Connect with us

It Came From the Forums: Matt10's Madden 20 Sliders

Madden NFL 20

Madden NFL 20

It Came From the Forums: Matt10's Madden 20 Sliders

There’s plenty of dedicated slider creators at Operation Sports, and Matt10 would certainly fall into that category. He came out with version 38(!) of his Madden 20 sliders on January 12, and so I just thought I would highlight them for those who may be looking for a new set of sliders to test out.

I know I tend to get an urge to start a new franchise right around now, and I’ll have another urge after the Super Bowl, and then one last urge after the NFL Draft. In other words, if anyone else is like me, they might want to try out a new experience. Sliders are one of the best ways to get a new experience in a sports video game, so I always recommend people check them out when a game starts to feel a little stale.

With any Madden 20 sliders you get from OS, the best thing to do is try out the new sliders for a couple games, and then at that point go give some feedback in the forum thread with your results. It’s always interesting to hear about the different results people are getting, and since sliders are an imperfect science, getting more data points is never a bad thing.

3,953 Comments

Leave a Reply

Discussion
  1. I played one half as the vikings and played against the Falcons. Matt Ryan threw for 20/21 and scored on each drive. User gameplay is the best I've had.
    Note: I had superstar abilities ON, I also increased fumble slider to 80, otherwise anytime a player with superstar abilities did the hit-stick animation, it would be a fumble.
    There is a decent chance that RoboQB could be from superstar abilities on, I will provide feedback after I've done some testing if you would like.
    Spelunker_
    I played one half as the vikings and played against the Falcons. Matt Ryan threw for 20/21 and scored on each drive. User gameplay is the best I've had.
    Note: I had superstar abilities ON, I also increased fumble slider to 80, otherwise anytime a player with superstar abilities did the hit-stick animation, it would be a fumble.
    There is a decent chance that RoboQB could be from superstar abilities on, I will provide feedback after I've done some testing if you would like.

    Dang I hope not lol... I want use the SA with these sliders
    Don’t have time for a full game Tonight but halftime Ravens Vs Dolphins (me) it is 20-14. Lamar Jackson is 13/18 122 yards 2 TDs. Definitely no robo QB here. He has missed passes actually and had some broken up. I think with your slider set with superstar abilities will work just fine. It also isn’t too uncommon anymore to see guys in the 75% completions anymore or maybe even a little higher for elite guys like Brees, Brady, etc. with Rosen right now I am 9/15 and has already missed some passes. Especially deep passes. But again, need more sample size and a few full games under my belt to confirm.
    Also I’m not sure if you are plugging in sliders in main menu and importing or leaving main menu default, but I did do a test game before this currently and I left injuries in main menu at 10, plugged in everything else as threshold, assists off, fatigue. Played a game and coverage seemed really wonky. Going off of some info I got from JoshC. I backed out and did 50/50 injury. Main menu and cfm and notice instant improvement so just throwing that out there...
    Sent from my iPhone using Operation Sports
    Spelunker_
    I played one half as the vikings and played against the Falcons. Matt Ryan threw for 20/21 and scored on each drive. User gameplay is the best I've had.
    Note: I had superstar abilities ON, I also increased fumble slider to 80, otherwise anytime a player with superstar abilities did the hit-stick animation, it would be a fumble.
    There is a decent chance that RoboQB could be from superstar abilities on, I will provide feedback after I've done some testing if you would like.

    Thanks for testing them out. I'm not too sure about Superstar Abilities, and if they are the point to isolate. RoboQB is a strange one and in my testing it's been more for the fact that a discrepancy between the Main Menu and CFM. If you can determine Superstar Abilities works, definitely let me know. I'll test as well, but it won't be the highest priority before I get even more sample size of the set in hand. Thanks!
    MvPeterson2828
    Don’t have time for a full game Tonight but halftime Ravens Vs Dolphins (me) it is 20-14. Lamar Jackson is 13/18 122 yards 2 TDs. Definitely no robo QB here. He has missed passes actually and had some broken up. I think with your slider set with superstar abilities will work just fine. It also isn’t too uncommon anymore to see guys in the 75% completions anymore or maybe even a little higher for elite guys like Brees, Brady, etc. with Rosen right now I am 9/15 and has already missed some passes. Especially deep passes. But again, need more sample size and a few full games under my belt to confirm.
    Also I’m not sure if you are plugging in sliders in main menu and importing or leaving main menu default, but I did do a test game before this currently and I left injuries in main menu at 10, plugged in everything else as threshold, assists off, fatigue. Played a game and coverage seemed really wonky. Going off of some info I got from JoshC. I backed out and did 50/50 injury. Main menu and cfm and notice instant improvement so just throwing that out there...
    Sent from my iPhone using Operation Sports

    I will include a bit more in-depth instructions regarding the Main Menu and Franchise Menu set up. You are right, any type of discrepancy between the two, can cause issues. I edited it in the OP after publishing the post initially. However, I think more specific instructions (not just difficulty) should be made clear.
    Thanks, buddy.
    Didn't expect you to have a set out to soon. I'll input them into my game and stream some games on my YouTube channel. I will be leaving Superstar Abilities on as I think it helps to differentiate the elite players, because it helps trigger certain plays or animations.
    BlackLightning3
    Didn't expect you to have a set out to soon. I'll input them into my game and stream some games on my YouTube channel. I will be leaving Superstar Abilities on as I think it helps to differentiate the elite players, because it helps trigger certain plays or animations.

    Yeah, I saw you had been streaming, but wasn't sure if had seen these yet. Let me know when you do with the set. Sure, I'm curious on how the Superstar abilities play out.
    So in my last post I talked about RoboQB's. I realized that I didnt do the sliders in the Main menu, and instead it was in CFM. Once I changed it into Main menu and then imported them into CFM the gameplay was smooth, RoboQbs seemed to go away. I also did some testing with SA On. Fumbles seemed to still be an issue with the defenders with abilities always hit-sticking for fumbles. I adjusted fumbles to 80 (Which seemed to be my sweet spot in the slider testing I've done)
    I played 1 and a half games.
    Game 1: Rodgers threw like 80% which I think is perfectly fine and normal, esp when its an elite QB.
    Game 2: Eli Manning was like 7/13 which I also think is fine. so those issues are sorted.
    Currently I think the state of gameplay with the slider's you made along with my own personal touch is very playable, and I'm having a lot of fun.
    I played a game with this and it felt really good. Honestly it was better than any game I played all last year. So much smoother this year. I struggled stopping the run but it wasn’t anything crazy. Indy scored 31 on me. Luck was great but for sure not RoboQB. He was at like 68% passing for the game.
    Also this year pressuring the QB means everything, as it should. If you put pressure on the qb they make mistakes
    Sent from my iPhone using Operation Sports
    Played only a half with these before Enforcer ability caused me to rage quit. I played the same opponent twice and their Enforcer forced 8 fumbles across 5 quarters. That needs to be tuned in the worst of ways, but that's obviously just a mini rant that has nothing to do with the sliders lol.
    The CPU went 14-14, really didn't push the ball downfield but once. My QB went 16-19 with two of my incompletions coming by missing a checkdown by about 10 yards. That's been happening with several slider sets tho so maybe it's just the dice roll programming aspect.
    One thing I did notice in these sliders that I haven't seen was the AI sort of freezing when pursuing the ball. This happened by both the CPU and my AI teammates.
    https://youtu.be/EVVSubazFcs
    Couldn't really get enough gameplay for a lot of info, but the run pursuit hiccups happened on several run plays.
    xCoachDx
    Played only a half with these before Enforcer ability caused me to rage quit. I played the same opponent twice and their Enforcer forced 8 fumbles across 5 quarters. That needs to be tuned in the worst of ways, but that's obviously just a mini rant that has nothing to do with the sliders lol.
    The CPU went 14-14, really didn't push the ball downfield but once. My QB went 16-19 with two of my incompletions coming by missing a checkdown by about 10 yards. That's been happening with several slider sets tho so maybe it's just the dice roll programming aspect.
    One thing I did notice in these sliders that I haven't seen was the AI sort of freezing when pursuing the ball. This happened by both the CPU and my AI teammates.
    https://youtu.be/EVVSubazFcs
    Couldn't really get enough gameplay for a lot of info, but the run pursuit hiccups happened on several run plays.

