75% Short, 64.75% Deep -Pocket Times Updated - 2.04~ - 3.08~ -QB Sense Pressure Overhaul: -Force Passes - 3.5 Yards - Formerly 8Yds / Force Passes Max Score Diff - 11pts / Formerly 7pts -Strafe Movement Improvement -Lunging/Inner Breakdown Improvements -Passing Yards, Rushing Yards, and YAC are now measured/updated by 0.0001 - formerly 0.4/0.8/0.4 -HB Handoff - 0.24 - 0.86 -DL Tackling - Cleaned Up, -Velocity/Mass Factors - Delays removed* 0.0001 from 0.25 -HB Screen Improved - Blockers will now go under the LOS 1.5yds to block. HB 2.15yds under LOS. -WR Screen Improved - 1 Yd Behind LOS - 0.55yds towards QB. -QB Scrambling Improved - 225/45/90 Degree Angles Scramble Distance: 2 Yards / 7 Yards / 10 Yards // from LOS: 2 Yards, 7 Yards, 10 Yards // Pocket Radius Dynamic - 0.0001 Reacts: 2.2075yds/4.415yds/8.83yds/13.25yds/26.5yds/53yds Blocked: 0.0001 Reacts: 2.2075yds/4.415yds/-2.2075yds/-4.415yds/-2.2075yds/8.83yds Almost Blocked - 2.2075yds/-4.415yds/8.83yds/ Unblocked - 0.0001 React/-3Yds/0.0001 React +1Yd/0.0001 React +3Yds/0.0001 React +4Yds - 0.0001 React -5Yds/0.0001 React -6Yds/0.0001 React ratio implemented in 2.0 will follow chance to scramble 0.039% - Pocket 9.375% - Balanced 46.3% - Scrambler -QB Spy - Spy will now go past the LOS - if the QB is 2.55 Yards near/behind LOS -Wind Factor - Volumetric Effect 0.0001 - formerly 1 yard Nectar 3.1c Prereq 41119 Pass, Run, and D-Line Move Timers - Decreased to 0.0001-0.9 from 0.5 - 1.2~ No Block Speed - Increased to 25-100% from 6-47% D-Line Tackles - More Emphasis between Strength and Trucking D-Line Reach Tackles - Distance Buffed Run Blocking - Angles to Lose Engage at lower ratings Increased Blocking Paths - Increased to 11 Yards from 6 Blocking Paths - Time Check Distance 11 Yards from 0.3 Block Shed Factor - Now measured per 0.0001, formerly 1 Outside Pass Rush Blocking - 5 Yards back, Formerly 4 Out-of-Pocket Blocking - 13.25 Yards, formerly 5 RB Cut-Blocks - 10% More Effective Run Block - Rating, Strength, and Weight now factored 100% - formerly, 60%,45%,75% Elite Blockers - 10% Buff, Elite vs Elite No Boosts Lead Blocker - Cut Blocks 10% Buff Backfield/Screen/Backside Blocks - Cutblock Chance increased to 85%, formerly 50% Defensive Move Timers - Decreased to 0.29 from 0.85 Reach Tackles - Increased range to 1.75 - nerfed random roll to 0.35 from 0.0001 Man and Zone Coverage - Reaction Improvements, less diminish for lower ratings Man and Zone Coverage - Overall Reactions Buffed, Get-Open Delays lowered from 1sec to 0.0001 Press - Strength Difference now 40 - formerly 25 Zone - Matching Zones Increased/Improved Shading Buffed Further - Over - 0.75, formerly 0.4; Under 0.35, formerly 0.4, L/R 0.75, formerly 0.4 Cover Ball - Timer reduced to 0.29 from 0.85 Fair Catch - Minimum frames reduced to 0.0001 from 0.5 Punt Power - Vertical Increased by 25%, Distance decreased by 5% Break Time/Vision Loss - Reduced to 0.0001 from 0.2 Awareness Distance - Increased to 130 Yards, formerly 30. Trucking - Speed Increased to 110% from 70% - improves dynamics of impacts. Stiff Arm - Distance Increased to 0.97 from 0.8 Conservative Tackle Fakeout - Timing Buffed to 0.29 from 0.15 198-Band Weighted/Momentum Dynamic Catching 144-Band Weighted/Momentum Dynamic Strafing 108-Band Weighted/Momentum Dynamic Finesse Moves 108-Band Weighted/Momentum Dynamic Power-Moves 108-Band Weighted/Momentum Dynamic Pass-Blocking 108-Band Weighted/Momentum Dynamic Run-Blocking 276-Band Lean Dynamics and Offsets - Weighted-Semi-Ragdoll