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Sunday, February 7, 2016 – Blog Comments
This is sad because RTTC used to be my favorite event but now...
Thursday, February 4, 2016 – Blog Comments
skillz25 on February 4, 2016 at 08:24 PM.
I hope this applies to Madden 16 (PS3). I'm going to give this a shot. Thanks for sharing!
Monday, February 1, 2016 – Blog Comments
What positions will everyone pick also
CAMeagle on February 1, 2016 at 12:54 PM.
FINAL: Just some quick analysis points on the ending Sunday rush for future reference (ie. get your points early and have HS handy in case):

Top 500 had 3352 points in last 11 hours, making it a 304.7 pts/hr pace for the masses.

Top 1800 had 1421 points in the last 11 hours, making it a 129.2 pts/hr pace for the masses.
CAMeagle on February 1, 2016 at 12:42 PM.
SUNDAY, 7:00 AM PST: Per trends of recent RCs, there's a scorching start as people start their RC run with hot streaks and/or a few hours of focused play. Then throughout the weekend, numbers slow down a bit as hot streaks run out and people live their lives while gauging the race. And, of course, one last HARD push happens on Sunday in the final hours as people who like the prize blow the previous projections out of the water. Good luck with obtaining your prize as always!

If you're shooting for Top 500, maybe use 150/200/250 splits for same calculations below as you gauge where the finish line could end.

Quick new calculation scenarios that I will only do for Top 1800 (output potential based on average of the masses rather than top output by an individual):
NIGHTMARE: (11 hours remaining) x (100 pt/hr top output) = 1,100 + (3,901 current pts) = 5,001 pts.
APOLCALYPTIC: (11 hours remaining) x (200 pt/hr top output) = 2,200 + (3,901 current pts) = 6,101 pts.
CAMeagle on February 1, 2016 at 12:42 PM.
FRIDAY, 9:00 PM PST: Numbers have broken out as predicted by many of the users in the main thread. Quite interesting how the gap has fallen with the Team Rewards -- Top 25 staying with mostly individual event card levels while the Top 100 dropped quite a bit to foil legendary levels. Maybe CD will revisit Team Rewards in a future update unless the "next mysterious update" will have new playing mode that would make a change not a high priority.

Quick new calculation scenarios that I will only do for Top 1800 (output potential based on average of the masses rather than top output by an individual):
NIGHTMARE: (45 hours remaining) x (100 pt/hr top output) = 4,500 + (2,023 current pts) = 6,523 pts.
APOLCALYPTIC: (45 hours remaining) x (200 pt/hr top output) = 9,000 + (2,023 current pts) = 11,023 pts.
Friday, January 29, 2016 – Blog Comments
xlatinoheatx on January 29, 2016 at 09:55 AM.
2K Baseball just feels better than The Show
Wednesday, January 27, 2016 – Blog Comments
poulka on January 27, 2016 at 05:02 PM.
Here is how the first tournament of 8 went.

First round matches and results.
The following matches were at BC Place

Brago v hamburger SV Hamburger advances on (pen)

Chievo Verona v Colo Colo Chievo advances on(pen)

The following matches at the KC Stadium.

Nice v Jeonkuk Jeonkuk advances 1-0

Real Socieodad v. Belgrano Real S. Advances 2-0

More to come later.
Yeah, I'm at 55 / 53 and only see a couple (total) per game...

It's interesting how this seemingly minor adjustment plays so differently for some than others, etc...

I also was having a USER RTP issue until I got a little more proficient at breaking the pocket, but not "walking into the QB" as you describe...

One thing that works is to hit the L1 (defensive assist) trigger when your USER rusher is no longer visible, since the ball is already out, etc...

It'll cause them to "pull up" before the hit...

The other option is to "break the pocket" (which will force the ball out), but not go directly after the QB...

I sometimes (intentionally or not) end up taking a wide angle, which forces him to scramble into another rusher (rare) or throw the ball away under duress (more common)...

At any rate, I'm glad to see you're enjoying the long term benefits of the set...