    This is kind of my scare with Superstar Abilities. It's fairly impactful in an RPG kind of way. I watched Esco play with it on and there didn't seem to be too many issues.
    Not sure about the pursuit. Nothing was changed other than threshold that could really affect it afaik.
    I'd advise to try these same games without superstar abilities on to get a clear picture. Wouldn't call them my sliders since I've never played with them on. I'll get to testing though.
    Well my test game Saints Vs Texans (me) didn’t go well at all. The SA abilities may have to be turned off or just a lot of testing needs to be done? But brees was literally unstoppable. 19/21 250 Yards 2 TDs before halftime. It didn’t feel completely cheesy but we hardly attacked downfield. But I’m seeing this in general where QBs don’t really push the ball downfield. It would suck if we had to turn SA off but I’m noticing with it on as well, tons of fumbles from the guys with the abilities.
    Question for you Matt since you been testing with it off. Did the elite players still stand out?
    Sent from my iPhone using Operation Sports
    Spelunker_
    So in my last post I talked about RoboQB's. I realized that I didnt do the sliders in the Main menu, and instead it was in CFM. Once I changed it into Main menu and then imported them into CFM the gameplay was smooth, RoboQbs seemed to go away. I also did some testing with SA On. Fumbles seemed to still be an issue with the defenders with abilities always hit-sticking for fumbles. I adjusted fumbles to 80 (Which seemed to be my sweet spot in the slider testing I've done)
    I played 1 and a half games.
    Game 1: Rodgers threw like 80% which I think is perfectly fine and normal, esp when its an elite QB.
    Game 2: Eli Manning was like 7/13 which I also think is fine. so those issues are sorted.
    Currently I think the state of gameplay with the slider's you made along with my own personal touch is very playable, and I'm having a lot of fun.

    That's good to hear confirmation that the MM / CFM menu adjustment is important. It's bizarre, but there is no surprise considering the game has discrepancies as a whole.
    Maybe that option for fumbles at 80 can work for those who are using the Superstar Abilities. I personally do not know enough of how the game plays in franchise with it on. Are fumbles the only significant element that is affected?
    Rmiok222
    I played a game with this and it felt really good. Honestly it was better than any game I played all last year. So much smoother this year. I struggled stopping the run but it wasn’t anything crazy. Indy scored 31 on me. Luck was great but for sure not RoboQB. He was at like 68% passing for the game.
    Also this year pressuring the QB means everything, as it should. If you put pressure on the qb they make mistakes
    Sent from my iPhone using Operation Sports

    Always a good sign when the QB is under 70% but CPU still puts up decent scoring amount. How was the QB's long passing game? I've liked what I've seen at times when all routes are covered and the CPU opts to play the short of the first down instead of risking a shot down the field. Hadn't seen that before as CPU QB was constantly trying to break my secondary deep.
    MvPeterson2828
    Well my test game Saints Vs Texans (me) didn’t go well at all. The SA abilities may have to be turned off or just a lot of testing needs to be done? But brees was literally unstoppable. 19/21 250 Yards 2 TDs before halftime. It didn’t feel completely cheesy but we hardly attacked downfield. But I’m seeing this in general where QBs don’t really push the ball downfield. It would suck if we had to turn SA off but I’m noticing with it on as well, tons of fumbles from the guys with the abilities.
    Question for you Matt since you been testing with it off. Did the elite players still stand out?
    Sent from my iPhone using Operation Sports

    Disregard my post guys... when I loaded madden this morning, it asked me to pick from my previous saved profiles and I guess I picked the wrong one. Had the wrong settings. Testing again and seems way better now. Sorry!!!
    I will agree though fumbles could be looked at if you got SA on. Seen a lot.
    Sent from my iPhone using Operation Sports
    Matt10
    Always a good sign when the QB is under 70% but CPU still puts up decent scoring amount. How was the QB's long passing game? I've liked what I've seen at times when all routes are covered and the CPU opts to play the short of the first down instead of risking a shot down the field. Hadn't seen that before as CPU QB was constantly trying to break my secondary deep.

    Well TY hilton had a 60 yard catch against me so I’d say it’s okay from that one game I played. One thing I liked a lot was Andrew luck was even “in the zone” and I picked him off. I was afraid when I saw this feature on YouTube before the game came out that when a qb was in the zone he’d turn into a super robo qb and that wasn’t the case which was nice to see. The two QBs I’ve played against were Alex smith and Andrew luck. I noticed a massive difference between playing the two, something last year I didn’t notice at all because It didn’t matter if I was playing against mahomes or Keenum i got torched routinely either way.
    To sum it up I think this is a fantastic V1. Cpu all madden feels a lot less automatic this year. I know it’s not perfect but the AI pass coverage is much better this year than last as well.
    Sent from my iPhone using Operation Sports
    I feel like I’m going to be indecisive with all pro or all madden this year. If user offense can be toned down on all pro it would be perfect because user defense on all pro is almost perfect.
    Sent from my iPhone using Operation Sports
    MvPeterson2828
    Disregard my post guys... when I loaded madden this morning, it asked me to pick from my previous saved profiles and I guess I picked the wrong one. Had the wrong settings. Testing again and seems way better now. Sorry!!!
    I will agree though fumbles could be looked at if you got SA on. Seen a lot.
    Sent from my iPhone using Operation Sports

    You had me nervous lol
    Sent from my iPhone using Operation Sports
    Getting ready to stream again. Will probably do two games back to back after taking a break and starting my Return of the Oilers CFM since I have sliders and XP sliders. I don't think the Superstars causing fumbles is too much of a problem because almost no other player causes fumbles.
    Tennessee Titans vs Oakland Raiders All-Madden version 1 http://www.youtube.com/slickescobar
    Just finished Texans Vs Saints. I lost 10-30. It actually felt really good. Except Brees being 32/36 339 Yards 3 TDs. But The thing is, it isn’t robo QB. At all actually. It’s coverage itself I’m noticing. Like there is a bug or something going on. I also can see Brees putting up those kind of numbers as well. Towards end of the game I started messing with Man-Align and Base-Align and from the very limited time with it in this game, it seemed like it helped with DB in Man coverage stopping and then proceeding to cover. It’s very limited so I’ll keep playing around with it some more.
    For some reason I’m not able to post the video. Anyways, there was an instances I did man to man and my corner was covering Michael Thomas on a Out route to the right. When Thomas proceeds to cut to the right, my corner does a weird spin animation to the left and proceeds to then follow Thomas to the right and this ends up leaving him wide open. After I saw that a few times I started to mess with shading inside, underneath, outside, and just didn’t seem to help at all or possibly even make it worse. I’m not sure if this is a bug in coverage but I don’t think we have robo QB. CPU QB is just taking whatever is there that is open and when coverage is being funky like that and leaving guys open, well that’s going to be the results. Higher completion %. I’ll keep messing around with base-align and man-align and see if it helps.
    Appreciate your work Matt! Definitely a very solid V1 set.
    Sent from my iPhone using Operation Sports
    SA works great with this set... I play no switch rule on D and this is the best football simulation I have ever played... I don't fumble like everyone else bc I protect the ball early I think most users are used to the cover the ball late but M20 has made it more realistic imo... I already knew Matt was gonna nail these sliders with ease, SA makes the game better imo
    jgreengutta
    SA works great with this set... I play no switch rule on D and this is the best football simulation I have ever played... I don't fumble like everyone else bc I protect the ball early I think most users are used to the cover the ball late but M20 has made it more realistic imo... I already knew Matt was gonna nail these sliders with ease, SA makes the game better imo

    I’m sorry what’s SA?
    Sent from my iPhone using Operation Sports
    Thanks for the feedback, guys. I'm already working on V2, and it looks like a change to PCV and Pass Reaction are going to be bumped +10 each. It's an obvious explanation, but it does stress the importance of importing the sliders into the CFM, and not manually changing the values. Seeing good things already with less separation.
    Matt10
    Thanks for the feedback, guys. I'm already working on V2, and it looks like a change to PCV and Pass Reaction are going to be bumped +10 each. It's an obvious explanation, but it does stress the importance of importing the sliders into the CFM, and not manually changing the values. Seeing good things already with less separation.