Physics/Collision -1.05/-1/-0.9999/-0.8/-0.75/-0.66/-0.5/-0.33/-0.25/-0.1/-0.0001/ 0/0.0001/0.1/0.25/0.33/0.5/0.66/0.75/0.8/0.9/0.9999/1/1.05 + Offsets - formerly 0.5/1 +Reverse+Inverted Collision/Impact Dynamics and Offsets Lean Distance - Increased to 1.05, formerly 0.65 This helps create more accurate and dynamic Tackling,Blocking,Moves,etc - Collision -All QB Pocket/Scramble Stalls/Delays Removed Player Pad Sizes - Decreased by 20%: Shoulder Pads, Thigh Pads, Knee Pads, Flak Jacket, Backplate, Neck Roll, and Towel Helmet, Helmet Accessories - Sizes Increased by 15% Prereq 41219 102-Band Weighted/Momentum Dynamic Hitpower 126-Band Weighted/Momentum Dynamic Strength 108-Band Weighted/Momentum Dynamic Trucking 132-Band Weighted/Momentum Dynamic Preserved Momentum Chiefs Crash Fixed Updated Roster 04/14/19 O/D/OVR Bears: 87/97/89 Bengals: 85/93/86 Bills: 81/87/82 Broncos: 81/91/84 Browns: 87/91/86 Bucs: 83/85/82 Cards: 79/89/81 Chargers: 87/93/87 Chiefs: 89/85/86 Colts: 89/89/86 Cowboys: 93/91/90 Dolphins: 79/83/79 Eagles: 99/93/94 Falcons: 89/91/88 49'ers: 89/91/88 Giants: 81/83/80 Jags: 81/95/86 Jets: 85/91/86 Lions: 85/91/86 Packers: 87/91/87 Panthers: 89/91/89 Patriots: 93/91/89 Raiders: 85/85/83 Rams: 91/97/92 Ravens: 85/93/88 Redskins: 83/89/84 Saints: 91/93/91 Seahawks: 87/93/89 Steelers: 89/93/90 Texans: 83/95/87 Titans: 89/95/89 Vikings: 89/99/91 Prereq 41419 Update Complete Movement and Ability Overhaul Hit-the-Hole Running Improvements Added walk speed of 3mph~ (x-25%~ joystick tilt) Added jog speed of 6mph~ (25-50%~ joystick tilt) 40+ Pass Interference Distance Markers placed in over 120 yards - formerly 6/6. Nectar 3.1c Prereq 41619 Update Zone Coverage Overhaul Cover 3, 4, and 6 based on Richard Sherman based offset style logics Cover 2, Sink, and 9 based on Patrick Peterson based offset style logics -1 on 1 Coverage Man/Zone improved by 20% -Press Coverage Man/Zone improved by 20% -1 on 1 Catching Man/Zone improved by 20% -Coverage Cut Reactions improved by 20% -WR SuperWin Chances Removed Man Coverage Overhaul Shadings/Reactions calibrated to give default shade / shades the best chance at guarding everything - without blown coverage to something else. More emphasis on finding a receiver open by very small margins more than the next - rather than whos wide open. Less emphasis on relying on ball knockout, swat to mask coverage. The following plays Slants/Drags - Press Improved Levels Y Corners Double China Cross Drag Bunch Trail Verticals w/ Cross PA Crossers Crossers Bunch Verts Fk Screen Wheel Shake Routes Stick Slants Drags etc Drags lowered to 0.0001 from LOS (as low as the routes can go) Stressed against Trey, Bunch, 5 Wide, Tight, Spread, etc while using off-coverage in Big Nickel, Nickel, Base, 46(non-speed pckg), etc note: you will need at least 70ovr to start having a chance at intermediate routes. non-intermediate routes not stressed as much below 70 though. example: 70ovr Man Coverage Linebacker in Nickel guarding WR starts having a chance to guard on intermediate routes though. Nectar 3.2 Tournament Edition Safety Logic Overhaul - All zone coverages now leverage and match General Movement - Improved; ex: Now able to zig zag between O-Line Increased Top Acceleration Speed by 23% - to match 28mph Speed @ 100 rating Scaled the rest of movements accordingly Snap-Off Tackle Chance Increased to 0.13 - 1.95 - from 0.3 - 0.7 This allows powerbacks to factor in more things, specifically wrap tackle animations All Footstep Balances Decreased by 50% - 1-2 