It's held up nicely for me as well and the gameplay gets even better as the seasons play out...

Regards!
east,


I'm in my fourth season with this set. The first season I had RTP at 55/53. I too was getting way too many calls, sometime 5 per game. I lowered to 52 and it dropped the totals drastically.


Still seeing about 2 per game, but it flucctuates. Sometimes more, sometimes I don't see any. I user the OLBs or sometimes DEs, so I'm constantly rushing the QB. I've learned that I just have to be wary; if I know I'm not getting to the QB on that particular play, I've got to be conscious of not moving my stick toward the QB. 95% of the RTPs I see are my guy "walking" into the QB after the play, which can be frustrating.
Tuesday, January 26, 2016 – Blog Comments
toliveanddieinsf on January 26, 2016 at 05:19 PM.
@elzone just posted a paul george on the thread
Monday, January 25, 2016 – Blog Comments
Tonight we will discuss about David Blatt getting fired, Spurs vs Warriors, NBA All Star Talk, And NBA 2K16 Talk
Saturday, January 23, 2016 – Blog Comments
Thanks. Yeah i don't mind a few here and there but it was getting ridiculous. Will try 55/52
I have no idea why I don't get the RTP calls as often as some others do, but...

It SEEMS as though as long as the Main Menu value stays at 55, the CFM value can drop a bit further than originally expected...

I have RTP @ 55 (Main Menu) / 53 (CFM), but I don't think things will go to heck if you try 55 / 52...

I'd really try to avoid going below that though, or the CPU QB sits back there all day, etc...

Since there's no "Personal Fouls" or "Unnecessary Roughness" and DPI calls are fewer than IRL, one or two extra RTP calls per game is a decent tradeoff...

However, if it's well more than that, adjust away!

King, been rolling with your set for 5 games in my CFM. Been going back and forth between yours and Josh's. I just like the 15 min qtrs and cpu running game is good with these. One question:

Anyway to tone down the roughing the passer calls without ruining something? Last game the cpu was called for 5 of them and i usually end up declining them because i feel like its unfair. Any suggestions? Thats the last thing keeping me from enjoying the game to the fullest.
Friday, January 22, 2016 – Blog Comments
@Hilman11:

Thanks for weighing in on the tuner and happy to hear the set continues to hold up for you over a large sample...

Just a quick note on the tuner - I'm using this set with the tuner on and have had excellent gameplay. Got about 20 games in. Hope this helps.
elzone on January 22, 2016 at 03:58 PM.
do you have a full paul george edit my friend
Hey @gcoons22, thanks for the interest...

Firstly, the HUM PBK slider is probably the least volatile one of the set...

I wouldn't raise it any higher than absolutely necessary, because it will not only afford more time in the pocket, but will increase HUM accuracy, which is already pretty deadly after all the patches...

Secondly, I do use ACC clock...

The game options are below the sliders in this blog:

http://www.operationsports.com/KingV...-game-options/

Enjoy!
King-Thanks for all your work. I'm going to give these a go. Questions. If I need to raise human pass block to adjust to my skill level what areas of gameplay will it hurt? Will it destruct the "house of cards"? Also, are you using accelerated clock or have you turned that off?
Thursday, January 21, 2016 – Blog Comments
I'm not sure...

the first tuner made a mess, so when this one came out I decided not to use it...

It's easy to delete, if you decide to go that route as well...
This was very helpful, thanks!

So I just realized that it says no tuner at the top haha... is this completely necessary?
Well, I'd mos def keep ALL the penalties inside and outside of CFM "as is"...

EVERY attempt to alter them set off the dominoes, in a very profound and negative way...

I'd also keep anything at default (50) at default, with the possible exception of CPU INT...

With this set, the blocking sliders were used to influence the sub category they are part of (passing / running) so those are the most "variable"...

Dropping the CPU PBK below 45, however makes a mess...



TAK slider is pretty sturdy...

Depends what you're trying to accomplish...

I'd play at least 4 games (which should really be 8) before you decide what may need adjustment...