    Ill do this when I get home and give you some feedback.
    Sent from my iPhone using Operation Sports
    MvPeterson2828
    Just finished Texans Vs Saints. I lost 10-30. It actually felt really good. Except Brees being 32/36 339 Yards 3 TDs. But The thing is, it isn’t robo QB. At all actually. It’s coverage itself I’m noticing. Like there is a bug or something going on. I also can see Brees putting up those kind of numbers as well. Towards end of the game I started messing with Man-Align and Base-Align and from the very limited time with it in this game, it seemed like it helped with DB in Man coverage stopping and then proceeding to cover. It’s very limited so I’ll keep playing around with it some more.
    For some reason I’m not able to post the video. Anyways, there was an instances I did man to man and my corner was covering Michael Thomas on a Out route to the right. When Thomas proceeds to cut to the right, my corner does a weird spin animation to the left and proceeds to then follow Thomas to the right and this ends up leaving him wide open. After I saw that a few times I started to mess with shading inside, underneath, outside, and just didn’t seem to help at all or possibly even make it worse. I’m not sure if this is a bug in coverage but I don’t think we have robo QB. CPU QB is just taking whatever is there that is open and when coverage is being funky like that and leaving guys open, well that’s going to be the results. Higher completion %. I’ll keep messing around with base-align and man-align and see if it helps.
    Appreciate your work Matt! Definitely a very solid V1 set.
    Sent from my iPhone using Operation Sports

    Right, this is the issue with Madden overall in terms of the pass coverage. The coverage animations are buggy in spots. The thread on the main thread of Pass coverage is spot on by @canes21 gif images, etc. I have videos of it as well. This set merely tries to allow players to catch up and recover from those poor animations. Reminds me of the ol' DB Glitch of NCAA 12/13.
    Matt10
    Right, this is the issue with Madden overall in terms of the pass coverage. The coverage animations are buggy in spots. The thread on the main thread of Pass coverage is spot on by @canes21 gif images, etc. I have videos of it as well. This set merely tries to allow players to catch up and recover from those poor animations. Reminds me of the ol' DB Glitch of NCAA 12/13.

    If coverage can get on point and the QBs are still able to release the ball quick that would be perfect
    Matt10
    Version 2update shortly, still needs like 10 more minutes of testing, but may have found something regarding the coverage issue.

    Nope didn't pan out. Sorry, guys. No changes for now. Need more testing. The sliders are good as is, but I really want to get this coverage issue sorted. In the meantime, I'm compiling all my recordings of the issue then sending it to Clint. I'll post it in here too - off to bed.
    Matt10
    Nope didn't pan out. Sorry, guys. No changes for now. Need more testing. The sliders are good as is, but I really want to get this coverage issue sorted. In the meantime, I'm compiling all my recordings of the issue then sending it to Clint. I'll post it in here too - off to bed.

    I am always using your sliders man. Thank you for the time you put in on this!
    I played a game with both pass coverage sliders at 60 for user and cpu (reaction and coverage) and I won 38-6. It felt great. I love this game right now. Zero robo qb. I was Browns vs Bucs. I gave up 6 this game. 2 games ago I gave up 32. I see nothing wrong with the current set.
    Odell wrecked the TB secondary. 13 catches 260 yards 3 TDs. He was in the zone. Unstoppable. Garret had 2 sacks which also led to him being in the zone. Winston completed 59% of passes. I played mostly zone, I educated myself on exactly how all defensive sets and coverages work and it’s made a huge difference in my defensive play.
    As far as user offense baker was 32-44 for 380 yards and 4 TDs. Sacked 3 times. TB secondary is awful so I’m okay with this result obviously.
    Disclaimer: I lowered Cpu qb acc to 20.
    Winston attempted SEVERAL deep passes. I used a lot of cover 6 and cover 9 to cover mike Evans underneath and with a safety over top so he was basically shut down
    Sent from my iPhone using Operation Sports
    Matt i do suggest testing/playing with abilities on. In the long run the rookies and the game (patches/updates) is anchored around the new features. And if you're looking for player disparity over time it will be directly tethered to SA. Unfortunately they do make the game better. Otherwise you'll end up playing Madden 19 again with different menus
    reMicXz
    Matt i do suggest testing/playing with abilities on. In the long run the rookies and the game (patches/updates) is anchored around the new features. And if you're looking for player disparity over time it will be directly tethered to SA. Unfortunately they do make the game better. Otherwise you'll end up playing Madden 19 again with different menus

    Yo Matt I agree with this... Tweak with SA on it's a better experience
    jgreengutta
    V1 playing like Gold lol...I gotta try V2 I think your gonna knock these out pretty quick this year

    Yeah I’m scared to even change it. V1 really does feel gold. Excited to see what Matt does. I know it’ll be even better
    Sent from my iPhone using Operation Sports
    reMicXz
    Matt i do suggest testing/playing with abilities on. In the long run the rookies and the game (patches/updates) is anchored around the new features. And if you're looking for player disparity over time it will be directly tethered to SA. Unfortunately they do make the game better. Otherwise you'll end up playing Madden 19 again with different menus

    I'll eventually warm up to it, maybe. It's early days. I want to evaluate the issues with coverage bugs before diving into elements like superstar abilities. I like the concept of it, I'm just hesitant on the presentation and UX of it all.
    The good thing is if I don't play with it on, I know someone will play with it on, and I'll get good feedback. Especially when the likes of Esco stream.
    Matt10
    I'll eventually warm up to it, maybe. It's early days. I want to evaluate the issues with coverage bugs before diving into elements like superstar abilities. I like the concept of it, I'm just hesitant on the presentation and UX of it all.
    The good thing is if I don't play with it on, I know someone will play with it on, and I'll get good feedback. Especially when the likes of Esco stream.

    Is V2 dropping soon
    Sorry for the delay. Long test day/night. Think I did my best at turning over every stone of this pass coverage issue. The below is by no means a solution, it's merely a way to get the game tighter and more manageable.
    7/29/19 - Been a full testing day/night in trying to get the pass coverage on point. I would say I've been all over the place, working different theories and placebos. In the end, the test that stuck, and produced good results, is the obvious value of Threshold/Speed Disparity. It needed to be raised SIGNIFICANTLY. The more I reviewed previous values, the more it makes sense because we're already setting up behind the robo QB mentality, and it's the space given up due to a combination of threshold + buggy coverage animations that makes easy completions. Even lowering QBA or WRC makes little impact other than making the CPU QB less like a D3 college QB, let alone an NFL caliber one.
    So, the adjustment here is Minimum Threshold from 35 to 85.
    Min Player Threshold: 85 (prev: 35)
    • Version 2: Raising threshold is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.
    Matt10
    Sorry for the delay. Long test day/night. Think I did my best at turning over every stone of this pass coverage issue. The below is by no means a solution, it's merely a way to get the game tighter and more manageable.
    7/29/19 - Been a full testing day/night in trying to get the pass coverage on point. I would say I've been all over the place, working different theories and placebos. In the end, the test that stuck, and produced good results, is the obvious value of Threshold/Speed Disparity. It needed to be raised SIGNIFICANTLY. The more I reviewed previous values, the more it makes sense because we're already setting up behind the robo QB mentality, and it's the space given up due to a combination of threshold + buggy coverage animations that makes easy completions. Even lowering QBA or WRC makes little impact other than making the CPU QB less like a D3 college QB, let alone an NFL caliber one.
    So, the adjustment here is Minimum Threshold from 35 to 85.
    Min Player Threshold: 85 (prev: 35)
    • Version 2: Raising threshold is a tough pill to swallow considering the animations at 35 were where I wanted. The problem is the space of 35 and even 50, that caused poor attention in coverage - not including the buggy coverage animations of overly hyper DBs and LBs. So, this value gets a big bump to tighten things up, but still allow breathing room when the superstars get hold of the ball.

    Look forward to testing tomorrow. Unfortunately I’m too old to drive 20 minutes to pick it up tonight when I will be on that side of town tomorrow, but I plan on testing first thing in the afternoon. Raising threshold makes sense, but if you fix the CPU QB stuff and DB coverage it’s a solid game.
    Rmiok222
    So speed threshold is the only change. Correct?
    Sent from my iPhone using Operation Sports

    So far, yes :)
    It's getting there, but taking a while. The good thing is I've determined that within sliders there is no fix to the buggy coverage issues. Penalties are a slippery slope, so I won't be looking at those until last resort. Have done all the other discrepancy MM>CFM tests.
    Matt10
    So far, yes :)
    It's getting there, but taking a while. The good thing is I've determined that within sliders there is no fix to the buggy coverage issues. Penalties are a slippery slope, so I won't be looking at those until last resort. Have done all the other discrepancy MM>CFM tests.

    I agree with you that the coverage can not be fixed with sliders. That’s something EA needs to fix. I appreciate what you do man. Thanks.
    Sent from my iPhone using Operation Sports
    Matt I have a question though and I’m sure you have an answer since you know way more about this than me. Why wouldn’t simply raising pass coverage and reaction help tighten it up as well?
    Sent from my iPhone using Operation Sports
    Rmiok222
    Matt I have a question though and I’m sure you have an answer since you know way more about this than me. Why wouldn’t simply raising pass coverage and reaction help tighten it up as well?
    Sent from my iPhone using Operation Sports

    Hypothetically it should. Unfortunately, with the coverage bugs, it doesn't affect too much. I've raised it high, and it will hurt the aggression to be even higher, so they take more terrible angles.
    Reactions could go higher, but won't help if they aren't closer to begin with, hence the threshold.
    My issue is still the CPU QB just finding the perfect pass, and the RAC afterwards.
    WCBasketball
    Look forward to testing tomorrow. Unfortunately I’m too old to drive 20 minutes to pick it up tonight when I will be on that side of town tomorrow, but I plan on testing first thing in the afternoon. Raising threshold makes sense, but if you fix the CPU QB stuff and DB coverage it’s a solid game.

