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Madden NFL 25 News Post


It's a yearly tradition here at Operation Sports, but once again gamers just like you are collaborating with one another to find the perfect slider sets to make Madden play the best game of football possible.

Madden NFL 25 has a few quirks which many sim-oriented players are wanting desperately to solve and early returns from people playing with the sliders are pretty solid -- making it entirely feasible the game can be tweaked to play a pretty good game of football.

Right now there are several promising slider sets on both Madden Share and within our forums.

What slider sets have you been using thus far and what have your results been like?

Game: Madden NFL 25Reader Score: 5/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 50 - View All
Madden NFL 25 Videos
Member Comments
# 1 drewst18 @ 08/28/13 11:56 AM
I have found a great set for me, I was tired of games finishing 55-49 playing all Madden offense is too easy/defense is too hard.

Not the exact on both sides but have Lowered QB Accuracy, Route Running, Run Blocking (heavily) and catching. And then upped tackling, pass reaction time and pass rush (I think is the other one).

Playing 15 min quarters with 10 seconds left on play clock, slow game speed, higher fatigue, injuries down to 23 and I am very happy with the results struggle vs top teams and close games with bottom teams.

I am not even good I would be very disappointed with AI skill if I was one of the top online guys.
 
# 2 UNDERTAKER1215 @ 08/28/13 12:56 PM
I found a pretty good set. I'm using the Cardinals and have lost the first two games of the season to the Rams and Lions by no more than a touchdown, and the completion percentage have been pretty accurate with Palmer completing about 56%. I hate losing, but losing good games like these aren't that bad when you are trying to sort of rebuild. If I remember right, none of the scores have gone past like 35, so they seem to be pretty good, probably the best I've used in any Madden.
 
# 3 KGkaos @ 08/28/13 01:02 PM
A good set cannot be produced because the AI is so bad there is no covering it up. I think this run free thing limits what the defense can do which is why they took some sliders away. It's sad, I would have loved to buy this game, it looks good, but the gameplay is soooooooo bad. I spent 3 days tinkering with sliders and nothing could fix the horrible high school awareness defenders had.
 
# 4 pmurray20 @ 08/28/13 01:06 PM
Its hard to find a set when the acc clock doesnt work for user vs user games which means we are screwed 2 years in a row it hasnt worked
 
# 5 pmurray20 @ 08/28/13 01:09 PM
in week three of preseason and we have 4 read option teams who can run for 300 yards a game with their running back/quarterback and thats only on 7 min quarters
 
# 6 The JareBear @ 08/28/13 01:10 PM
Quote:
Originally Posted by pmurray20
in week three of preseason and we have 4 read option teams who can run for 300 yards a game with their running back/quarterback and thats only on 7 min quarters
Unfortunately sliders won't fix this. They programmed the defense to play read option insanely poorly
 
# 7 pmurray20 @ 08/28/13 01:29 PM
Quote:
Originally Posted by The JareBear
Unfortunately sliders won't fix this. They programmed the defense to play read option insanely poorly
maybe higher threshold like i did in ncaa at like 75? also maybe put it on slow or very slow game speed possibly??
 
# 8 kwabalicious @ 08/28/13 01:32 PM
It is impossible to find a good auto sub/fatigue slider set that can get your backup RB 6-9 carries per game without your starting running back disappearing in the second half if you are running 60-75 plays per game. Very frustrating.
 
# 9 jamesdawon @ 08/28/13 02:50 PM
Here's what I've got so far. I'm playing with the Bills and got beat down one game because of turnovers when I had pass accuracy set to 5. At pass accuracy of 15 as below, I won a close one against the Vikings.

