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Dfos81's Sliders(slow speed) ready for testing

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Old 09-18-2009, 07:15 PM   #1
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Dfos81's Sliders(slow speed) ready for testing

Post Patch, Updated 9/29/09!

Calculated Player/Cpu IQs.

Yes, the CPU has an IQ and it works the same as the Players, the lower, the more asst the user will get.

Player/Cpu IQ's noted right below Player/Cpu sliders.

Easier to read Sliders.

Created Main sliders for CPU and they work the same as Player sliders.

The higher the Main slider, the less asst. player/cpu gets.

Recalculated IQs, had them backwards at 1st. Now you can see what IQ your playing against w/ the CPU

Used some really good feedback w/ new sliders updates. Thanks Guys!

Slider Ranges, Main slider level, w/ BOTH PLAYER/CPU IQs. The higher the Player/CPU IQ, the less A.I. asst the Player/Cpu is getting.

So you want the Cpu IQ to be closer to the Player's IQ, just to give the CPU more A.I. asst.

I've come to the conclusion that nobody will ever 100% agree w/ an exact slider set. So What I've done is come up w/ a slider range so guys will know what level they are putting the hum/cpu sliders.

The reason the theory of putting it on Pro and cpu sliders at all 100's is too easy. Is b/c by putting it on Pro you'll see your actually making the humans sub-sliders at least 71-75( same as 151-299 IQ).

On top of that I don't think cpu sliders are even affected when you put in on Rookie, Pro, All-Pro, All-Madden. It has to be Custom for the Cpu sliders to change

So thats why its too easy for most b/c the player's A.I. is getting TOO Much asst. If my IQ is so low, that gives the Player A.I. more asst. Making for an easier game.
So, the lower your IQ, the more A.I. asst. your getting.
----------------------------------------------------------------

Human Sub Sliders ranges, level on Main sliders, and Player, Cpu IQ's.

Note: The higher the Player/Cpu Skills Main slider, the less A.I. asst. Player/Cpu is getting.
The lower the Main slider the more A.I. asst. your getting or giving

Player Sub-Sliders/ Main Slider/ IQ
0-5 19-20-All Madden maxed = 951-1000 IQ(meaning the hardest CPU A.I. to play. Player A.I. being non-existent)
6-10 18 950
11-15 17 900
16-20 16 850
21-25 15 Min. All Madden= 751-849 IQ
26-30 14 Max All Pro 750
31-35 13 700
36-40 12 650
41-45 11 600
46-50 10 All Pro= 451-599 IQ
51-55 9 450
56-60 8 400
61-65 7 350
66-70 6 Min All Pro 300
71-75 5 Pro 151-299 IQ
76-80 4 Max Rookie 150
81-85 3 100
86-90 2 50
91-95 1 1-49
96-100 0 Min Rookie= 0 IQ (Player A.I. gets the maxium assistants at 100. This would make for the easiest player sliders to play on.)
-----------------------------------------------------------------

Cpu Sliders - Cpu doesn't have a Main slider, like the Player does. This is what it would be if they did.
Also overall IQ's below the Player/Cpu slider set.

CPU Sub-Sliders/ Main Slider/ IQ
0-5 19-20- Rookie = 0 IQ(meaning CPU A.I. getting least asst.)
6-10 18 1-149
11-15 17 150
16-20 16 200
21-25 15 250
26-30 14 Min All Pro 300
31-35 13 350
36-40 12 400
41-45 11 450
46-50 10 All Pro= 451-599 IQ
51-55 9 600
56-60 8 650
61-65 7 700
66-70 6 750
71-75 5 Min All-Madden 751-849 IQ
76-80 4 800
81-85 3 850
86-90 2 900
91-95 1 950
96-100 0 All-Madden 951-1000 (CPU A.I. gets the maxium assistants at 100.)


So 0 for both sides would equal the dumbest Player/Cpu A.I. possible.

100 on both sides would equal the smartest Player/Cpu A.I. possible.

Most agree that All-Pro(all sliders 50 default) The CPU A.I. is too easy and All-Madden(all human sliders 25 at the most) and the A.I. is too hard.

So my goal is to let you guys use these ranges to get a good playing game for yourself.

For Ex. We've tested the hum A.I. at the highest/hardest ALL-PRO level 26 and CPU A.I. was put at the highest/hardest ALL-PRO level 70. Player/cpu all 26/70.
It was like playing ALL-Madden really.