    The Game comes out 2night???
    Version 3 comes out early today.
    7/30/19 - Had to sneak in a couple more tests, and found that the reality of the QB and WR needs to be addressed because the very weak pass coverage. So, CPU QB is taking a hit down, and WR is incremental so there are more contested drops.
    QB Accuracy: 15/25 (prev: 25/25)
    • Reluctantly changing this value because I like the aggression on the QB at 25+, but the issue is they try too many deep balls, which are easy to complete due to poor user coverage. With it at 15, the CPU will make some off the mark throws, but also make some throws that are not right in the numbers. They will not try to squeeze passes into tight windows as much which alone should calm things down a bit.
    WR Catch: 45/45 (prev: 48/48)
    • A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.
    Matt10
    Version 3 comes out early today.
    7/30/19 - Had to sneak in a couple more tests, and found that the reality of the QB and WR needs to be addressed because the very weak pass coverage. So, CPU QB is taking a hit down, and WR is incremental so there are more contested drops.
    QB Accuracy: 15/25 (prev: 25/25)
    • Reluctantly changing this value because I like the aggression on the QB at 25+, but the issue is they try too many deep balls, which are easy to complete due to poor user coverage. With it at 15, the CPU will make some off the mark throws, but also make some throws that are not right in the numbers. They will not try to squeeze passes into tight windows as much which alone should calm things down a bit.
    WR Catch: 45/45 (prev: 48/48)
    • A slight drop for both to help the receivers who can secure the ball to stand out versus those who shouldn't be able to hold on after absorbing some strip or big tackles. Needed more error in the right spots, but not overdone like it would be values lower.

    Hey Matt. It says on your post human/Cpu and then for accuracy it says 15/25. I’m assuming judging from your last from your post you meant that the other way around right?
    Sent from my iPhone using Operation Sports
    Matt10 I would rename the Minimum Player Threshold listing in your guide to the new name Player Speed Parity Scale just to not confuse anyone new to your sliders :). The new name actually makes more sense than the old name anyway.
    Rmiok222
    Hey Matt. It says on your post human/Cpu and then for accuracy it says 15/25. I’m assuming judging from your last from your post you meant that the other way around right?
    Sent from my iPhone using Operation Sports

    Woops - thanks!
    SGMRock
    Matt10 I would rename the Minimum Player Threshold listing in your guide to the new name Player Speed Parity Scale just to not confuse anyone new to your sliders :). The new name actually makes more sense than the old name anyway.

    Good call. Yeah, I'm an oldie and am used to threshold because Speed should be straight up Pace, but that value is so much more than just speed which causes separation.
    7/30/19 - Adding one last value to Version 3, which should help reactions, without modifying the reaction slider or PCV. It's something learned in Madden 19 and that is the INT value. Lowering this one to the point in which the defenders stop looking at the ball (head tracking) all the way to completion, and instead try to make a play on it, either through an interception or deflection animation. Enjoy!
    Interceptions: 25/25 (prev: 40/40)
    • This value gets a bump down to help with coverage and reactions, without actually modifying PCV or Reactions value. This helps the defenders to react to the ball versus watching it in the air (head tracking) all the way till the receiver catches it, then a tackling animation takes place. Good animations overall - and interceptions definitely still happen.
    With that interception adjustment, the coverage is much better, however...I do need to review the QBA at 15 because playing against Aaron Rodgers who on V1 went from 28/29 for 340 yards and 4 tds, to now 16/21 for 120 yards and 0 tds at the start of the 4th quarter. The good thing is only 2 drops for his receivers (both immediate hits/strips by my Broncos defense).
    Will continue to test, but do not be surprise if there is an addendum to one of the values. Broncos do have a decent secondary, but even the linebackers are getting there. Positive results overall though.
    Matt10
    With that interception adjustment, the coverage is much better, however...I do need to review the QBA at 15 because playing against Aaron Rodgers who on V1 went from 28/29 for 340 yards and 4 tds, to now 16/21 for 120 yards and 0 tds at the start of the 4th quarter. The good thing is only 2 drops for his receivers (both immediate hits/strips by my Broncos defense).
    Will continue to test, but do not be surprise if there is an addendum to one of the values. Broncos do have a decent secondary, but even the linebackers are getting there. Positive results overall though.

    Try QB passing between 40-45
    Matt10
    With that interception adjustment, the coverage is much better, however...I do need to review the QBA at 15 because playing against Aaron Rodgers who on V1 went from 28/29 for 340 yards and 4 tds, to now 16/21 for 120 yards and 0 tds at the start of the 4th quarter. The good thing is only 2 drops for his receivers (both immediate hits/strips by my Broncos defense).
    Will continue to test, but do not be surprise if there is an addendum to one of the values. Broncos do have a decent secondary, but even the linebackers are getting there. Positive results overall though.

    Good news and this actually played quite nicely towards the end. Rodgers finished 250 yards with a touchdown. Only 3 drops total for them, 3 drops for me.
    Played against the Chargers with SA on and lost 35-10. Rivers went 25/38 for 320 and 3 tds. Flacco got injured in the 3rd after putting up 200 with 2 picks, so rookie fro my mizzou tigers Drew Lock came in, and well you can feel the difference in a QB as raw as him. I went 5/10 with a pick, for about 80 yards, sacked 3x.
    Try out the set as posted. Give it about 3-4 games. Think I'm good for now until they address the pass coverage issues.
    Matt10
    Good news and this actually played quite nicely towards the end. Rodgers finished 250 yards with a touchdown. Only 3 drops total for them, 3 drops for me.
    Played against the Chargers with SA on and lost 35-10. Rivers went 25/38 for 320 and 3 tds. Flacco got injured in the 3rd after putting up 200 with 2 picks, so rookie fro my mizzou tigers Drew Lock came in, and well you can feel the difference in a QB as raw as him. I went 5/10 with a pick, for about 80 yards, sacked 3x.
    Try out the set as posted. Give it about 3-4 games. Think I'm good for now until they address the pass coverage issues.

    Try Coaching Adjustments with swat ball to see if that helps
    This speed parity at 85 is going to kill me but I’ll give it a shot lol. I’m So use to lower values!
    Sent from my iPhone using Operation Sports
    Matt10
    Good news and this actually played quite nicely towards the end. Rodgers finished 250 yards with a touchdown. Only 3 drops total for them, 3 drops for me.
    Played against the Chargers with SA on and lost 35-10. Rivers went 25/38 for 320 and 3 tds. Flacco got injured in the 3rd after putting up 200 with 2 picks, so rookie fro my mizzou tigers Drew Lock came in, and well you can feel the difference in a QB as raw as him. I went 5/10 with a pick, for about 80 yards, sacked 3x.
    Try out the set as posted. Give it about 3-4 games. Think I'm good for now until they address the pass coverage issues.

    Told you SA was the sauce with these sliders lol
    My first game on all madden (usually play all pro) and man I got my butt kicked by the Colts. The game was pretty close (all TDS scores by Cam running in) until I started to throw bad balls, in tight spots trying to make something happen and those ended up in Picks ( as they should). The run game was non existent for me (Panthers) and Colts. I will continue to test but now I have to go to practice for a while since I’m on all madden lol. The bad percentage from Cam was all me of trying to get use to all madden cause the throws I make in All Pro won’t work. Any tips?
    Yes, my DB’s are a step behind in man cvg.
    Also noticing my G’s/C release the DL before I make it back to LOS. I’m not hitting sprint trigger.
    rowanl
    Yes, my DB’s are a step behind in man cvg.
    Also noticing my G’s/C release the DL before I make it back to LOS. I’m not hitting sprint trigger.