There's a difficulty curve that you'll need to get used to, as well as the scripts within the game that can be misleading...

One game you can't stop the run, the next you stuff it, etc...

These stat and play out well over a looooong haul...

I hope this helps!
Awesome, thanks King!

I've been trying to put together my own set based on all default sliders, but it's so difficult to get a realistic challenge without collapsing the "house of cards", as you put it so well. Based on what I've read here, I'm excited to give these a try.

There's one question I'm sure I'll want to ask at some point, so I may as well get it out of the way... What sliders would you recommend NOT touching? Would I have any issues bumping down Catching, Accuracy, Fumbles, etc. just a few points? Or is that still enough to disturb the house of cards?

Thanks King!
I agree that Auto Sub settings affect gameplay a great deal...

I'm using the set in this blog below the entries for sliders and gameplay settings:

http://www.operationsports.com/KingV...m16-auto-subs/

Enjoy!
Hey King,

I wanted to give your sliders a try this weekend and was wondering what you have your auto sub settings at. I've noticed slight changes in gameplay with different settings, so I wanted to make sure we had the same setup.
CedricFP on January 21, 2016 at 09:55 AM.
Good stuff.
ffernandisco on January 21, 2016 at 07:20 AM.
great article, my opinion is that the last card is only possible to get by paying and many people are going to quit the game with this things
Wednesday, January 20, 2016 – Blog Comments
Every Monday Nights at 6pm Est. 646 787-1972 Call in to talk about the NBA or NBA 2k etc
Monday, January 18, 2016 – Blog Comments
If yall want to be a guest let me know
Saturday, January 16, 2016 – Blog Comments
After settling on Ball Hawk, we noticed that the broken tackles and yards after contact were a little high...

Tried everything from raising Facemask inside CFM to 55 / Tackle to 46 / lowering Main Menu Facemask value to 50 / etc...

ALL set off the dominoes and resulted in warping / ragdolling / wonky kick and punt return blocking / etc...

Interesting, that other than Ball Hawk and buffing up the penalties with "leveling", the set posted is the same set from September...

EVERY attempt to improve upon it, sent it into reverse...

So?

Gonna stamp "Final" on this set AGAIN and live with a couple / few extra BTK's total, per game...

King - noticed you've been going back and forth on Tackling (45 & 46). What kind of improvement are you looking for? I'm assuming tackle slider has nothing to do with tackling....lol
Wednesday, January 13, 2016 – Blog Comments
Yeah, forgot to point that out...

Apparently, fatigue is very different on Play Now versus CFM and should be set much lower...

In addition to fatigue related issues (like your DB example), it can trigger everything from drops to fumbles...good to see you found a value that works for you in that mode..
Thank you very much, with your help I've really come to enjoy Play Now by now. Fatigue is the major factor I think, because with fatigue at 70 I still got those 80% completion stuff (probably because my DBs were mentally absent on 2nd down due to fatigue...), on 60 it is MUCH better
Glad you're getting something from the sliders as a base for "Play Now"...

Unfortunately, that mode plays very differently from CFM and I have no firsthand experience with it...

From what I understand, Play Now plays best when things as as close to default as possible...

Therefore, t makes sense that things like your INT adjustment play out closer to default / "even" between HUM and CPU...

The penalties are also very different in that they only have increments of five and "layering" isn't an option...

I have no idea how Holding adjustments will affect the overall result in that mode, but you are correct in your assumption that incomplete passes come from pressure...

Whatever setting gets that going without affecting the run result is what you're looking for here...

RTP is pretty universal in any mode and unfortunately you have two ends of the extreme to choose from...

50 means that the CPU QB will stick to the scripted play, often to his detriment...big plays get balanced against coverage sacks, and forcing the ball into coverage...

55 means too many dump offs and scrambling too early...

That slider is "ball distribution" / "pass rush awareness" and "tuck and run...or not"...

I'm not a big fan of either, but I'd take 55 over 50 in CFM...

Not sure about Play Now...