formerly 2-4 This helps with chain reaction of collision factors Trucking Base Break Tackle Chance - Increased by 20% Stiff Arm distance increased to 1.4 Lowered all impact times for special abilities to 0.13 This helps to add more window possibility of sequence windows and dynamics CPU Ballcarrier Logics Improved CPU Hitstick Logics Improved Momentum/Impacts increased and further improved Pile Impacts - lowered to 0.13 from 0.85 Knockout Ball Max Time Held - Lowered to 0.13 from 0.3 - Knockout Ball increased to 1.95 This helps with triggering a lot more Conservative Quick High Catches - Rather than Spec Catches Removes auto knockout catches and adds more sequences and chains to interactions Coverball Time - lowered to 0.13 from 0.29 Playaction Rating - now factored 70-99, formerly 90-99 Conservative Tackles - Whiff Times lowered to 0.13 from 0.2 / Heatsink 0.13 from 0.5 Increase Grab Durations to 1.95 from 0.2 Decreased Grab Attempt Duration to 0.13 from 0.2 - This helps with adding more tackle dynamics - including Body Slam tackles All Elite Ratings - begin and factor at 88 Rating Kickoff Length Lowered by 15% - To increase Returns, CPU Return frequency -Doubled sway/wobble to the UI -Kick Speed Meter 15% Faster -Overkick Notch reduced to 0.1 from 0.25 added crowd intensity to 70,000, previously 350. adjust volume to these settings for a more realistic balance 2 New Starter Playbooks Scorpion94818 (RunHeavy/Clock/1RedzoneWR/2RouteRunners) In this playbook we will attack defenses just as the playbook is named - like a scorpion. Complimenting HB Stings and 94's to help Redzone Threats drive Y Routes over the top 1 on 1. Also 818 ZoneRun Dives to attack the A-Gap at 45 angles; with 2 receivers stacked stacked to the sidelines - to force more zone thus allowing more exposure to dives. Again always keeping both man and zone unbalanced; with splashes of Counter and Misdirection. ClockworkPoints (Modern Hybrid Defense) Sub LB Spots with Safeties as needed 4-3 Under - 2 Man Under, Cover 6, Cover 4 Priority: Conservative Opponent is down by 1-9 points. We want to try and force the opponent to run the ball - to further work the clock against themselves or a chance at a stop/turnover and we need to figure out what the opponent is prepared to do in the air - We can play 2 man under and complicate a west coast attack - or confuse progressions with cover 6 by being ready for vertical/intermediate attacks - involving man-switch routes, double move routes, etc 3-4 Even - Zone Blitz, Cover 1(Robber Press) Priority: Balanced Tied Game. We need to figure out what the opponent is more comfortable/able at doing at this point. Conservative Run(Cover1), Aggressive Pass(Zone Blitz) We want to try and force as many attempts with minimal/maximum risk. We can first and foremost go to Cover 9 showing 2 allowing us to shell off runs - conservatively like a tampa 2 approach. 3-4 Over Ed - Man Blitz, Cover 2, Cover 3 Priority: Aggressive If the opponent gets ahead by 2-9 points we have to get a turnover or 3-and-out by stuffing the run with man blitzes, taking away reads with exotic cover 2 looks presnap, - and keeping coverage on checkdowns. We can help make the opponent reconsider their gameplan through entirety - by not letting up conservatively and keeping them off balance with progression reads. Dime 2-3-6 - Cover 9 Show 2, Cover 1(Robber Show 2), Cover 2 Sink, Prowl 3 Seam Priority: Balanced If the opponent goes up by 10 points, we need to bait the run and contain it - while making sure