    That's fairly common with this year's Madden in general. There is a very brief stop animation by the user DB's instead of a step animation. It basically allows the CPU receiver to get that bit ahead. Recent update to the sliders has helped, but there's definitely room for improvement.
    The issue is the pass coverage is so volatile and unpredictably so. You never know when yours, or the CPU, LB/DB is going to randomly lunge forward or sideways - completely giving up all momentum to cover their man/zone.
    7/31/19 - This value is one that addresses the marking of the receivers by the DBs/LBs. I'm reluctant to change it because I did not want to adjust penalties, but seeing the constant space the receivers are getting, they need to be met with resistance. It addresses one of the many discrepancies that the MM and CFM menu have. This alone could suggest why there are so many out of sync plays in coverage. I do not plan on going down the rabbit hole of penalties. I know they can do plenty of good things, but can also affect many others.
    Defensive Holding (Only in CFM Menu): 45 (prev: 50)
    • Dropping this value a tad because it will mean defensive holding doesn't get called as much, which it wasn't to begin with, but now the defenders will hold on just a little bit longer onto the receivers. This improves the DB/LB/WR/TE interaction to such a better level, which then makes the passing sequence even more important, but be sure that, depending on rating, the receiver will not have acres of space constantly.
    Matt10

    7/31/19 - This value is one that addresses the marking of the receivers by the DBs/LBs. I'm reluctant to change it because I did not want to adjust penalties, but seeing the constant space the receivers are getting, they need to be met with resistance. It addresses one of the many discrepancies that the MM and CFM menu have. This alone could suggest why there are so many out of sync plays in coverage. I do not plan on going down the rabbit hole of penalties. I know they can do plenty of good things, but can also affect many others.
    Defensive Holding (Only in CFM Menu): 45 (prev: 50)
    • Dropping this value a tad because it will mean defensive holding doesn't get called as much, which it wasn't to begin with, but now the defenders will hold on just a little bit longer onto the receivers. This improves the DB/LB/WR/TE interaction to such a better level, which then makes the passing sequence even more important, but be sure that, depending on rating, the receiver will not have acres of space constantly.

    Disregard this post. Read something wrong and asked a question I already figured out on my own
    Sent from my iPhone using Operation Sports
    If I’ve been trying all pro can I drop defensive holding on that difficulty as well? Assuming the penalty slider decrease wouldn’t matter if you were on AP or AM
    Sent from my iPhone using Operation Sports
    Rmiok222
    If I’ve been trying all pro can I drop defensive holding on that difficulty as well? Assuming the penalty slider decrease wouldn’t matter if you were on AP or AM
    Sent from my iPhone using Operation Sports

    Yeah, no issues with that. I'll be working on the AP set once I feel good about AM.
    I usually use your sliders, but getting the game early through Access Premier left me to fend for myself. I play 15 minute quarters with the auto runoff set to 15, which usually allows for around 100-120 snaps. I’m more concerned about having challenging, competitive games with realistic stats than anything else.
    Where I found myself having exciting games was with pass blocking left at 50, pass coverage and reaction time cranked up to around 80. This gave both sides more time in the pocket to take downfield shots, but helped the coverage still be pretty tight. I do wonder if I’m cranking the sliders too far to feel the difference between good and bad players.
    I played my first game with your V2 set last night and felt that the passing was way too wide open. The Cowboys are pretty good and the Giants are pretty bad, granted, but I was able to roll off 600 yards of offense and 62 points, with Dak easily eclipsing 400 yards, 4 TDs, and 80% completions. Eli was ~24/30 for ~120 yards, not once going downfield.
    I’m going to give it another shot today with V3, but just wanted to pass along my findings in case they’re somewhat helpful to the cause.
    ncook06
    I usually use your sliders, but getting the game early through Access Premier left me to fend for myself. I play 15 minute quarters with the auto runoff set to 15, which usually allows for around 100-120 snaps. I’m more concerned about having challenging, competitive games with realistic stats than anything else.
    Where I found myself having exciting games was with pass blocking left at 50, pass coverage and reaction time cranked up to around 80. This gave both sides more time in the pocket to take downfield shots, but helped the coverage still be pretty tight. I do wonder if I’m cranking the sliders too far to feel the difference between good and bad players.
    I played my first game with your V2 set last night and felt that the passing was way too wide open. The Cowboys are pretty good and the Giants are pretty bad, granted, but I was able to roll off 600 yards of offense and 62 points, with Dak easily eclipsing 400 yards, 4 TDs, and 80% completions. Eli was ~24/30 for ~120 yards, not once going downfield.
    I’m going to give it another shot today with V3, but just wanted to pass along my findings in case they’re somewhat helpful to the cause.

    I messaged you
    Sent from my iPhone using Operation Sports
    ncook06
    I usually use your sliders, but getting the game early through Access Premier left me to fend for myself. I play 15 minute quarters with the auto runoff set to 15, which usually allows for around 100-120 snaps. I’m more concerned about having challenging, competitive games with realistic stats than anything else.
    Where I found myself having exciting games was with pass blocking left at 50, pass coverage and reaction time cranked up to around 80. This gave both sides more time in the pocket to take downfield shots, but helped the coverage still be pretty tight. I do wonder if I’m cranking the sliders too far to feel the difference between good and bad players.
    I played my first game with your V2 set last night and felt that the passing was way too wide open. The Cowboys are pretty good and the Giants are pretty bad, granted, but I was able to roll off 600 yards of offense and 62 points, with Dak easily eclipsing 400 yards, 4 TDs, and 80% completions. Eli was ~24/30 for ~120 yards, not once going downfield.
    I’m going to give it another shot today with V3, but just wanted to pass along my findings in case they’re somewhat helpful to the cause.

    Thanks, man.
    I may need to make some clerical adjustments, but there should only be one version, which is version 4. Posted as is. I would start there, and provide feedback if possible. I will eventually start logging the changes in the OP (in the spoiler at the end) once I have the base down. These "versions" are more like in "beta" stage.
    So here it is, without the explanations so as to shorten:
    ---
    ---

    All-Madden (All-Pro has not been tested yet, still early days, won't be long)
    Rosters: EA Default (Active or Preseason)
    Auto-subs: Default
    Game Style: Simulation
    Quarter Length: 9 minutes
    Accelerated Clock: Off
    Superstar Abilities: Off

    Ball Carrier Special Move: Manual
    Defensive Auto Strafe: Off
    Defensive Ball Hawk: On (this is on by default, so I've left it on, can say it doesn't make a difference in terms of attempting to isolate the poor coverage animations).
    Defensive Heat Seeker Assist: Off
    Defensive Switch Assist: Off

    Injuries: 50
    Fatigue: 50 (Prev: 45)
    Speed Disparity Scale: 85 (prev: 35)

    *Community PC file: "Matt10V4" (pending, tbd)
    *Community PS4 file: "Matt10V4" (pending, tbd)
    QB Accuracy: 25/15 (prev: 25/25)
    Pass Blocking: 35/35
    WR Catch: 45/45 (prev: 48/48)
    Run Blocking: 50/50
    Fumbles: 50/50
    Pass Defense Reaction Time: 50/50
    Interceptions: 25/25 (prev: 40/40)
    Pass Coverage: 50/50
    Tackling: 50/50

    FG Power: 50/50
    FG Accuracy: 48/48
    Punt Power: 46/46
    Punt Accuracy: 48/48
    Kickoff Power: 50/50

    Defensive Holding (Only in CFM Menu): 45 (prev: 50)
    All Other Penalties Set to Default 50 or ON
    7/31/19 - Updating fatigue from 55 back to default 50.
    Fatigue: 50 (prev: 55)
    • Have not seen any further benefits of fatigue being adjusted. If anything, I'm starting to see slow jogs in the wrong spots of coverage. Putting this back to default to be safe.
    Sometimes I really hate rivalry games in Madden. You balance the game for good games over all normal situations, then a rivalry game or one of the special Monday primetime games come up and the AI cranks things up like 2-3 notches or so more and you can't hardly do anything that whole game offense or defense and it seems really unbalanced. Then that game is over and your next game seems like a normal NFL game.
    I realize you can't win them all, but I hate feeling cheated into losing.
    Matt10
    Are you seeing coverage issues? Feeling like defenders are a step behind?
    Sent from my Moto Z (2) using Tapatalk

    No, more issues with my team fumbling whenever I get a drive going on offense, but I realized Dion Lewis and Taywan Taylor are fumbling machines. They literally had 75% of the teams' fumbles. With Mariota 20%. I got rid of all those players and am pretty sure I won't have anymore fumbling problems.
    I didn't think I was having coverage issues, but maybe I was. The announcers said I had the #5 ranked pass defense but they didn't play like it until version 3.
    Loving the sliders so far this year. I used up my 10 hour ea access already so I've not been able to try the latest versions. I've heard from others that all pro is working awesome this year. Anyone tried these sliders on all pro?
    iAmMrT
    Loving the sliders so far this year. I used up my 10 hour ea access already so I've not been able to try the latest versions. I've heard from others that all pro is working awesome this year. Anyone tried these sliders on all pro?

