User Pass
Home Sign Up Contact Log In
Forum > General Discussion > Gaming > PS4 madden franchise
Page:
 
Sov.
offline
Link
 
heres my thoughts from reading this:

user/CPU pass acc up 10 (30 to 40)

CPU pass cov up 10 (75 to 85) will be tighter coverage to balance the ability for users to pass more accurately

CPU pass reaction up 7 (33 to 40) - dont like setting this high because at 50 defenders will swat the ball away without even turning around, etc, makes it very unrealistic

CPU/user fumbles up to max (75 to 99) - basically no fumbles at all even at 75 and i want to see at least roughly 1x game and some with 2 or 3 in a game and it seems without maxing it out, that will not happen. will cause more unlucky games leading to losses for users as well

user pass blocking up 5 (20 to 25) - adjusted it lower as tdiddy pointed out no one was getting sacked but on all madden there may be too much pressure for a low setting at 20


now heres the tough part:

run game balance. here is my issue, currently the user setting is 45 and CPU is at 65 (most all madden sliders have this at 40 for user and 50 for cpu) and tackling is at 42 for user and 49 for CPU (normally at 45 each - keep in mind tackling is not just ability to tackle but also ability to be in position to tackle) so to that extent, it should be very challenging for users to run consistently above average, aside from one or two big plays, which is perfectly realistic IMO. the problem seems to be that 1. CPU does not call enough runs and 2. there is still ways for some users to put up 300+ rushing yards a game. I am not really sure how to fix these issues to be honest, and package in that somehow run blocking was too strong user vs user just makes me even more confused. you guys review this and let me know what you think


 
TDiddy8701
offline
Link
 
btw, I had a few guys get hurt last game (ex - McKinnon and Quin were both out for a drive), so that injury slider seems to be better. I'd say let's do a few more games at 55, and if we still aren't seeing any injuries past a game, maybe up it to 60

I'm actually a little excited/nervous to see what happens with fumbles at 99... should be interesting. If we actually do start seeing some fumbles, it might deter us from running the ball so much... which def could be a good thing.
Edited by TDiddy8701 on Sep 23, 2015 13:24:17
Edited by TDiddy8701 on Sep 23, 2015 13:23:28
 
jfbueno
offline
Link
 
Coming from my perspective it's frustrating because I'm used to competitive matches in madden tournaments where more emphasis is placed on routes and timing.
 
jfbueno
offline
Link
 
Guess I'll just have to adjust and make an entirely new gameplan offensively. Still don't know what to do about the pancakes against my defense. It was stupid silly how many pancakes I saw against me in the last two games I played.
 
Sov.
offline
Link
 
Originally posted by jfbueno
Guess I'll just have to adjust and make an entirely new gameplan offensively. Still don't know what to do about the pancakes against my defense. It was stupid silly how many pancakes I saw against me in the last two games I played.


well the pancakes is what i dont understand the most because we have user settings at 45 run blocking so in a user vs user game, run blocking should be weak compared to the norm of 50. UNLESS, somehow in user vs user games it is factoring in the CPU run blocking setting of 65 for the lineman? i dont see how that would be possible though
 
TDiddy8701
offline
Link
 
Originally posted by jfbueno
Guess I'll just have to adjust and make an entirely new gameplan offensively. Still don't know what to do about the pancakes against my defense. It was stupid silly how many pancakes I saw against me in the last two games I played.


I don't think you'll have to totally adjust your gameplan... just keep doing what you're doing on the ground, but throw to your TE and WRs underneath more for conservative plays/routes. Routes and timing matter big time there too, threading it between the zone.

I'm not getting pancaked much...

looking at your and robs game he had all the pancakes and you didn't have any... if you both had a ton, I would suggest adjusting sliders. What kind of runs was he getting pancakes, and was it against your defensive line or corners/safeties? I do think strength plays a bigger role than in years past.

I'm not on right now, but I'd like to see what the strength rating of his line is vs mine and buenos O-line? I tend to get a lot of pancakes from my o-line too (looking at league leaders). The interesting thing is, you (bueno) get a ton of rushing yardage, but not many pancakes... Rob and mine tend to get a lot more than yours.

