KingV2k3's Blog


M16 Sliders / AP Level / No Tuner / Ball Hawk: ON / OPI: OFF
Posted on October 12, 2015 at 05:56 PM.
QB Accuracy: 50
Pass Blocking: 25
WR Catching: 50
Run Blocking: 40
Fumbles: 50
Pass Defense Reaction Time: 50
Interceptions: 40
Pass Coverage: 50
Tackling: 45
QB Accuracy: 50
Pass Blocking: 45
WR Catching: 50
Run Blocking: 60
Fumbles: 50
Pass Defense Reaction Time: 50
Interceptions: 50
Pass Coverage: 50
Tackling: 45
FG Power: 50
FG Accuracy: 50
Punt Power: 50
Punt Accuracy: 75
Kickoff Power: 50
PENALTIES
Set the value on the left in the Main Menu / Profile, then load into CFM and manually adjust to the value on the right:
Offside: 50 / 56
False Start: 50 / 56
Offensive Holding: 45 / 56
Defensive Holding: 50 / 55
Face Mask: 55 / 54
Illegal Block In The Back: 50 / 51
Roughing Passer: 55 / 51
Defensive Pass Interference: 55 / 60
OPI: OFF / All Others: ON
Injuries:75
Fatigue: 75
Player Speed Parity Scale: 50
Note: These are NOT "No Switch Rule" Sliders, as much as they are "Play Defense" sliders...I rush as a DL / break the pocket, switch to tackle in the run game and occasionally switch to swat a pass...you don't have to be a controller jockey or button mash, but you do have to participate FULLY on D...
Big Thanks to Trojan Man for helping me with the set in both the development and testing phases, as well as StefJoeHalt, who also helped fine tune and test the set. JoshC also had some great insights re: penalties / concepts, that were implemented into the set...
The goal was to remain true to AP Default while addressing the following issues:
1) Lack of CPU run game
2) Too easy to move the ball on offense for the HUM
3) Not quite as challenging as desired, with regard to the overall performance by the CPU
4) No fumbles, that seem to be brought out a bit more by having fatigue at 70 and the "arm tackles" versus "body tackles" at the lower setting (45)
This is the set that we agreed addressed those concerns and brought about the most "Stat Accurate" results in all major and minor statistical categories. Nothing is perfect (lack of fumbles, etc.), but as seasoned players know, this is a title of "trade offs".
The "little stats" like Pancakes / BTK / YAC for HBs / etc. have all been addressed and "leveled out" between the HUM and CPU players, to the degree that it can be!
Enjoy!
# 122
KingV2k3 @ Mar 11
I'm not really sure what the consequences of the second tuner are with regard to the set...
The first one made a mess, so I decided that since the second is intended to minimize the effect of some blitz calls in head to head play, it wasn't worth the risk...
I'd try it without to compare to your recent results...
As far as RBK goes:
It's a fairly stable setting, so reducing it by increments of 5 shouldn't set off the dominoes...
As it says in the slider post, these are "play defense" sliders...
Might be a difference in team / scheme / playcalls / play styles, but even with it @ 75, ended up with a Top 5 run defense in five consecutive seasons with TEN...
Good to see you stuck with the set long enough to see game to game variance...
I've seen everything from shootouts to defensive battles with this combination...and continue to...
Lastly:
The first one made a mess, so I decided that since the second is intended to minimize the effect of some blitz calls in head to head play, it wasn't worth the risk...
I'd try it without to compare to your recent results...
As far as RBK goes:
It's a fairly stable setting, so reducing it by increments of 5 shouldn't set off the dominoes...
As it says in the slider post, these are "play defense" sliders...
Might be a difference in team / scheme / playcalls / play styles, but even with it @ 75, ended up with a Top 5 run defense in five consecutive seasons with TEN...
Good to see you stuck with the set long enough to see game to game variance...
I've seen everything from shootouts to defensive battles with this combination...and continue to...
Lastly:
# 124
KingV2k3 @ Mar 11
Lastly, as you saw, lowering QBA from 50 to 48 doesn't lower completion percentage or accuracy...
But it can set off a slight imbalance in other areas...
IMHO, you're better off just rolling with 50, as a result...
Regards!
But it can set off a slight imbalance in other areas...
IMHO, you're better off just rolling with 50, as a result...
Regards!
# 125
Josiphos @ Mar 12
Hey , I'm back !
I deleted the tuner and I've played 2 games. Both were a ton of fun, which is my primary goal.
I think the primary effect of the tuner is to make blitzing more efficient. With the tuner, sometimes no matter how many people I send, they all get blocked perfectly. Computer had much more of an advantage as they could then just sit back and find the one open guy. Without the tuner, creative blitz packages are worthwhile.