they pay the price at maximum chance if they do pass. Cover 9 and Cover 1 both showing 2 - helps us shape the defense to defend the run better outside. Congest the inside with manual placements/looks presnap. Prowl Slant 3 Seam(Shade Outside) further helps make harder reads vertically if their rungame falls short on a drive. While Cover 2 Sink(Shade Inside) with manual movements during sink can cause difficult to make passes to the outside. [center]Tiers, Gameplans, Difficulty * (Difficulty: **) Off Team Building: PistolOffLeft6075 - Mesh, Crossers, etc - All options/runs go to the Left* Def Team Building: PentaRush6075 - 46Bear34Bear/34Predator/Quarters137 Off Team Building: Scorpion12RedBlue | Def Team Building: HybridClockwork | ------------------------------------------------- ** (Difficulty: ***** / *) Vertical West Coast: FlashSplitWild: 5WR(Speed), 2RB Fast, Strong O-Line Smashmouth: Impact Blockers; Fast O-Line + 3 TE's ------------------------------------------------- *** (Difficulty: ****) Run Balanced: PowerTwentyY3 - Strong O-Line, 2 Strong TE's, Balanced | Pass Balanced: R7DevilXZ26 - Accurate QB, Fast WR's, Power Back, Strong O-Line | Def Balanced: Square64 - 3-3-5, Dollar | Def Balanced: DimeCrushPress - Dime, 3-4 Solid | ------------------------------------------------- ***/****/***** (Difficulty: ***) ------------------------------------------------- Spread: 7180TrapFlood - Strong QB, Fast O-Line, One-Cut/Balanced HB | Def Aggressive - 7180Mirror Balanced: 8190OffsetXYZ - Priority: Accurate QB, PassBlock O-Line, Strong WR's, Receiving HB | Def Balanced: 8190HoleWide Run and Gun: 9199FlexBalance - Stacked/Balanced Team | Def Conservative: 9199Lurk ------------------------------------------------- * / ***** Modern West Coast: Conservative (West Coast/Tosses Outside) Fast HB, Fast O-Line, Mobile QB, Strong WR's **** Hover 8 Flat: - Aggressive - Nickel 3-3-5 Wide, 4-3 Over Plus, 4-3 Wide 3 DT Roles - Fast Secondary Recommended 2019-20 Games Patriots(Offset8190/HybridClockwork) vs Chiefs(Flood7180/DimeCrushPress) Ravens(Flood7180/Lurk9199) vs Saints(Offset8190/HoleWide8190) Rams(Power20Y3/HybridClockwork) vs Seahawks(Flood7180/DimeCrushPress) Vikings(R7DevilXZ26/HoleWide8190) vs 49'ers(Power20Y3/DimeCrushPress) Cowboys(Flex9199/DimeCrushPress) vs Jaguars(Scorpion/Lurk9199) Bengals(R7DevilXZ26/HoleWide8190) vs Lions(FlashSplitWild/Hole8190) Titans(WestCoastBounce/Mirror7180) vs Texans(WestCoastBounce/Hover8Flat) Bills(FloodTrap7180/DimeCrushPress) vs Steelers(FloodTrap7180/Hover8Flat) Bears(Power20Y3/MatchSink9) vs Eagles(Power20Y3/MatchSink9) Redskins(Power20Y3/Mirror7180) vs Colts(Power20Y3/Square64) Packers(ModernWestCoast/HoleWide8190) vs Raiders(Scorpion/DimeCrushPress) Falcons(Offset8190/Hover8Flat) vs Chargers(FlashSplitWild/Square64) Giants(Power20Y3/HoleWide8190) vs Panthers(Power20Y3/HybridClockwork) Jets(Scorpion/Square64) vs Cardinals(7180TrapFlood/Square64) Broncos(Offset8190/DimeCrushPress) vs Dolphins(Offset8190/DimeCrushPress) Browns(ModernWestCoast/Square64) vs Bucs(ModernWestCoast/MatchSink9) Madden 20 Wishlist/Focus Points Besides the things accomplished by the modding this year so far -Modding Community Simply put - the game needs its own opensource of Gameface, Stadium Editing, Team Editing, Playbook Editing, Player Editing, and Gear Editing especially with dedication to the PC community - this helps self-sustain the community itself. -Cross-Compatible Playable -League/Franchise/11 vs 11 Squads/MUT/News/Replays/Combines/Training