Like with the passing, I have a feeling player ratings are affecting outcomes of plays (ex - pancakes, badly thrown long passes) more than most realize. Some weaknesses can be improved upon over time via xp by way of upgrading an attribute (ex - stafford can't throw worth a lick downfield, so I'm spending XP upgrading his long accuracy right now)... sliders shouldn't adjust for ratings weaknesses.
Edited by TDiddy8701 on Sep 23, 2015 17:03:34
Edited by TDiddy8701 on Sep 23, 2015 17:03:00
Edited by TDiddy8701 on Sep 23, 2015 14:59:14
Edited by TDiddy8701 on Sep 23, 2015 14:57:31
 
Link
 
Sliders are retarded atm. lol
 
Rob.
offline
Link
 
Originally posted by Irishwhiskey119
Sliders are retarded atm. lol


Can you elaborate? Sov and Tshitty think its the perfect balance.
 
TDiddy8701
offline
Link
 
The Giants/Redskins Human vs Human game looks like it resulted in a great, realistic box score (realistic passing and rush yards/comp%, scoring, etc)... how'd it play?

Originally posted by Rob.
Can you elaborate? Sov and Tshitty think its the perfect balance.


definitely not... I think the CPU offense could still be better, but Human offense vs CPU Defense is looking much better than it was 3 or 4 game weeks ago. If it wasn't for two long broken plays last game, my O would have def been held under 30 points. McKinnon was like 4 yards on 8 carries or something until he broke the 85 yarder. Injuries, penalties, and special teams are miles better now than they were back with the all-pro sliders.
Edited by TDiddy8701 on Sep 23, 2015 23:35:47
Edited by TDiddy8701 on Sep 23, 2015 23:34:14
Edited by TDiddy8701 on Sep 23, 2015 23:32:54
Edited by TDiddy8701 on Sep 23, 2015 23:31:23
Edited by TDiddy8701 on Sep 23, 2015 23:31:10
 
Link
 
Originally posted by Rob.
Can you elaborate? Sov and Tshitty think its the perfect balance.


IDK i just couldn't run or pass which isn't a bad thing. I don't think i'm that bad a Madden to lose to the teams i have but it is what it is.

Accuracy was crazy off in my game and it was in a dome. Threw 3 INT's and couldn't get a drive going unless i threw short passes or used the cheesy aggressive catch jump ball.

Game does seem to let you run better w/ the speedy RB's though but i couldn't run for shit like usual. Defenses just own runs for human and cpu in my games.

I actually re-played it because i was so irritated but i'll just chalk it up as it was just too difficult for me since everyone else seemed to do ok.


I guess it bothers me because i'm playing default sliders 15 minutes accel clock 15 and i get realistic stats.
Edited by Irishwhiskey119 on Sep 23, 2015 23:45:13
 
TDiddy8701
offline
Link
 
Originally posted by Irishwhiskey119
Game does seem to let you run better w/ the speedy RB's though but i couldn't run for shit like usual. Defenses just own runs for human and cpu in my games.


My run game was totally worthless (I think like4 of my first 5 runs were TFLs) until I broke a few long ones... It was kind of hit and miss, which i kind of like... that causes some human drives to stall, which is good to see. If you run a bit more than 7 times like you did last game, you might break one like I did and feel better about the run game. Knowing AP and seeing his ratings, I could see him make a guy miss and take one long if you grind at it.

I'd give the in-franchise practice mode a shot and grind out some run plays if I were you... counters, zone runs, and tosses work best whne I need some yards, but riskier for TFLs... traps, draws, and FB runs great for short, definite gains when you need to pick up a 1st on 3rd and short.

Personally, I've been running the New England O playbook, but might be trying out a new one in practice mode myself.
Edited by TDiddy8701 on Sep 23, 2015 23:59:47
Edited by TDiddy8701 on Sep 23, 2015 23:57:50
Edited by TDiddy8701 on Sep 23, 2015 23:57:05
Edited by TDiddy8701 on Sep 23, 2015 23:53:53
Edited by TDiddy8701 on Sep 23, 2015 23:53:05
 
Link
 
Originally posted by TDiddy8701
My run game was totally worthless (I think like4 of my first 5 runs were TFLs) until I broke a few long ones... It was kind of hit and miss, which i kind of like... that causes some human drives to stall, which is good to see. If you run a bit more than 7 times like you did last game, you might break one like I did and feel better about the run game. Knowing AP and seeing his ratings, I could see him make a guy miss and take one long if you grind at it.

I'd give the in-franchise practice mode a shot and grind out some run plays if I were you... counters, zone runs, and tosses work best whne I need some yards, but riskier for TFLs... traps, draws, and FB runs great for short, definite gains when you need to pick up a 1st on 3rd and short.

Personally, I've been running the New England O playbook, but might be trying out a new one in practice mode myself.