League Settings
Skill Level: All-Madden (Custom)
Playcall Style: GameFlow
Quarter Length: 12 Minutes
Accelerated Clock: On
Minimum Play Clock Time: 15 Seconds
Game Speed: Normal
Auto Strafe: On
Heat Seeker: On
Ball Hawk: On
Switch Assist: On

Game Options
Injuries - 40
Fatigue 50
Min Player Speed Threshold - 30

Special Teams
FG Power - 50
FG Accuracy - 45
Punt Power - 50
Punt Accuracy - 50
Kickoff Power - 50

Penalties
Offside - 55
False Start - 52
Holding - 54
Facemask - 53
Defense PI - 95
Offense PI - 95
Punt Catch Interference - 95
Clipping - 30
Intentional Grounding - 100
Roughing the Passer - 54
Roughing the Kicker - 100

Player Skill
QB Accuracy - 15
Pass Blocking - 25
WR Catching - 40
Run Blocking - 0
Fumbles - 40
PD Reaction Time - 60
Interceptions - 40
Pass Covererage - 60
Tackling - 40
 
# 10 Robcards @ 08/28/13 04:07 PM
I don't see how you can fix the AI taking coverage sacks every other drop back from the left defensive end or left outside linebacker with sliders. But if anyone has any ideas, I'd love to hear them. This game is completely unplayable against the CPU in its current form, as it was in M13 as well. How they designed the AI to just hold on to the ball until they get sacked is beyond me, or how the left side always gets there first.
 
# 11 BrianU @ 08/28/13 05:05 PM
Quote:
Originally Posted by Robcards
I don't see how you can fix the AI taking coverage sacks every other drop back from the left defensive end or left outside linebacker with sliders. But if anyone has any ideas, I'd love to hear them. This game is completely unplayable against the CPU in its current form, as it was in M13 as well. How they designed the AI to just hold on to the ball until they get sacked is beyond me, or how the left side always gets there first.
The CPU QB Accuracy slider can help with coverage sacks. Reading the name of it you would assume it only affects where the ball is thrown but that isn't true. Many of the sliders have multiple effects. Raising that slider also makes the QB more willing to throw it deep and more risky passes which lead to them not holding onto the ball as much as everyone is covered. You can also adjust the pass defense slider. And the defensive pass interference penalty sliders affect pass coverage as well making it tighter when lowered or looser when raised.

Also if your kicking meter is moving at All-pro speed and not at All-madden speed then the AI is playing at All-Pro decision making.

Sliders are like a balancing act there are multiple ways to fix problems its not so black & white.
 
# 12 jaa1980 @ 08/28/13 05:07 PM
360 madden share has good set, just sort by downloads, starts with a A. Only adjusts i made was normal speed and slight increase in INT sliders.
 
# 13 MissionMaximus @ 08/28/13 05:22 PM
Why doesn't EA give us complete sliders that way we really could come up with something resembling true simulation. Give us a global slider set with every rating in the game so we could tweak anything wacky and out of balance. Without effecting overalls when adjusting rosters. Could you imagine having a slider set like this where you practically could tweak every little thing in the game.

Speed
Acceleration
Agility
Strength
Awareness
Catching
Carrying
Throw Power
Throw Accuracy
Kick Power
Kick Accuracy
Run Block
Pass Block
Tackle
Jumping
Kick Return
Injury
Stamina
Toughness
Trucking
Elusiveness
Ball Carrier Vision
Stiff Arm
Spin Move
Juke Move
Impact Block
Run Block Strength
Run Block Footwork
Pass Block Strength
Pass Block Footwork
Power Moves
Finnesse Moves
Block Shedding
Pursuit
Play Recognition
Man Cover
Zone cover
Spectacular Catch
Catch in Traffic
Route Running
Hit Power
Press
Release
Short Throw Accuracy
Medium Throw Accuracy
Deep Throw Accuracy
Playaction
Throw on the Run
 
# 14 PGaither84 @ 08/28/13 05:41 PM
Quote:
Originally Posted by Big FN Deal
Is there anyway that OS can come together to do what EA Tiburon continues to fail to do, which is create a simulation setting using sliders? With the Madden Locker, ie Madden Share finally being added back is something like this now easily possible?

I notice that OS normally has an online community yet it just uses defaults but that seems like a heck of place to utilize a simulation standard slider set. I think I have advocated for this in the past, only to be met with resistance because "everyone is different, blah, blah, blah", yeah I get that. That still doesn't stop other studios from including a "simulation" setting that they feel is the most realistic the game can play and it shouldn't deter OS from doing it either.
Well... everyone is different. Blah blah blah.