Sorry I can't be more definite, but these are two very different modes...

One of which I'm VERY familiar with and the other?

No so much!

Hey King,

I just wanted to give you an update on my Play Now testing (I cannot get into CFM because of some issues, so I stick with Play Now).

1. I dropped O-Holding to 50 and things got a lot better. The line play was a lot less sticky, meaning there were times when someone was able to break through immediately and there were times when the QB had all the time in the world. This did reduce completion rates on both sides, which is a good thing. QB completion is still a bit too high and it becomes really frustrating to see the CPU QB complete 8 1st down passes for 9-10 yards in a a row without me being able to stop that curl or stick or slant play. On medium/deep passes the completion rate is perfect I think, but on short throws he is just too automatic. They seem to be always aware of the pocket collapsing and the short options. They don't make wrong decisions in these cases.
I am not entirely sure if they would need MORE pressure or LESS. I sometimes have the feeling they go automatic because the O-hold at 50 gives them too MUCH pressure and they don't cycle through their progressions and risk medium/long throws. Then again they DO call a lot of short passing plays and it seems to be rather a case of my defense not adjusting (I mean come on, that's the 7th time he throws that short pass right over the d-line, won't you like to defend that pass at least once?). Pass rush probably won't help here, because short passes can be thrown anyway, even on blitzes. After all I think more pressure is good: Most of the incompleted passes by the CPU QB come on throws under pressure.

2. To prevent my defense from standing off 5 yards to the short pass receiver right behind the d-line EVERY time, I changed HUM INT to 45 and CPU INT to 45. I just hoped they would be more aware on passes. I am not sure it helped much, but would you say I can leave it like this? I don't user intercept, only user pass rush, so I feel the CPU is a bit too much in advantage with INT at 50 and my defense at INT 40. I know it does have an effect on the running play, but CPU runs very well anyway, so maybe HUM 45 / CPU 50 is the way to go (to help them on their run defense a bit more)?
Or to put it short: Could you elaborate on the huge difference between HUM INT and CPU INT? I have rarely seen sliders with a difference at all, not to mention such a high one... Maybe if I understand your reasoning I can adjust accordingly.

3. The last change I made was RTP to 50 and DPI to 55. On 55 for RTP and 60 for DPI it was just called too much. Defense penalties summed up to about 75 yards per game (that is basically one touchdown chance for free per game), offense (due to O-hold at 50) only to 25 yards per game. In real life, def. and off. penalty yards are virtually the same. Having so many defensive penalty yards mean a huge advantage to offense and scores reflect that. I can't stand that. I haven't noticed any difference to coverage with lower DPI (wasn't it the case in previous versions of madden that lower DPI actually IMPROVED coverage? because CBs were less anxious of attacking the receiver or something like that), even if there was I still think the defense is better off with less coverage than with at least 1 40+-yard-penalty DPI more per game.
For RTP you mentioned it has an effect on the CPU QB. Could you elaborate on what exactly it does? Does a lower RTP (that is: 50) REDUCE completion rates because of more aggressive pass rushers? This would be what I want. RTP at 55 is just unfair, the QB misplaces a throw on 3rd down and next thing you know is a 15-yard-penalty and 1st down. Totally favours offense. So having less penalties for defense here AND a lower completion rate at RTP 50 seem good to me... but please explain what effects exactly it has on the CPU QB when you say "it gets funky".

So that is a lot to read for you so take your time, and thanks again, I am really enjoying these discussions!
Monday, January 11, 2016 – Blog Comments
@bjb2445:

Thanks so much for the detailed breakdown...

Glad you're enjoying the set...

Although it's impossible to get the penalties "perfect" (Block in the Back has to be high, because Holding is low, etc.) they do balance out fairly well...

Keep an eye on that proposed RTP @ 55 / 52 adjustment...

I took your advice and cycled back to 55 / 53 and was pleasantly surprised...

Having RTP set to 55 in the Main Menu affords much more flexibility and accuracy of result that we would see if we tried to use 53 (or 52) without that outer value...