Camps/Awards/Longshot Basically, but not basically and in that order - very detailed endless depth to things. I for one and all start to believe in company names even before releases that have undergone this route Similar to MUT - they're able to put back in a lot more resources with this route and its all financially optional to further support the amount of depth to things. An integration of all these things combined into real-time MMO/RPG - Frequently able to see and interact with one another whether it be mic'd up - or chat bubbles in Modes or Preplay Snap League needs to be more ready to jump into more quickly and straight to the point what type of league - whether Owner, Coach, Off Coord, Def Coord, or Player and have enough long-time dynamic immersion to stay dedicated to each. -Owner/Coach/Off Coord/Def Coord/Player The difference and depth to all five of these Franchise, NCAA Story Mode, Longshot Story Mode all with Single Player Depth but always encouraging real-time online integrations to let personal productions out of these; jump straight into the online mix from one to the next ex: 0-59OVR Longshot Mode, 60-75 NCAA Story Mode, 71-75 NFL Franchise. and able to branch off from this - PVP: Franchise / RPG: International(Relocation) 8-160 Team League / RPGPVP: 11vs11 Squads / RPGPVP: MUT -Improved Replays - All highlights involved in News Logics including simmed games, etc -Half-Times During Games all viewable for all weekly games. -Awards feel more special - whether its a PVP, RPG, or PVE Title. -Training Camps - Endless integration of things similar to MUT Abilties / Chemistries but for all modes. -Combine Results: a leaderboard type of thing, aside from normal draft and prospecting. -Classic RPG Classes for 11 vs 11 Squads but not limited to - Also for Owners,Coach,O-Coord,D-Coord, - not just players. this gives more dynamic and specific discussion/cross-interaction to further find more players. Gameplay/User Gameplay/PVP - While all of that covers PVEPVPRPG wrapped up together The most important factor is certainly PVP Competitive User Gameplay and Difficulty - the bar needs to be raised much higher - the term 'House Rules' and things similar should never even be considered a gimp - players should be thriving schematically with customization depth to allow not only a true intense Pvp Ladder but up to standards realistically and user-skill wise to be considered a 'Simulator' to be up to par with and respectively always setting the bar. New Playbook - 46BigHitUnder 99v99 Arcade / MUT - link in main desc. 46 Bear Under - Cover 1, Dogs 2 Fire, LB Dogs 3, Cover 3 Normal - Dogs 2 Fire Nickel - LB Dogs 3 - Nickel Dime - Cover 1 Max Cov. - Cover 3 - Rush 2. Spy and Contain - Always on 2nd,3rd,4th & Long You can find the formation 4-6 Bear Under in 46 Tampa Bay Buccaneers Miami Dolphins Atlanta Falcons New Orleans Saints Seattle Seahawks everything else about formations, check out - playbooks.gg 2 Last Playbooks ZRWCPenta 3 Redzone Threats, Vertical/ImpBlock TE - PowerBack@FB, SpeedBack@HB Gun Split Close - 2 Point Conversions: Always step-up in the pocket - Slants/Zigs + Motion Snap Pinch DL - Outside Run Spread DL - HB Dive Overload - Counter Bluff/LBBlitz - HB Screen Safetly Blitz - Deep Posts Only use when trailing by 1,4,5,12,15, or 19 Points Rest of the playbook is Zone Run West Coast w/ Gameplan 43OvrFatalFrame 4-3 Over - 3 DT/PwmMvs/RE,DT2,DT1 4-4 Split: 4 Finesse/Acc Rushers (Variants of Max D w/ a little heat) 4-3 Over Normal(Run-Def): Corner Blitz 3 