If you find a set that respects the ratings, then the game isn't that much of a challenge [at least against the computer] and if you want a challenge, which is secretly what most players want, then you are going to end up with a slider set that is crazy hard just for the sake of being hard. For example, I have seen people tell you to use like 5 QB accuracy, and in doing so, I have used Tom Brady/Pyton Manning/Drew Brees/etc and had a hard time throwing a Curl or an out route with any consistency. When using a super Star QB is a chore, it isn't fun. It is just hard for the sake of being hard. Yet, if you increase it all that much more, then I find myself going 16/20 and 3 TDs with Tim Tebow or Colt McCoy. I am just not sure there is much of a happy medium.

This is increased exponentially with different individual skill levels and preferences. I just try to find a set that does gets as close as I can at respecting individual ratings and match ups when the AI plays against itself [the user can only control one palyer at a time, so the other 10 are just playing out their ratings/assignments.] For example, I like to control the Jack linebacker in the 3-4 or sometimes a safety in a Seam/Curl-Flat assignment and let my AI pass rusher do their job. Other times I want to control the RE, who always has a much harder time against the LT than the LE has against the RT, and try to even the odds with some user pass rushing... but that means I need my linebackers to do their jobs, and I don't think EA has even programmed these players to really do their jobs right in the first place no matter what the slider settings or ratings are.
 
# 15 Slayer525 @ 08/28/13 05:54 PM
I've been using Fiddy's sliders. And so far they have been great. Giving me competitive games when close ratings are on the other team. However, I did just finish a game against the 78 ovr dolphins and were beating them 28-0 in the 2nd. So I decided to sim the rest. Well... we won 87-27. Drew brees had 500 passing and 8 TDs and darren sproles had 301 rushing yards. I hope this was just a fluke game.
 
# 16 PGaither84 @ 08/28/13 06:04 PM
Oh, and then there is the debate over speed threshold. Back in Madden 10 I was in favor of using something as close to 0 as I could, and many recommend 30... and then on a whim I listend to KBLover and tried 100 speed threshold for Madden 12 [I think I use 90 right now] and fell in love with it.

As I think RGiles said it, 0-30 speed threshold makes the game look like High School football. You get a huge separation between fast and slow players. 30-70 kind of looks like College football, and 70+ starts to look more like the pros.

With the 90 speed threshold, I feel that speed if MORE important. In the past, if you have, say, 92 speed and the opposing linebackers had 86 speed [which is fast for most LBs in Madden,] you would just burn them to the edge and could have a field day. With a high threshold, that difference between that 92 and 86 speed is much smaller. You need that 98 speed guy to really gain the separation you are looking for. It also makes those rare fast linebackers, like Patrick Willis play even more like a Super Star. While other slower linebackers might get beat by a 94 speed HB, Willis is only 4 points lower [and not 8-12 like most others] and will still hunt him down.

Playing with a higher speed threshold has resulted in lower scoring games because it is harder to break away with just anyone. I combined that with the fatigue/injury sliders KBLover also suggested, and it really put a lot of replay value back into Madden 12 for me. With 90 fatigue and 4 injury, and substitutions set so that nobody but defensive linemen and HBs sub in and out of the game [sub out at 0 and back in at 1/ HBs out at 75 and back in at 80, D-line out at 1 and back in at 5] it also puts and emphasis on the STAMINA rating and effects game play. You see, how fatigued a player is has an impact on his ratings/performance. This has an in-game impact on forcing 3 and outs and sustaining long drives. Tired players play worse. It has a noticeable cumulative effect.
 
# 17 848 @ 08/28/13 07:45 PM
I just need sliders that produce good defensive stats, I can figure out offense. I played my first game yesterday and my guys had a grand total of 2 assisted tackles. I like my guys getting lots of ast tackles, everybody helping out on the ball carrier
 
# 18 SECElit3 @ 08/28/13 07:55 PM
All Madden default
- Ball hawk off
- Heatseeker off

Profit
 
# 19 848 @ 08/28/13 08:41 PM
Quote:
Originally Posted by SECElit3
All Madden default
- Ball hawk off
- Heatseeker off

Profit
I had those off tho
 
# 20 SECElit3 @ 08/28/13 09:13 PM
Quote:
Originally Posted by 848
I had those off tho
Fatigue, 72
 

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