I won one game 42-38 on the road in Tennessee. The "script" here was the computer was gonna run all over me. And I was gonna have a bunch of QB fumbles, one returned for a TD. Was still pretty entertaining. Zero blocks in the back !
The other game was a penalty fest. I won, 25-18, but I had to come back as I threw 4 picks and fumbled once. Two of the picks were from my receivers volley balling the football into the air, one was an overthrow right to a safety and the other was an amazing one handed grab that a LB made BEHIND him by reaching back. Lol
At one point at the end of the game, I was trying to run the clock out. I had FOUR holding calls in a row....ha, the CPU really wanted the ball back. On fourth and 45 I punted, then held them off for the win.
I love the sliders, but I'm concerned about the offense. There are a bunch of QBs with 70% completions. Rodgers is going to break the passing season record and there is one other guy right behind him (a rookie of all things). I can update after two more games in the season with total yardages.
I deleted the tuner and I've played 2 games. Both were a ton of fun, which is my primary goal.
I think the primary effect of the tuner is to make blitzing more efficient. With the tuner, sometimes no matter how many people I send, they all get blocked perfectly. Computer had much more of an advantage as they could then just sit back and find the one open guy. Without the tuner, creative blitz packages are worthwhile.
I won one game 42-38 on the road in Tennessee. The "script" here was the computer was gonna run all over me. And I was gonna have a bunch of QB fumbles, one returned for a TD. Was still pretty entertaining. Zero blocks in the back !
The other game was a penalty fest. I won, 25-18, but I had to come back as I threw 4 picks and fumbled once. Two of the picks were from my receivers volley balling the football into the air, one was an overthrow right to a safety and the other was an amazing one handed grab that a LB made BEHIND him by reaching back. Lol
At one point at the end of the game, I was trying to run the clock out. I had FOUR holding calls in a row....ha, the CPU really wanted the ball back. On fourth and 45 I punted, then held them off for the win.
I love the sliders, but I'm concerned about the offense. There are a bunch of QBs with 70% completions. Rodgers is going to break the passing season record and there is one other guy right behind him (a rookie of all things). I can update after two more games in the season with total yardages.
# 126
KingV2k3 @ Mar 12
I love the sliders, but I'm concerned about the offense. There are a bunch of QBs with 70% completions. Rodgers is going to break the passing season record and there is one other guy right behind him (a rookie of all things). I can update after two more games in the season with total yardages.
I'm not sure what you're referring to here...
Simmed games aren't affected by sliders, so if Rodgers breaks a record or if a bunch of QBs complete 70+ it's a combo sim engine / roster issue...
Otherwise, it looks like you're having a nice variety of played games with varied result...
I'm not sure what you're referring to here...
Simmed games aren't affected by sliders, so if Rodgers breaks a record or if a bunch of QBs complete 70+ it's a combo sim engine / roster issue...
Otherwise, it looks like you're having a nice variety of played games with varied result...
# 127
Josiphos @ Mar 13
Wow, so no matter what sliders I mess with, when I "advance to next week" all the stats are going to be generated as if at default?
I've always been wary of swimming my CFM games for that reason ( with run block nerfed/boosted for example).
Rodgers can break all the records he wants, it's the two rookies in hot pursuit that has me worried. But if you say that's not slider related then oh well. Looks like they'll be my competition over the next decade. That's not a bad thing!
I've always been wary of swimming my CFM games for that reason ( with run block nerfed/boosted for example).
Rodgers can break all the records he wants, it's the two rookies in hot pursuit that has me worried. But if you say that's not slider related then oh well. Looks like they'll be my competition over the next decade. That's not a bad thing!
# 128
Josiphos @ Mar 13
Another game update:
Played the 4-10 Browns in Cleveland (the on the road difficulty is very real with these sliders). Was one of those games that had 14 mph winds directly into you....so annoying.
Anywho, their defense stat wise didn't look impressive but they played a tough scrappy game by RUNNING all over me. Giovanni Bernard had 140 yards and EJ Manuel had 75. Some of the backups had 8-10 yards per carry!
To balance that, I held EJ to 8/18 for 90 yards passing. Such a weird game. It felt like I should have been blowing them out, but at the end I look up to see I won 31-23.
Question for you: is play action effective for you? Mine is not, but it might be due to the 65 play action on my rookie QB. Previous sliders it was effective no matter what value. Just curious if it gets better if I work on the PA.
Overall, I'm really liking the sliders. Was cursing your 70 run block setting though this last game. If they could have thrown at all, I'd have gotten beat, but thems the breaks! Definitely not crushing people by 50 points in year 4 like normally happens. I'm getting really competitive games.
One more game and I'll post some stats.
Played the 4-10 Browns in Cleveland (the on the road difficulty is very real with these sliders). Was one of those games that had 14 mph winds directly into you....so annoying.