Nickel: Will Blitz 3 Press, Nicke/Dime: Cover 3 Match Press Dime: Cover 1 SS Blitz Press, 4-4: Max D Variance Blow up the run w/ CB3, blow up nickel looks WB3, Blow up dime looks Max D - 1st Down Dime, 2nd,3rd,and 4th and Long. Roster Update - Sub Zero Ratings added 0 Speed - Giants: Paul Perkins HB 0 Awareness - Bucs: Emmanuel Smith MLB 0 Strength - Chargers: Cole Toner C 0 Acc - Bears: Patrick Scales TE 0 Agility - Broncos: Jamal Carter SS 0 Catching - Steelers: Trey Griffey WR 0 Carrying - Dolphins: Kenneth Farrow HB 0 Jumping - Chiefs: Marcus Kemp WR 0 Break Tackle - Bills: Keith Ford HB 0 Tackle - Titans: Nigel Harris MLB 0 Throw Power - Browns: Garret Gilbert QB 0 Kick Power - Raiders: Eddy Pineiro K 0 Kick Return - 49ers: Max Mccaffrey WR 0 Stamina - Cowboys: Treston DeCoud FS 0 Toughness - Ravens: Cyrus Jones SS 0 Short Acc - Cardinals: Chad Kanoff QB 0 Med Acc - Bengals: Brad Kaaya QB 0 Deep Acc - Cowboys: Cooper Rush QB 0 All Acc - Saints: JT Barrett IV QB 0 Trucking - Jets: Trenton Cannon HB 0 Elusive - Packers: Kapri Bibbs HB 0 BCV - Lions: Zach Zenner HB 0 Spin - Rams: John Kelley HB 0 Juke - Pats: Brandon Bolden HB 0 Release - Jags: Jaydon Mickens WR 0 Hitpower - Seahawks: Justin Currie MLB SeamDreamFlood 7 SB Schemes, 4 Gun Schemes, Pistol Scheme Base 46: Hard Run Check - Singleback Wing Pair(Heavy Sub): Outside Zone Pistol Ace U Off - HB Zone Wk, PA Boot Y Drag(Pinched LB's), PA Deep Cross(Spread LB's), Slants(Off-Coverage) Check them with a Gun Spread Scheme. Refer All SB and Shotgun schematics similar. Nickel 3-3-5: Singleback AcePair - HB Inside Power(PA Middle), HB Split Belly(PA Y-Drag Wheel), 26Duo on 2nd and Medium*, TE Attack Force them into base or pick them apart the whole game. Pistol Weak-I - Triple Option(Pinched), HB Zone Weak(Spread), PA Boot-Y Wheel (Once they're user feels shaken up - bomb over the top the top early; so they don't underneath as much) Even/But Better Ratings: Gun Split Flex - PA First Down, MTN Inside Zone - Scheme from there Dime/Quarters - 2 Man Under; Cover 1 Gun Doubles Wk Bronco Mesh - Test Cov. / Cover 4 / Sink / Blitz 2 Man - Slot Shake(Off Tackle/Off Cov.), Cover 1 - Broncos Fk Rub Cover 2/9 - PA Double Post - Cover 2 Cover 3/6 - Sail Dig(esp. Slot Route) 3rd/4th Medium - TE Wheel 2nd/3rd/4th Long - PA Shot Curl N Go's 3rd/4th Medium/MaxD - TE Wheel Just make your zone reads once they go to zone. Pistol Open Slot - PA Double Post(Blitz Counter), Read Option(Force Nickel/Base) False Nickel-Dime - Shotgun Wing Pair(TE1-CIT/TE2-Speed/TE3-Heavy Blocker): Outside Zone(Pinched), Read Option(Spread), HB Counter(Overload) WR 1 - Speed Meta Draft Priority 2019-20 3 WR's (CIT, SRR, MRR, Speed) 1 TE (CIT, RBFtwrk, SRR, MRR) 1 MLB (Speed+Coverage, Power Moves) 2 DT's (Str,Power Moves) 2 DE's (Str,Power Moves) 4 CB's (Press, Man Coverage) LT(PBlckFtwrk), RT(PBlckFtwrk), C(PBlckStr), RG(RBlckStr), LG(RBlckStr) 1SS, 1FS (Zone Coverage, Hit Power) QB (Med.Acc, Short. Acc, Speed, Deep Acc.) 1 RB(Break Tackle) ROLB(Speed+Coverage, Finesse Moves), LOLB(Hit Power, Finesse Moves) 1 TE (CIT, RBFtwrk) K - Power,Acc P - Power,Acc Late Round Optionals 1 Speed RB/WR(Returns) 1 (Speed/Height Receiving Back for 3rd Down) LG+RG(Speed/OutsideRunPckg) LT+RT(ImpBlock,Str) 1 CB/FS/SS(Speed,DB/Cat-Blitz,Returns) ***USER FS or MLB*** upon choice, disregard the following stat priorities: AWR, PRC, ZCV, MCV, PUR, Meta Playcalling Offense Zone/Hybrid - Play Action 1st and 11+yds - Med-Deep Pass/Out-of-Pocket* - Play Maker RB 1st Down - 65/35 A-Gap