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NECTAR - Madden 19 Mod + 5 ENB Presets

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Old 10-09-2018, 11:12 AM   #1
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Join Date: Feb 2012
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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Old 10-09-2018, 11:29 AM   #2
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Join Date: Jan 2005
Blog Entries: 1
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.
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Old 10-09-2018, 11:34 AM   #3
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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...
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Old 10-09-2018, 12:24 PM   #4
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Re: NECTAR - Madden 19 Mod + 5 ENB Presets

Quote:
Originally Posted by khaliib
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?
Both.
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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Old 10-09-2018, 12:25 PM   #5
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Re: NECTAR - Madden 19 Mod + 5 ENB Presets

Quote:
Originally Posted by Americasteam95
Any further instructions on how to install
? the notes that come with this file are not helpful...

"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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Old 10-09-2018, 12:47 PM   #6
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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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Old 10-09-2018, 01:06 PM   #7
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Re: NECTAR - Madden 19 Mod + 5 ENB Presets

Quote:
Originally Posted by Americasteam95
Forgive my i'm clueless, where can I find the main directory for M19?
C:\Program Files (x86)\Origin Games\Madden NFL 19
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Old 10-09-2018, 01:31 PM   #8
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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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