I only have played one game at 55 / 53 so far, but there was one call total...

Manning was the CPU QB and the range of behavior "he" exhibited was quite realistic...

Anyway, thanks for the detail and:

Enjoy!
King,


I wanted to share some feedback on the games I’ve played with your slider set. I’m currently running two offline CFMs (Texans and SF) and have played about 9 games total with your set. Apologies if this is a bit long:

Gameplay
The game play has been fantastic in my opinion. I’ve tried a bunch of slider sets with this year’s iteration, and these 9 games have by far produced the most realistic gameplay. I’m 2-1 with the Texans, and 1-1 with SF (2-2 Preseason). The variety is amazing. A few of the games have been close, and a few have been decided by the middle of the third. Every game has been challenging. On the All-Madden sets I’ve tried things were just too hard for me. The CPU was just too good, and things just didn’t feel realistic. I’m not seeing that with this set. I can move the ball, the CPU can move the ball, and we are both capable of putting up defensive stands and forcing punts.

The passing game has been playing good. CPU QB’s are completing about 60% of their passes, and the TD-INT ratio is about right. I’m been able to get some pressure on the CPU QBs and force bad throws, and other times I get no pressure and they have time to complete the pass, just like on Sunday’s. My QBs (Hoyer and Gabbert) are far from perfect. I’ve thrown a few bad INTs when I wasn’t set in the pocket, overthrown Rcvrs on occasion, but also made some tough completions when given time. The CPU QBs are playing true to form also. Brees and Alex Smith were have a good bit of success against me, but both went down with injuries. Their backups (Daniels, Mark Sanchez) came in and played like backup QBs. They had marginal success and made some bad throws.

Running has been a challenge. I’ve had a back go over 100 in maybe 4 out of 9 games. A few games, the running lanes just weren’t there, so I had to adjust my game plan and rely more on passing. A few other games lanes were there and I had success in the running game. I’m breaking tackles, fighting my way through the first level, but also getting stuffed in the backfield and getting popped after a yard or two. My power backs (Hyde and Alfred Blue) are breaking tackles and just seem like tougher runners to bring down. Just tons of variety and unpredictability in the running game. It’s been great.

The most important thing is the CPU has success running against me. I’m so used to being dominate in run defense. But this is refreshing. Big name backs are playing true to form. Jamal Charles was being held by my defense, but then broke a 60-yarder on me to finish well over 100 yards. Freeman was a tough tackle and went over a 100 on me. But then the Saints had to play a relative unknown due to injury, and that back was just not as explosive. And the CPU is sticking to the run game. A few times I’ve been up by 10+ points in the second, and they continue to mix it up and run the ball. I haven’t seen the CPU completely abandon the run yet.

Penalties
I was a bit worried when I first took a look at your Penalty sliders. But I gave it a shot and these are the results I’m seeing:

Total Penalties thru 9 games: 99 (11 per game avg)
Def Holding: 2 (0.2)
Illegal Block in Back: 14 (1.5)
Off Holding: 18 (2)
False Start: 19 (2.1)
Rough the Passer: (1.7)
Def Pass Int: 14 (1.5)
Facemask: 14 (1.5)
Offsides: 2 (0.2)
Encroachment: 1 (0.1)

These penalty sliders are working great. My per-game average (11) is pretty close to the 2015 NFL Average (13). The best part about it is the variety of penalties. My game high for penalties (19) was followed up the next week by my game low (6). I’m seeing different types of penalties in all different situations. I’ve had good drives derailed by a hold. I’ve had a Punt Return TD called back for a block in the back. I’ve had the CPU draw me offsides and take a shot down the field.

The only penalty that concerns me at all is Roughing the Passer. I initially dropped your original setting from 54 to 53, and I’m still seeing one or two per game. And they are cheesy too, the kind where the D-Lineman walks into the QB and he flops. I’m thinking RTP is either an on or off type thing. I may drop it to 52 just to see how it plays out. I’m not touching any of the others though, they are playing great.