    This set above is legit, but my best game and I lost was default pro. Felt the ratings
    I'm giving up way too many fumbles to superstar players and their damn hit stick tackles and my own players are getting too many as well. I must be averaging 2 or 3 fumbles a game with Christian McCaffrey and Luke Kuechly has 13 in week 12 with the next closest player in the league having 4.
    Been a long time user of this set from Madden 19 and now 20. Finally made an account so i can be in on the conversation and give a thank you for these sliders. It's a lot of work. makes for a smoother game experience for me and my youtube series I do for franchise. Thank you!
    kapo
    I'm giving up way too many fumbles to superstar players and their damn hit stick tackles and my own players are getting too many as well. I must be averaging 2 or 3 fumbles a game with Christian McCaffrey and Luke Kuechly has 13 in week 12 with the next closest player in the league having 4.

    Superstar Abilities on?
    Gobotch
    Been a long time user of this set from Madden 19 and now 20. Finally made an account so i can be in on the conversation and give a thank you for these sliders. It's a lot of work. makes for a smoother game experience for me and my youtube series I do for franchise. Thank you!

    Cool, look forward to seeing how they work for you. Feel free to post your videos. I'm always wanting to watch other people play with the sliders so I can compare my own findings.
    BlackLightning3
    No, more issues with my team fumbling whenever I get a drive going on offense, but I realized Dion Lewis and Taywan Taylor are fumbling machines. They literally had 75% of the teams' fumbles. With Mariota 20%. I got rid of all those players and am pretty sure I won't have anymore fumbling problems.
    I didn't think I was having coverage issues, but maybe I was. The announcers said I had the #5 ranked pass defense but they didn't play like it until version 3.

    Fumbles definitely are a tricky beast. This superstar ability concept is working as intended I suppose. It is a good reason to why I have not exclusively tested it though. Once the base of the set is ready, then I can start testing SA on. My imagination, as someone had mentioned in the thread earlier, a value change for fumbles may be in order.
    kapo
    I'm giving up way too many fumbles to superstar players and their damn hit stick tackles and my own players are getting too many as well. I must be averaging 2 or 3 fumbles a game with Christian McCaffrey and Luke Kuechly has 13 in week 12 with the next closest player in the league having 4.

    I have had to move the fumble slider up to about 80 for a more realistic look at fumbles. I've still had some but they were legit fumbles. I'd try that.
    Yeah I have superstar abilities on. Haven't tried the game with it off yet since it's one of the bigger new additions this year. Those fumbles are really getting on my nerves though.
    kapo
    Yeah I have superstar abilities on. Haven't tried the game with it off yet since it's one of the bigger new additions this year. Those fumbles are really getting on my nerves though.

    I haven’t fumbled yet and have played over 100 games
    Cover up the ball folks
    WCBasketball
    I haven’t fumbled yet and have played over 100 games
    Cover up the ball folks

    I think it's bc people aren't protecting the ball early enough instead they do it late... when Zeke got popped for a fumble I knew it then, its bc im used to the protect button late ala M19... It's actually more realistic now
    Just giving my experience with fumbles.
    I've had 9 in 5 games and that's with doing little juke moves (Cause they don't really work, at least with my RB).
    That's split between my RB and QB with 2 of those being strip sacks.
    Good stuff on the fumbles feedback. TBH, I haven't addressed it because there were higher priorities in particular for coverage. I think that's in a better place in Version 4. The next value I'm looking at is fumbles and SA abilities On/Off. I am happy to say that I did play with SA on, and it actually wasn't too bad. I could get on board with this.
    Updates shortly.
    WCBasketball
    People need to stop.
    I have notes on 110 played games
    I have 3 fumbles
    Coaching Adjustments and cover the ball

    I literally just posted screenshots of a game and season stats. I can't make the cpu cover the ball. Three fumbles in 110 games what a joke.
    WCBasketball
    People need to stop.
    I have notes on 110 played games
    I have 3 fumbles
    Coaching Adjustments and cover the ball

    Man I respect your opinion just like I respect everybody else’s but it’s silly to tell people to stop posting what they’re experiencing. Have I personally had a ton of fumbles? Honestly, no. I haven’t. That being said this isn’t the only thread I’ve seen fumbles brought up on. If you just browse around OS you can see multiple users have had issues with fumbles. Just because you or I don’t have an issue with fumbles doesn’t mean it’s not an issue. We’re all here to help each other enjoy the game.
    Sent from my iPhone using Operation Sports
    Rmiok222
    Man I respect your opinion just like I respect everybody else’s but it’s silly to tell people to stop posting what they’re experiencing. Have I personally had a ton of fumbles? Honestly, no. I haven’t. That being said this isn’t the only thread I’ve seen fumbles brought up on. If you just browse around OS you can see multiple users have had issues with fumbles. Just because you or I don’t have an issue with fumbles doesn’t mean it’s not an issue. We’re all here to help each other enjoy the game.
    Sent from my iPhone using Operation Sports

    It’s the one thing I am not seeing a ton. Not saying others don’t, but when we tell EA to patch stuff everyone isn’t seeing they mess the game up more :(
    8/31/19 - This is what I call the refinement checkpoint of the set. It's usually right when I feel good enough about the base (Version 4), and can now adjust certain values to which I've determined their threshold to be bumped/reduced just slightly to create a balance. Here is Version 5 of the set.
    Regarding the fumble-issue. I use Matt's sliders, but with SA on.
    And I bumped the user fumble down to 20, instead of 50. Last game I only fumbled two times, and that is for me way more realistic, since the previous games I fumbled a minimum of 7 times each game.
    But besides that, I love this game, and of course....all respect to Matt, who really should be payed from EA for all his time and effort making both Madden and FIFA near perfect.
    Sent from my VOG-L29 using Operation Sports mobile app
    Redskins8813
    Regarding the fumble-issue. I use Matt's sliders, but with SA on.
    And I bumped the user fumble down to 20, instead of 50. Last game I only fumbled two times, and that is for me way more realistic, since the previous games I fumbled a minimum of 7 times each game.

    That’s odd, maybe a bigger sample size needed. To my knowledge, the “fumbles” slider is better explained as “resistance to fumbling” and lowering it would cause more fumbles. I had a game with 7 fumbles between to two teams, bumped fumbles to 55/55, and had no fumbles. Again, tiny sample size here.
    Redskins8813
    Regarding the fumble-issue. I use Matt's sliders, but with SA on.
    And I bumped the user fumble down to 20, instead of 50. Last game I only fumbled two times, and that is for me way more realistic, since the previous games I fumbled a minimum of 7 times each game.
    But besides that, I love this game, and of course....all respect to Matt, who really should be payed from EA for all his time and effort making both Madden and FIFA near perfect.
    Sent from my VOG-L29 using Operation Sports mobile app

    Yeah if you lower fumbles it causes more. In the MM settings it gives you a description of how the slider works.
    Sent from my iPhone using Operation Sports
    Matt, have you considered further lowering FG accuracy? Both myself and the cpu have been automatic from 55 yards or less. I just want that one time where I or the cpu miss an extra point (or even a 50 yarder, for heavens sake). It would be glorious!
    Sent from my iPhone using Operation Sports
    sublime55
    Matt, have you considered further lowering FG accuracy? Both myself and the cpu have been automatic from 55 yards or less. I just want that one time where I or the cpu miss an extra point (or even a 50 yarder, for heavens sake). It would be glorious!
    Sent from my iPhone using Operation Sports

    The CPU kicker has missed many field goals against me. Idk where you are playing, but if they playing in a dome they will make a higher percentage than if kicking in the wind, rain, snow.
    Version 5 plays really well. Disregard my lack of pass blocking. I have been testing a formula for my olineman that ended up putting a 68 ovr at LT which is why I got destroyed. I'm doing something else for the next game against the Bengals.
    After one game, my feeling with V5 is that offense is too easy. Played one game of Cowboys vs Pats. Both Zeke and James White had no problem getting big runs at will. The only thing that saved me from James White was the fact that my offensive output was close to 600 yards, with Dak going 400 yards, 5 TDs, no picks, on >80% completions, so the Pats fell behind and started passing more. (I said “neutralize him” to the x-factor scenario for Stephon Gilmore, and the goal was 400 yards passing with no picks, so I was throwing until the end.) My throwing might not have effected the score much because Zeke was getting 10+ yards every other handoff.
    On Brady’s passing... no robo QB! Brady was holding onto the ball, taking deep chances, generally finding the open guys. I still held him under 200 yards passing, but a lot of that had to do with my time of possession and a few lucky stops. I’m not sure if this is just Brady’s x-factor or just how V5 plays, but I think we’re on the right track.
    BlackLightning3
    The CPU kicker has missed many field goals against me. Idk where you are playing, but if they playing in a dome they will make a higher percentage than if kicking in the wind, rain, snow.