It's not like that. I play this game a lot and put up 100 yards rushing w/ backs all the time. It's just our sliders that are extremely negative for me. Although i didn't do shit vs Sov either when we played the first time on default. I have bad games on default all pro and all madden w/ RB's but i put up 100+ about half the time.

Haven't been able to do shit yet in our league. It's all good though cuz it gives me something to get better at.

I'm not suggesting the sliders are wrong. I'm just talking about my results to keep sov informed on his tweaks. There isn' anything i don't already know about this game i just have poor left stick usage on cuts to be perfectly frank and detailed.
Edited by Irishwhiskey119 on Sep 24, 2015 01:37:34
 
Sov.
offline
Link
 
all the updates i said i would fix didnt come until after your game i believe so you didnt play with these latest changes. acc is now like 35 or 40 which is much higher than in the past so acc should no longer be an issue. keep in mind, most "realistic" sliders at all-pro or all-madden have pass acc at 15-25 max, so we are double that for the most part

the biggest thing about the run game is if you hit turbo off the line it will result in a tfl or 2-3 yds tops vs all madden. you actually have to hit nothing at first, look for a hole, then either use the L2+juke stick right or left to make a small cut and then blast through the gap or hold R2+right stick to take a big juke and bounce it outside. you should be running without hitting any triggers for the most part and then holding either L2 or R1 as you are running through the line, once you break through then you hit R2 and start turbo'ing. another good tip is to tap R1 right as you are squeezing through a tight spot and you will make a little cut and bounce off tackles or roll around them, you can do the same while you are holding R1 or L2 by doing a little half circle on the right stick, that move usually picks me up 2-3 extra yards
Edited by Sov. on Sep 24, 2015 09:25:54
 
TDiddy8701
offline
Link
 
Originally posted by Sov.
acc is now like 35 or 40 which is much higher than in the past so acc should no longer be an issue. keep in mind, most "realistic" sliders at all-pro or all-madden have pass acc at 15-25 max, so we are double that for the most part


I don't know why we need to increase pass accuracy... we are double what most people are using for realism on all-madden? Shouldn't that tell you it's the users fault and not the sliders? Other than that one human game between bueno and rob (where rob completed 55%+), just about everyone was completing 60ish% of their passes with pretty realistic QBRs and YPAs against the CPU. If whoever is using the Dolphins can throw for 60% with Matt Moore last week, we were just fine where we were at. We should have played a few more games where we were at, and guys need to figure out were they are throwing their INTs (my guess is passes longer then 15-20 yards in the air), and adjust. I've thrown I think 7 INTs with Stafford this season, probably 2 were because of random bad throws, the other 5 were absolutely my fault.

with the new changes I just had a perfect QBR game with Stafford, completed 80%+ of my passes, and threw 6 TDs
Edited by TDiddy8701 on Sep 24, 2015 13:46:38
Edited by TDiddy8701 on Sep 24, 2015 13:40:39
Edited by TDiddy8701 on Sep 24, 2015 13:40:07
Edited by TDiddy8701 on Sep 24, 2015 13:39:04
Edited by TDiddy8701 on Sep 24, 2015 13:37:18
 
Sov.
offline
Link
 
Originally posted by TDiddy8701
I don't know why we need to increase pass accuracy... we are double what most people are using for realism on all-madden? Shouldn't that tell you it's the users fault and not the sliders? Other than that one human game between bueno and rob (where rob completed 55%+), just about everyone was completing 60ish% of their passes with pretty realistic QBRs and YPAs against the CPU. If whoever is using the Dolphins can throw for 60% with Matt Moore last week, we were just fine where we were at. We should have played a few more games where we were at, and guys need to figure out were they are throwing their INTs (my guess is passes longer then 15-20 yards in the air), and adjust. I've thrown I think 7 INTs with Stafford this season, probably 2 were because of random bad throws, the other 5 were absolutely my fault.

with the new changes I just had a perfect QBR game with Stafford, completed 80%+ of my passes, and threw 6 TDs


yeah IDK, i never felt like i was really having trouble passing, but i never had a human vs human game yet (the one vs the skins was a sim because buenos friend couldnt get on) so im not really sure what we need to do. personally I felt like the last setup was perfect for me and the way I play to put up realistic #s vs the CPU, and I know a few others felt the same, but I want everyone to be comfortable with the setup. I am thinking we will just leave everything as is, drop the acc back down to like 30 and just leave it like that for the time being and play it out for a few weeks to see where we are all at
 
Page:
 


You are not logged in. Please log in if you want to post a reply.