FATIGUE/AUTO-SUBS/INJURIES
Using your Auto-Sub settings I’m seeing some pretty good rotations at most positions. My skilled position players are subbing when I would expect them too, and my defenders are subbing when the CPU sustains a long drive on me. I have seen a few O-Lineman sub, but it was only once or twice I noticed it in 9 games. A good trade-off IMO.

Injuries are happening, maybe at a slower pace, but they are happening. I’ve seen at least one player per game get injured and he can’t return. I’ve had three players in my SF chise go down with 5-7 week injuries. No season ending in either chise yet, but there are a good amount of teams that don’t have one either. I don’t think I’m touching this slider for now till maybe a season of data.

Overall these sliders are great. I think you’ve done a fantastic job with them. I really appreciate the analytical approach you’ve taken with this set. I will definitely stick with this set for the duration of this title. I’ll more feedback if there is anything I see that might interest you.

Once again thanks for the hard work.
Sunday, January 10, 2016 – Blog Comments
Great, glad you're enjoying the set!

I play with an early version of Mizzou / Rovert's roster and my injuries are always a little lower than I'd like...

Could be "bad luck" or a different roster, but it won't hurt to lower INJ to 75 or 70 if it's getting out of context for you...

I'd compare my injuries to the other teams every 4 games or so before adjusting...

The FS / SS issue is coding...

It's been discussed in great detail and there's no slider adjustment or workaround that will minimise it...

They just made them "over react" this year...

The only thing you CAN do is set their Player Priorities in the Scheme Menu to Balanced, Zone or possibly Prototype...

They already have the Playmaker / Run Support "boosts" hard coded into them...

I hope this helps...

Enjoy!
These are playing great so far after a handful of games! I am playing coach only so I don't control anybody. My FS by far has the most tackles on the team. Just wondering if this is normal with these sliders or just how it's going for me so far. I also have had several injuries that are multiple week ones over the 8 games I have played. Just curious if injuries like this are normal with the sliders or maybe I am having a dose of bad luck.

Thanks again these sliders are awesome!
tril on January 10, 2016 at 09:06 AM.
why are you deleting the bowl tie -ins. is it so that the top 4 get in.
Friday, January 8, 2016 – Blog Comments
Yeah, since many of the players are mislabeled this year, when I see a "C" or below, I'll spend a little extra time messing with setting to see if I can bump up the grade...

Works about half the time, at best...

I start with the Player Card / Progression Menu options, but branch out to memory / feel / past experience form there...

Sometimes, it's just a poor player position group and it's not going up no matter what you do...

The key here is:

ANYTHING you do with this interface is WAAAAAAAY better then doing nothing...

I don't obsess over it much, because even when it's not the "ideal" option, it's almost always better than what's in the default scheme...
Thanks for the response King,


I assume that when you back out and see position groups rated "C" or below you try to individually adjust that positions scheme to get a higher OVR or conf boost?


I see that some groups I can't get above a C. Or some groups multiple schemes result in a peak of the same OVR. For these would you recommend just matching the scheme to what is listed on the players card?


Thanks again.
Thursday, January 7, 2016 – Blog Comments
Yeah, I set my team but rarely change it over the course of the season...only when a starter is out for a long term injury...I rarely change as a result of "game planning" against a specific opponent...

I then create a coach for the CPU and then buff up their depth chart and adjust their player priorities, etc...

Since I've been doing this for years, it takes me about ten minutes...

What I do is simply go to the CPU's Player Progression screen and jot down the starters styles on a legal pad and then plug them into schemes...

I then back out and look at the visual depth chart for positions or position groups that are rated "C" or below...

Overall, it's just time and experience...

By this point, I have what works and what I've tried in the past pretty much committed to memory...

I'd consider keeping a record of what you've done (esp. against divisional opponents that you play often) to make it as expedient as possible...

Takes some time in the short run, less time in the long run...but it WELL worth the gameplay all this engenders...
King,


In conjuction with using these sliders, do you optimize yours and CPU teams players position priority/coaching schemes as discussed in the "Coaching Schemes/Priority Affects Player Ratings" thread?