Another reason why I choose Slow game speed.
I have info showing from Ian Cummings saying that Slower speeds is what gives the best realism and animations.http://maddennfl.easports.com/blog.a...Style+Gameplay



15 Mins Accel clock/25 secs
(this also keeps the T.O.P. more equal b/c I can't make ten audibles once I get to the line its 1 or 2 adjustments and hike),

Fatigue:
45

rbs sub 79/80
Dts sub 79/80

Important:
Slow Speed

Threshold : 35*

This helps many aspects of the game.
And Speed still being a major factor.

You better gameplan to stop players now, you better be smart enough to put a safety over the top of a good speedy WR. And don't let good backs get the edge b/c they will be gone!

SLIDERS:
Player/CPU
-------------------------------------------------------
Passing

Sub-Sliders
QB ACC : 21/26*
PASS B : 50/85*
WR CAT: 36/26*

RUSHING

BrK TaK: 35/50*
Run Blk : 40/60*
Fumbles: 35/60*

PASS D

Rea. Time :1/61*
Int: 0/0
Pass Ru 80/46*

RUSH D

Reac Ti : 0/0
Blk Shd : 0/10*
Tackling: 46/56*

NOTE: These would be for around 600-749IQ
Remember the lower the Player IQ, the more A.I. asst. that user is getting.
The Higher the CPU IQ, the Better they will be, b/c they are getting more A.I. asst. Sorry I had this backwards b/c of the 1st formula. Fixed

This is why default all-pro is too easy for most. The cpu isn't getting enough asst. in certain areas.

---------------------------------------------------------------------------
Updated these are for users w/ an IQ of 750-899!
Speed Threshold 60

Passing

Sub-Sliders
QB ACC : 21/36*
PASS B : 21/26*
WR CAT: 32/38*

RUSHING
BrK TaK: 30/60*
Run Blk : 35/70*
Fumbles: 30/65*

PASS D
Rea. Time :0/75*
Int: 0/25*
Pass Ru 80/76*

RUSH D
Reac Ti : 0/26*
Blk Shd : 0/26*
Tackling: 46/56*


----------------------------------------------------------------------
SPECIAL TEAMS:
FG POWER: 50
FG ACC : 50
PUNT PW : 70-90*
PUNT ACC: 60-80*
KO POWER: 50
-----------------------------------------------------------

These are not final and any feedback will be considered.

Enjoy and remember the goal is not a perfect set. Its more so a goal to have a better game for all of us. Better than what we've seen out of the box.

Thanks guys!
And I look forward to seeing how these progress like the Zero sliders did.


Dfos81

Last edited by dfos81; 09-29-2009 at 10:26 AM.
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Old 09-18-2009, 07:33 PM   #2
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Re: Dfos81's Sliders(slow speed) ready for testing

I tested these last night with my expansion team the Alaska Outlaws and was up on the Steelers 31-17 (preseason). Now my team is reeeaaallly bad but the score is a little lopsided.

1 of my touchdowns was a fumble returned on a kickoff
Another of mine was a fumble returned of a punt
Another was a kickoff return
The last was a broken gang tackle by Shonn Greene (my starting HB, hey I said we were bad)

My offense could not get anything going with these slow sliders but I guess that's what happens when you start Luke McCown as QB

Both of their touchdowns came from 30+ yard runs by Wille Parker but there was no cheesy broken gang tackles it was just good blocking and he outran my DBs
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Old 09-18-2009, 07:38 PM   #3
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Re: Dfos81's Sliders(slow speed) ready for testing

Quote:
Originally Posted by GAM3R4LYF3
I tested these last night with my expansion team the Alaska Outlaws and was up on the Steelers 31-17 (preseason). Now my team is reeeaaallly bad but the score is a little lopsided.

1 of my touchdowns was a fumble returned on a kickoff
Another of mine was a fumble returned of a punt
Another was a kickoff return
The last was a broken gang tackle by Shonn Greene (my starting HB, hey I said we were bad)

My offense could not get anything going with these slow sliders but I guess that's what happens when you start Luke McCown as QB

Both of their touchdowns came from 30+ yard runs by Wille Parker but there was no cheesy broken gang tackles it was just good blocking and he outran my DBs
So it was preseason? Was this the score at the half or game?

Your offense couldn't get anything going and you scored 31.

If the cpu fumbles too much I would increase that by 5.

Its seems like a realistic final score if the Steelers had scrubs in the 2nd half.

Last edited by dfos81; 09-18-2009 at 07:41 PM.
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Old 09-18-2009, 07:42 PM   #4
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Re: Dfos81's Sliders(slow speed) ready for testing

I'm getting slot of robo qb from the CPU with these sliders any suggestions?
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Old 09-18-2009, 07:45 PM   #5
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Re: Dfos81's Sliders(slow speed) ready for testing

Quote:
Originally Posted by dfos81
Due to all the requests for a slow set and w/ the length of my original Zero Custom Sliders. I have decided to post a new thread for testing.