    This may very well be the case, as I play with the Cowboys. However, I feel the cpu has always been fairly automatic when it comes to field goals on all madden difficulty. I’ll give it some more sample size though, and see how field goals are in less kicker friendly environments
    Sent from my iPhone using Operation Sports
    ncook06
    After one game, my feeling with V5 is that offense is too easy. Played one game of Cowboys vs Pats. Both Zeke and James White had no problem getting big runs at will. The only thing that saved me from James White was the fact that my offensive output was close to 600 yards, with Dak going 400 yards, 5 TDs, no picks, on >80% completions, so the Pats fell behind and started passing more. (I said “neutralize him” to the x-factor scenario for Stephon Gilmore, and the goal was 400 yards passing with no picks, so I was throwing until the end.) My throwing might not have effected the score much because Zeke was getting 10+ yards every other handoff.
    On Brady’s passing... no robo QB! Brady was holding onto the ball, taking deep chances, generally finding the open guys. I still held him under 200 yards passing, but a lot of that had to do with my time of possession and a few lucky stops. I’m not sure if this is just Brady’s x-factor or just how V5 plays, but I think we’re on the right track.

    Give it a bit more sample size, but there is some room for personal adjustments such as reducing Run block to help. Good to hear about no robo QB, that's a start :)
    sublime55
    This may very well be the case, as I play with the Cowboys. However, I feel the cpu has always been fairly automatic when it comes to field goals on all madden difficulty. I’ll give it some more sample size though, and see how field goals are in less kicker friendly environments
    Sent from my iPhone using Operation Sports

    Yea, special teams can probably get some looking at. I think the power and accuracy values can take just a tad drop. We'll see. This is still the refinement checkpoint, so I'm happy overall - just going to slightly adjust values with more sample size.
    C0883R
    I am confused do I leave injury at 10 in main menu or do i raise it to 50 also?

    Raise it to 50. Then import the sliders from the slider menu in CFM.
    I’ve really enjoyed the game lately so I’m hoping raising fumbles and lowering tackles doesn’t make anything wonky from a pass coverage stand point. This is the most fun I’ve had with madden I. Awhile! I did raise fumbles to 55 tho and tackling down to 48.
    I’ll be playing tonight hopefully at some point
    Sent from my iPhone using Operation Sports
    WOW ... just WOW.
    i tired these sliders for the first time today : play now mode - titans @ Patriots (i was the patriots) all madden difficulty.
    i lost 17-13 mainly because my first offensive possession started with a Brady fumble recovered by the titans in my endzone.
    i lost but i never enjoyed a madden game more. truth.
    Madden 20 was "meh" in my opinion and i was not happy with the product on release day, but after playing 1 game with the sliders that Matt suggested i look forward to start my franchise and i hope devs don't patch it because it is really enjoyable, animations look great, game feels smother, truly a work of art.
    thanks for your work :appl:
    I'm getting antsy! I'm out of town till Tuesday and have to enjoy through you guys! Can't wait to see how this set works. Also excited for an all pro set because I've heard all pro is working pretty well this year. Any time frame of that?
    Lilgoosy
    WOW ... just WOW.
    i tired these sliders for the first time today : play now mode - titans @ Patriots (i was the patriots) all madden difficulty.
    i lost 17-13 mainly because my first offensive possession started with a Brady fumble recovered by the titans in my endzone.
    i lost but i never enjoyed a madden game more. truth.
    Madden 20 was "meh" in my opinion and i was not happy with the product on release day, but after playing 1 game with the sliders that Matt suggested i look forward to start my franchise and i hope devs don't patch it because it is really enjoyable, animations look great, game feels smother, truly a work of art.
    thanks for your work :appl:

    Thank you, much appreciated. Let me know how it goes in Franchise as it can definitely play a bit different when things get competitive like that.
    iAmMrT
    I'm getting antsy! I'm out of town till Tuesday and have to enjoy through you guys! Can't wait to see how this set works. Also excited for an all pro set because I've heard all pro is working pretty well this year. Any time frame of that?

    Enjoy out of town. Madden will be here :)
    I do plan on working on the All-Pro set shortly. Hoping it can be a pretty seamless transition like last year.
    BlackLightning3
    Made some oline and dline changes. Streaming version 5 All-Madden Oilers vs Bengals http://www.youtube.com/slickescobar

    Looked good to me. QB play on both sides was pretty good. I can tell that bump in QBA for the user allowed your QB to look more like an NFL QB than before. Looking forward to hearing your thoughts on the game.
    Loving these sliders. Playing as Miami so expecting to suck. Ravens spicked off Rosen 4 times (2 my fault), sacked him 8 and whatever you do, DO NOT BACK UP THE AI on their own goalline.
    Ingram busted of a 99 and 95 yd TD with moves like Barry Sanders!
    Driving for tying TD and picked of by Earl Thomas. Lost 35-28.
    Anyone else getting the vanishing kick meter glitch? I kicked OOB on my comeback giving them great FP because no meter! Of course they kicked FG to stretch lead...
    Renoster
    Loving these sliders. Playing as Miami so expecting to suck. Ravens spicked off Rosen 4 times (2 my fault), sacked him 8 and whatever you do, DO NOT BACK UP THE AI on their own goalline.
    Ingram busted of a 99 and 95 yd TD with moves like Barry Sanders!
    Driving for tying TD and picked of by Earl Thomas. Lost 35-28.
    Anyone else getting the vanishing kick meter glitch? I kicked OOB on my comeback giving them great FP because no meter! Of course they kicked FG to stretch lead...

    Tough loss. Are you on PC? I've only seen it reported on PC, something to do with the graphical settings in-game.
    Here we go again. Every 4th quarter. No kick meter!
    Serious issue having to go for 2 every time in close games and knowing your kicking directly OOB if you score :(
    Renoster
    Here we go again. Every 4th quarter. No kick meter!
    Serious issue having to go for 2 every time in close games and knowing your kicking directly OOB if you score :(

    What happens if you switch to Rookie difficulty or Pro in the middle of the game? Does it come back and "resync"? If it does, switch back to All-Madden and see if it sticks.
    Rmiok222
    Yeah this is literally the biggest issue right now in my opinion. Happened to me last night.
    Sent from my iPhone using Operation Sports

    This and the cpu not kicking field goals or using timeouts to end the half or the game. I played a game last night and was up 3 with about 1:45 left. Cpu drove the ball into fg range and had 3 timeouts. Instead of kicking to tie and force OT, they let the clock run out. What a letdown from a great game and it really left me scratching my head. I’ve seen this happen going into the half as well.
    Sent from my iPhone using Tapatalk
    chunt04
    This and the cpu not kicking field goals or using timeouts to end the half or the game. I played a game last night and was up 3 with about 1:45 left. Cpu drove the ball into fg range and had 3 timeouts. Instead of kicking to tie and force OT, they let the clock run out. What a letdown from a great game and it really left me scratching my head. I’ve seen this happen going into the half as well.
    Sent from my iPhone using Tapatalk

    Call me crazy but something like this happened to me before when playing and I actually called my own timeout just to "help" make the game realistic cause i didn't want it to end stupid like that
    Matt10
    What happens if you switch to Rookie difficulty or Pro in the middle of the game? Does it come back and "resync"? If it does, switch back to All-Madden and see if it sticks.
    This may sound crazy, but you could also go to practice mode and kick over and over again. Get a timing mechanism for both power and acc. Then try to kick closing your eyes lol. Matt's idea is better. It should never come to this tho.
    Sent from my SAMSUNG-SM-G891A using Operation Sports mobile app
    Theories going around again that coverage sliders are reversed. I wish somebody from EA would just put that debate to rest lol, I never know what to think
    Sent from my iPhone using Operation Sports
    Rmiok222
    Theories going around again that coverage sliders are reversed. I wish somebody from EA would just put that debate to rest lol, I never know what to think
    Sent from my iPhone using Operation Sports
    There are a lot of theories floating around without respecting the very basic fundamentals of sliders: all sliders values are relative to one another.
    Sent from my Moto Z (2) using Tapatalk
    Matt10
    There are a lot of theories floating around without respecting the very basic fundamentals of sliders: all sliders values are relative to one another.
    Sent from my Moto Z (2) using Tapatalk
    Correct. I havent played Madden in 2 years, but I was very hardcore into sliders and testing them relentlessly. I never actually completed a season because I was so obsessed at figuring out how the penalty sliders related to this and that. It doesnt seem like they changed much in that regard. I like what you are doing by keeping penalties mainly at default and barely touching the ones that affect DB play. I'm sure they will patch DB play at some point, but you have strong base and it wont take much testing after its patched. Good stuff.
    Sent from my SAMSUNG-SM-G891A using Operation Sports mobile app
    Matt10