If so, do you have any tips/tricks on how to efficently (time-wise) do that? It seemed to take me upwards of an hour to do my team and the opponent I was playing that week. I'm assuming I'll get a bit more proficient at it the more I do it, but it still seems like it will be time consuming.


Thanks!
Wednesday, January 6, 2016 – Blog Comments
I passed your concerns along to Trojan Man and he's familiar with the Play Now mode...

Apparently it IS a completely different animal...

His take is that Play Now is fine at or VERY near default, whereas CFM needs more extreme settings, which is why the set here is as it is...
Alright just played the first CFM game, it is another world. Completions are like they are supposed to be etc.
I just don't get it why PlayNow plays like such a b****. Btw fatigue wasn't the factor, that 33%/80% game was with fatigue at 60. There must be some error in the code or something that influences the settings on PlayNow, because I can't belive offensive holding has that much of an impact (even less so on my receivers not catching the easiest of all passes).
Just for the sake of it I will play exactly the same game I played on CFM on PlayNow with off. hold on 50 and HUM PBK / RBK +5. Knowing Madden it is entirely possible that PlayNow will play different now just because I started a CFM game...
Yeah, I realised that the penalty values are just cycling back to what you had, so the "fix" is going to have to come from lowering fatigue...

60 is a great place to start...

I haven't seen those kind of QB stats (and TM and I have racked up a sample of over 100 CFM games) except on rare occasion, so I'm going to have to assume the gameplay is different on Play Now...

You are correct in assuming that raising the HUM INT will mitigate CPU Comp %, BUT it will also affect the CPU's ability to run the ball...

It acts as a "Universal Modifier of Ball Awareness" in all phases...

In this game, incompletions come from pressure...I suspect that not having the O Holding value at 45 in the Main Menu is making your "55" play stronger than than mine...

You could try to drop O Holding to 50 to get the pass rush going on both sides, but you may end up having to bump the HUM PBK / RBK and CPU RBK blocking sliders up by 5 in the long run, to compensate...

Based on past experience, dropping CPU PBK to 40 makes a mess, so that's not a preferable option...

You could also simply raise HUM TAK to 50...

That has pursuit and block shed tied to it, so that may solve the % problem...

It will cut down on the BTK and overall success of the CPU Rush, however...

All that being said:

Madden has a glitch in in that has existed for years...

Backup QBs tend to go Robo...

I tend to think you should drop fatigue, manually rush the passer / break the pocket and let it ride for 4 games or so...

There's so many scripts that modify all the settings available that you need to find out how they hold up for you across that variance...

There's everything from "Defensive Battle" to "Shootout" (among MANY other scripts and the multiple branches off of them), that it's tough to tell what's going to hold up without a larger sample...

Wish I could be more definitive, but Play Now is a different beast and I've never actually spent any time with it...
Alright it's getting ridiculous now. I usually don't whine on sports games, but I played another game with the Cards against the Chargers, finished with 34% completion and 7 interceptions. My receivers dropped almost every pass, especially short passes when they were wide open with no one around! And every one on one medium pass got intercepted... CPU QBs had 80%, of course...
I have no idea why this is the case. I deleted the tuner, deleted my profile, did a fresh start before trying these sliders. I even use the roster you use. I have had normal results with other slider sets, which were not that much different to yours (QBA at 40/40, INTs for CPU at <40, the rest was pretty much the same). So there must be something fundamentally wrong somewhere on play now (I suppose on CFM you get normal CPU QBs, not gods), but I have no idea why this is the case. Again, if it was only me I would say I am not used to the speed or whatever, but if the CPU QBs completes 80% they score on almost every drive... nothing I can do. When I blitz, he waits just until one player gets through to him and throws perfectly to any open man. Not even borderline impressed by having 6-8 men blitzing.
I am a patient man, but this is just frustration in its purest form. I will start a CFM now and see if things are different, otherwise I'll have to let these sliders go

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