Dive/Med-Deep Pass - Less of your Pass Schemes Figured Out 1st&5~* - 65/35 B-Gap Run / Stretch 2nd-3rd-4th & 1yd - A-Gap Dive 2nd&11+ - 5 Wide Short-Med.Pass 2nd&2-3yds - 70/30 01 Trap; Short-Med Pass 2nd&4-6yds: 70/30 5-6 Trap/HB Sting; Short-Med Pass 2nd&7+yds: 60/40 Stretch / Med-Deep Pass 3rd&2-3yds: 70/30 Short-Med Pass; Stretch 3rd&4-6+yds: Med/Deep Pass 3rd&7+yds - PA + Blockers - 3Rec.Routes Heavy Blitzing - 5-6 Trap, Power O, Toss 4th&2 - Short Pass/Toss/01 Trap 4th&3+ - Punt Red Zone - 60/40 PassRun - PA; 3 High-Point Passing TD Attempts, 1Rec+RB Checkdowns Inside the Five - Hot Route 1on1 + Boot Concepts - Best Matchup example: TE - Curl/Slant, WR1 - Fade, WR2+3 - Qk Out Routes - Between WR1,2,3 Always Fade the biggest mismatch - Non Play-Action Furthest away from Safety/LB Help User MLB/LOLB - Motion Receiver Left (TE Wheel/Corner, Y-Underneath, Weakside checkdown) User FS/ROLB - Motion Receiver Right (Weak-Side FloodSeam + Y Underneath, HB Wheel) Last edited by Willchillz; 04-26-2019 at 04:30 PM. Reason: Nectar 3.2 Tournament Edition + 20 Playbooks |
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10-09-2018, 11:29 AM | #2 |
MVP
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Re: NECTAR - Madden 19 Mod + 5 ENB Presets
There’s a lot of “Stick Skill” notations so I’m assuming this is geared more towards H2H play and not Hum vs AI?
2nd, how does these edits mesh with the Ratings mechanism (0-99 scale) so that both higher and lower levels are balanced into the gameplay experience equally? - ie will draft classes etc have to reworked to the ratings levels tested on for the above to work properly? Last edited by khaliib; 10-09-2018 at 11:51 AM. |
10-09-2018, 11:34 AM | #3 |
Rookie
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Re: NECTAR - Madden 19 Mod + 5 ENB Presets
Any further instructions on how to install
? the notes that come with this file are not helpful... |
10-09-2018, 12:24 PM | #4 | ||||||||||||||||||||||||
Banned
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Re: NECTAR - Madden 19 Mod + 5 ENB Presets
Theres a lot of adjustments on the AI itself. Nah they wouldn't have to be reworked. There is data values for rating differential effectiveness also. Let me know how it goes. |
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10-09-2018, 12:25 PM | #5 | ||||||||||||||||||||||||
Banned
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Re: NECTAR - Madden 19 Mod + 5 ENB Presets
"1) Open ENB Folder. Paste contents inside to Main Directory of M19 2) Open and Launch NECTAR with Frosty Mod Manager 3) Shift+F2 to change ENB style" What did you need help with? |
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10-09-2018, 12:47 PM | #6 |
Rookie
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Re: NECTAR - Madden 19 Mod + 5 ENB Presets
Forgive my i'm clueless, where can I find the main directory for M19?
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10-09-2018, 01:06 PM | #7 | ||||||||||||||||||||||||
Banned
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Re: NECTAR - Madden 19 Mod + 5 ENB Presets
TexasFan2005 and Americasteam95 like this.
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10-09-2018, 01:31 PM | #8 |
Rookie
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Re: NECTAR - Madden 19 Mod + 5 ENB Presets
Thank you sir, the game won't launch from the manager (opens for a sec then closes) any chance I could launch this from frosty editor?
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