I have info showing from Ian Cummings saying that Slower speeds is what gives the best realism and animations.http://maddennfl.easports.com/blog.a...Style+Gameplay



15 Mins Accel clock/25 secs
(this also keeps the T.O.P. more equal b/c I can't make ten audibles once I get to the line its 1 or 2 adjustments and hike),

Fatigue:
50 now w/ full length games. Only change on sub in/out is everything is at default w/ the exception of. Penalties same as pg. 1 w/ holding moved to 49.
rbs sub 79/80
Dts sub 79/80

Important:
Slow Speed

Threshold : 15

This helps many aspects of the game.
And Speed still being a major factor.
You better gameplan to stop players now, you better be smart enough to put a safety over the top of a good speedy WR. And don't let good backs get the edge b/c they will be gone!

SLIDERS:
HUMAN/CPU
-------------------------------------------------------
PASSING:
QB ACC : 35/45
PASS B : 10/10
WR CAT: 38/40

RUSHING:
BrK TaK: 52/58
Run Blk : 50/100
Fumbles: 50/50

PASS D:
Reac Time : 0/45
Intercep:0/0
Pass Ru :88/55

RUSH D:
Reac Ti : 0/0
Blk Shd : 0/0
Tackling: 48/48

SPECIAL TEAMS:
FG POWER: 50
FG ACC : 50
PUNT PW : 90
PUNT ACC: 80
KO POWER: 50
-----------------------------------------------------------

These are not final and any feedback will be considered.

Enjoy and remember the goal is not a perfect set. Its more so a goal to have a better game for all of us. Better than what we've seen out of the box.

Thanks guys!
And I look forward to seeing how these progress like the Zero sliders did.


Dfos81
Quote:
Originally Posted by GAM3R4LYF3
I tested these last night with my expansion team the Alaska Outlaws and was up on the Steelers 31-17 (preseason). Now my team is reeeaaallly bad but the score is a little lopsided.

1 of my touchdowns was a fumble returned on a kickoff
Another of mine was a fumble returned of a punt
Another was a kickoff return
The last was a broken gang tackle by Shonn Greene (my starting HB, hey I said we were bad)

My offense could not get anything going with these slow sliders but I guess that's what happens when you start Luke McCown as QB

Both of their touchdowns came from 30+ yard runs by Wille Parker but there was no cheesy broken gang tackles it was just good blocking and he outran my DBs

Thats Willie Parker........ya gotta get to him before he hits that corner cause he can outrun most people in the nfl, even WITH a good angle of persuit.......
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Old 09-18-2009, 07:50 PM   #6
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Re: Dfos81's Sliders(slow speed) ready for testing

Quote:
Originally Posted by dfos81
So it was preseason? Was this the score at the half or game?

Your offense couldn't get anything going and you scored 31.

If the cpu fumbles too much I would increase that by 5.

Its seems like a realistic final score if the Steelers had scrubs in the 2nd half.
It was at the half, but the two fumbles were HUGE hits. There didn't seem to be much robo QB but that may have been because I was expecting to get carved up LOL. Of the 31 only 10 of those were offensive points, and 7 of those 10 were of a cheesy broken gang tackle. Will continue testing now.
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Old 09-18-2009, 07:50 PM   #7
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Re: Dfos81's Sliders(slow speed) ready for testing

Willie Parker sucks in real life. period. lol

anyways, i'm anxious to try these out.
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Old 09-18-2009, 07:57 PM   #8
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Re: Dfos81's Sliders(slow speed) ready for testing

Quote:
Originally Posted by nightrida0707
I'm getting slot of robo qb from the CPU with these sliders any suggestions?
This is an issue for most.

Even Ian Cummings mentioned this as an issue that arose from the qb being able to get rid of the ball while being hit/pressured.

So the current fix for me was

hum pass D Rea. time: +10
Cpu qb acc: -2

Now what that does is, it forces the cpu to hold the ball a lil longer b/c the hum A.I. will play tighter and you should see a few more air ball throws.

Now the negative is games will be easier for human and will also see more ints and ints dropped. Which is not cool imo.

So I will deal w/ the Robo-qb for now b/c I want harder games and I usually get the sacks myself.
I like controlling the blitzer or DE w/ no blitz, or bull rushing the middle w/ a DT or MLB.
I also be the safety and cover. I guess it depends on whats working during the game and who I'm facing.

Also we should expect to see something on 1 of the patches to help sacks b/c,
Ian has even acknowledged this is a new issue now w/ the new feature for qbs.
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