Anywho, their defense stat wise didn't look impressive but they played a tough scrappy game by RUNNING all over me. Giovanni Bernard had 140 yards and EJ Manuel had 75. Some of the backups had 8-10 yards per carry!
To balance that, I held EJ to 8/18 for 90 yards passing. Such a weird game. It felt like I should have been blowing them out, but at the end I look up to see I won 31-23.
Question for you: is play action effective for you? Mine is not, but it might be due to the 65 play action on my rookie QB. Previous sliders it was effective no matter what value. Just curious if it gets better if I work on the PA.
Overall, I'm really liking the sliders. Was cursing your 70 run block setting though this last game. If they could have thrown at all, I'd have gotten beat, but thems the breaks! Definitely not crushing people by 50 points in year 4 like normally happens. I'm getting really competitive games.
One more game and I'll post some stats.
# 129
KingV2k3 @ Mar 13
Yeah, as I said, the sim stats aren't influenced by sliders...they're influenced by the sim engine (which is always slightly off) and your choice of roster...
The later in the season, the more jacked the attributes (on the EA rosters)... resulting in higher numbers overall...
Generated rookies, however, don't follow that paradigm...
Not sure why your CPU rush averages are so high, but if it continues, just drop CPU RBK another 5...
In Madden, playaction at lower HUM PBK values can be tough...as you pointed out it's a ratings driven animation...
That being said, it will work more reliably if you set it up by running the ball (successfully) in the first half...
And you're also correct on the "road game" challenge...
EA did a nice job of giving home / road and "nationally televised" games different sets of scripts to branch off of...
The later in the season, the more jacked the attributes (on the EA rosters)... resulting in higher numbers overall...
Generated rookies, however, don't follow that paradigm...
Not sure why your CPU rush averages are so high, but if it continues, just drop CPU RBK another 5...
In Madden, playaction at lower HUM PBK values can be tough...as you pointed out it's a ratings driven animation...
That being said, it will work more reliably if you set it up by running the ball (successfully) in the first half...
And you're also correct on the "road game" challenge...
EA did a nice job of giving home / road and "nationally televised" games different sets of scripts to branch off of...
# 130
Josiphos @ Mar 17
Was a bit concerned about offense until the latest Super Bowl...holy turnovers batman.
Took my Raiders into the 2018 Super Bowl against the Seahawks and their pulverizing defense. In an almost exact repeat of a game earlier in the season, they get a pick six on the first drive of the game to go up 7-0. I get the ball and promptly fumble on my first run, which would be the theme of the day. I manage to stop them, and as I sim all field goals, they missed a 50 yarder.
I tie the game at 7-7 on a great drive but offense is hard to come by, especially running. But, my defense is pretty darn good too and I pummel Wilson and his running backs. Punts are traded back and forth. I go up 14-7 and then have the ball again late in the first half. I get greedy with 7 seconds left, 2 timeouts from their 5 yard line when I run out of time....grrrr....3 points lost.
But I get the ball first and figure I grind out a drive. No, cause my QB fumbles on a hit and Seattle scoops and scores to tie the game. That's two defensive TDs for them, for those keeping track.
I do s long drive, grinding out 3rd downs(. Amazingly there were only 5 penalties by both teams combined...which was awesome.) I figure I seal the game when I complete a pass down to their 5 yard line, but my WR FUMBLES THE BALL and despite 4 of my guys jumping at it, the one Seattle guy in the zip code gets it (of course)
I managed to stop them though (my defense was the MVP of this game) and get the ball back intending to grind out all the time I can and score a TD with no time left. That plan falls short as I fail to convert a 3rd and 4 from their 10 and I have to kick a field goal to go up by only 3.
With 2 minutes left
In the super bowl
Against the CPU who happens to be Russell Wilson
They drive the field getting third down conversions and making me crazy.
But a miracle happens and my rookie CB makes a diving interception with only 30 seconds left from my 40!
Seattle only had 2 timeouts left, so that sealed the game! I collapsed in exhaustion and didn't have to be worried bout too much offense...
Took my Raiders into the 2018 Super Bowl against the Seahawks and their pulverizing defense. In an almost exact repeat of a game earlier in the season, they get a pick six on the first drive of the game to go up 7-0. I get the ball and promptly fumble on my first run, which would be the theme of the day. I manage to stop them, and as I sim all field goals, they missed a 50 yarder.
I tie the game at 7-7 on a great drive but offense is hard to come by, especially running. But, my defense is pretty darn good too and I pummel Wilson and his running backs. Punts are traded back and forth. I go up 14-7 and then have the ball again late in the first half. I get greedy with 7 seconds left, 2 timeouts from their 5 yard line when I run out of time....grrrr....3 points lost.
But I get the ball first and figure I grind out a drive. No, cause my QB fumbles on a hit and Seattle scoops and scores to tie the game. That's two defensive TDs for them, for those keeping track.
I do s long drive, grinding out 3rd downs(. Amazingly there were only 5 penalties by both teams combined...which was awesome.) I figure I seal the game when I complete a pass down to their 5 yard line, but my WR FUMBLES THE BALL and despite 4 of my guys jumping at it, the one Seattle guy in the zip code gets it (of course)
I managed to stop them though (my defense was the MVP of this game) and get the ball back intending to grind out all the time I can and score a TD with no time left. That plan falls short as I fail to convert a 3rd and 4 from their 10 and I have to kick a field goal to go up by only 3.
With 2 minutes left
In the super bowl
Against the CPU who happens to be Russell Wilson
They drive the field getting third down conversions and making me crazy.
But a miracle happens and my rookie CB makes a diving interception with only 30 seconds left from my 40!
Seattle only had 2 timeouts left, so that sealed the game! I collapsed in exhaustion and didn't have to be worried bout too much offense...
# 131
eastcoast49ers @ Mar 23
Hey King,
started up a new CFM with the preseason roster and ur sliders. I'm 4-1 through 5 games with all my wins being by less than 7 points. I'm enjoying the challenge. I just have one question:
My team has ZERO takeaways so far this season. If i bump up HUM INT will that mess other things up? Thanks.
started up a new CFM with the preseason roster and ur sliders. I'm 4-1 through 5 games with all my wins being by less than 7 points. I'm enjoying the challenge. I just have one question:
My team has ZERO takeaways so far this season. If i bump up HUM INT will that mess other things up? Thanks.
# 132
KingV2k3 @ Mar 23
In my experience, the turnovers will come...
In my last season, TEN was Top Ten in INTs with this set...
Unfortunately, raising HUM INT above 40 (with the DPI settings used in this set) will result in a few more picks, but also will nerf the CPU pass and run games...
It also has a tendency to nerf the CPU's higher rated receivers...
I've been pleased to see that the ball distribution by the CPU in the passing game is more slanted to the top targets with this balance...
My concern would be seeing those close games turn into "close to blowouts", with that much HUM D in play...
I would take a look at your Priority Settings for the D Backs...
Having your CBs set to whatever makes their attributes go up is a great place to start...and "Playmaker" safeties also seem to get more picks than "Run Support" guys, etc...
Lastly, the settings rely on pressuring the CPU QB...the more forced throws, the more picks...esp. into zone (which the AI also prefers)...
Overall:
I don't think raising it will "set off the dominoes" as much as nerf the challenge...
You should be able to pull more picks with scheme settings and playcalls and PRESSURE...
That being said:
Thanks for the renewed interest in the set!
In my last season, TEN was Top Ten in INTs with this set...
Unfortunately, raising HUM INT above 40 (with the DPI settings used in this set) will result in a few more picks, but also will nerf the CPU pass and run games...
It also has a tendency to nerf the CPU's higher rated receivers...
I've been pleased to see that the ball distribution by the CPU in the passing game is more slanted to the top targets with this balance...
My concern would be seeing those close games turn into "close to blowouts", with that much HUM D in play...
I would take a look at your Priority Settings for the D Backs...
Having your CBs set to whatever makes their attributes go up is a great place to start...and "Playmaker" safeties also seem to get more picks than "Run Support" guys, etc...
Lastly, the settings rely on pressuring the CPU QB...the more forced throws, the more picks...esp. into zone (which the AI also prefers)...
Overall:
I don't think raising it will "set off the dominoes" as much as nerf the challenge...
You should be able to pull more picks with scheme settings and playcalls and PRESSURE...
That being said:
Thanks for the renewed interest in the set!

# 133
eastcoast49ers @ Mar 23
I am using 50 fatigue and 60/80 autosubs. 13 min qtrs 15 sec runoff. Would using your settings help? I want to be patient but no takeaways in 5 games is making me itch :-). I am scared though since i am 4-1 with no takeaways i might dominate if i do start getting them.
# 134
KingV2k3 @ Mar 23
Ah!
Yeah, when Josh found the 60 / 80 auto sub / 50 fatigue thing, I briefly tried those settings with these sliders and gameplay went wonky...
I "built the house" around the auto subs and settings in my blog, so I think that's a major factor in the way it'll play...
Yeah, when Josh found the 60 / 80 auto sub / 50 fatigue thing, I briefly tried those settings with these sliders and gameplay went wonky...
I "built the house" around the auto subs and settings in my blog, so I think that's a major factor in the way it'll play...
# 135
eastcoast49ers @ Mar 23
Thanks! I really want your set to work. I feel it is the closest to getting a challenge on all-pro without having to go the all-madden route.
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I just realized I never deleted the tuner! Do I need to do that? What differences do you think I'll see?
I guess one way to find out...