    Background: I just love sliders, or gameplay customization, in general. It's been a huge part of my digital presence. From editing individual stats in Madden 2004, to creating NCAA sliders with the OS community back when my oldest boy (who's 6 now) had a front row cradle on my computer desk. I'm an old MaddenMania guy, but I'm very proud of how long I've been part of OS. I was big into Dynasty/Franchise reporting, and since I've gone more of a YouTube route, that's been placed a bit in the backburner. I have goals for this "20" season though.
    Focus of the Sliders: It's always about animations for me. Animations are the confirmation of whether logic exists or not. They can be triggered and recreated through a proper sequence, but with sliders the source of finding those sequences could be an endless battle. I love it though, and I love seeing different animations play out. From there it's making sure they are contextual to the goal at hand. So, in addition to animations, of course I want there to be realism. The reason I like realism is because that now creates a sense of challenge, which is usually the whole point of all this.
    For those that followed my Madden 19 Sliders , you may see some similar theories applied. I took a real big deep dive into default values and tested a lot on finding isolation points. I exited Madden for the first time today, already logging 40 hours since I got it on the PC.
    8/31/19 - This is what I call the refinement checkpoint of the set. It's usually right when I feel good enough about the base (Version 4), and can now adjust certain values to which I've determined their threshold to be bumped/reduced just slightly to create a balance. Here is Version 5 of the set.

    *********************
    VERSION HISTORY POSTED HERE
    Just FYI...
    Injuries default to 40 inside franchise. Not 50.
    https://www.youtube.com/user/schnaidt1
    Didn't get chance to test the kick meter this game.
    13-13 v Dallas at HT
    13-51 to Dallas final. Zeke running riot. Inside run in practice for my defense keeps them below 250 it seems.
    Zero D second half. Miami's corners are 85 both and might as well not been there. Cooper and Gallup open every single play.
    Dak was 27 of 28 for 300+ and 4 scores, the worst robo QB performance I've seen so far.
    Renoster
    Any correlation between bad OVR teams and kick blocks?
    I'm in Wk 4 v LAC and have had 2 punts, 2 FGs and an XP blocked already in 4 games.

    I'm not sure. I've used pretty bad ones and good ones, no real difference honestly.
    I’ve played 3 full games with the current sliders (V5) and the one glaring issue is the “edge threat” superstar ability. I don’t this this is an issue with this slider set, but it is hard for opposing offenses to get anything going when DeMarcus Lawrence has 18.5 sacks in these three games. The rest of the pass rush seems to get to the quarterback an appropriate amount, but this superstar ability is wildly OP.
    Renoster
    Any correlation between bad OVR teams and kick blocks?
    I'm in Wk 4 v LAC and have had 2 punts, 2 FGs and an XP blocked already in 4 games.

    I think it has something to do with the kickers' awareness. My P always seems to get a punt blocked or get that animation like it is about to be blocked.
    ncook06
    I’ve played 3 full games with the current sliders (V5) and the one glaring issue is the “edge threat” superstar ability. I don’t this this is an issue with this slider set, but it is hard for opposing offenses to get anything going when DeMarcus Lawrence has 18.5 sacks in these three games. The rest of the pass rush seems to get to the quarterback an appropriate amount, but this superstar ability is wildly OP.

    Hm, didn't think about that originally. Not sure what can be done to lessen the occurrence when that ability kicks on. May have to customize it a bit and test with raising your pass block slider a tad, but not so much the other defenders aren't blanketed. Best way to test is play the same game(s) over and over.
    Renoster
    Loving these sliders. Playing as Miami so expecting to suck. Ravens spicked off Rosen 4 times (2 my fault), sacked him 8 and whatever you do, DO NOT BACK UP THE AI on their own goalline.
    Ingram busted of a 99 and 95 yd TD with moves like Barry Sanders!
    Driving for tying TD and picked of by Earl Thomas. Lost 35-28.
    Anyone else getting the vanishing kick meter glitch? I kicked OOB on my comeback giving them great FP because no meter! Of course they kicked FG to stretch lead...

    If you turn MSAA off in the graphics part of settings (if you're on pc), that should fix it.
    Rmiok222
    Theories going around again that coverage sliders are reversed. I wish somebody from EA would just put that debate to rest lol, I never know what to think
    Sent from my iPhone using Operation Sports

    In my own slider testing, over 20 games of KC vs Jax, I noticed a HUGE difference in my passing game when I increased my pass coverage to 95. It became increasingly difficult for me to find an open receiver
    Tempest
    Anyone else getting a lot of facemask penalties, especially in the 3rd or 4th quarter? I'm averaging 4 or 5 per game.

    Yeah, I've reached about 50 games sample size now, throughout several franchises, and more facemasks than I'd like. I think we'll be okay to lower this because the tackle value will help lessen WWE hits. That will be the next thing to look into, but it will be a very slight value change.
    At the moment, the All-Pro set is looking fairly on point with the All-Madden. A tad easier to pass against the CPU, and the CPU isn't as killer, but there's some room for improvement.
    Expect to have an update tomorrow. Appreciate the confirmation!
    These sliders are really good but as someone mentioned the superstar ability for pass rushers is insane.
    I don think its a slider issue either.
    EA gonna have to tone it down a little.
    Fletcher Cox had 5 sacks in my CFM with the Redskins, lol.
    I've lowered it to 40 and I've seen 2 in the 2 games I've played. Do you reckon lowering it to 40 is too drastic? You mention that you were looking at only a small change here. Try 47, or do you suggest something else?
    Great sliders and really enjoying my Browns franchise. Cheers.
    I actually plugged these in for my cpu v cpu dynasty and really like what I see. Figured I’d pick a tough team so I chose the Bills.... my god is their offense bad. The Jets smoked me 37-8 in the opener. Jets scored 21 points off of 2 picked 6 and a punt block for a score. But even though Josh Allen is crap are QB I feel like these sliders allow the game to flow like it would (for the most part) in real life.
    schnaidt1
    Just started a new Franchise to look and it 100% is 40 default inside franchise
    https://www.youtube.com/user/schnaidt1

    Yeah I think it was patched. There'd be no reason I would default choose 50, especially because I never went above 13 last year. I'll change the OP text at some point though in case another patch reverts it.
    BlackLightning3
    I think it has something to do with the kickers' awareness. My P always seems to get a punt blocked or get that animation like it is about to be blocked.

    I'm playing with Miami who's kickers are fairly good and I get the block animation at least once a game on FG/PAT and punt. Several kicks get off despite it, but just seemed like a lot to have blocked in 4 games. Of course both FGs were returned for TDs....
    Muddycleats
    These sliders are really good but as someone mentioned the superstar ability for pass rushers is insane.
    I don think its a slider issue either.
    EA gonna have to tone it down a little.
    Fletcher Cox had 5 sacks in my CFM with the Redskins, lol.

    Jesse Davis just gave up 6 to Lawrence, Kilgore gave up 5 to Michael Pierce and 7 overall in the season opener. Rosen will be lucky to survive the season!
    I'm giving up a lot of sacks holding the ball chasing games because my defense is getting shredded but Lawrence looked like LT.
    Loving the game (and sliders) but the amount of sacks is the biggest problem for me too.
    I play as the Cowboys and AI-controlled Demarcus Lawrence is an absolute beast. And I've already upped the CPU pass block to 40... maybe I should try the default 50.
    Hey Matt,
    How are the stat results from these sliders. I've been trying to build my own set based on NFL and team averages in each statistical category. But, after reading your main post talking about smooth animations, the funky movements have become more apparent.
    Think I'm going to trash my 25 games of daya and game playing and start fresh using your set. Just curious how close the stats are to realistic?
    Entiae
    Loving the game (and sliders) but the amount of sacks is the biggest problem for me too.
    I play as the Cowboys and AI-controlled Demarcus Lawrence is an absolute beast. And I've already upped the CPU pass block to 40... maybe I should try the default 50.

    You can bump the pass block a bit. I'm still looking into this. I use the Cowboys as one of the teams as well, but don't have that many issues with sacks. I'm not surprised though because yes, EA's definitely taken things a bit over the top. The lowering of the PBL in the set is to get more pressure on the QB, which is definitely happening, but there are some other things that can be affecting this, in particular screens and RPOs.
    It's a sensitive area of the game as a whole, so I'm treading carefully. Will update with findings.
    JRT2006
    Hey Matt,
    How are the stat results from these sliders. I've been trying to build my own set based on NFL and team averages in each statistical category. But, after reading your main post talking about smooth animations, the funky movements have become more apparent.
    Think I'm going to trash my 25 games of daya and game playing and start fresh using your set. Just curious how close the stats are to realistic?

    I would say the stats are there depending on the minutes you choose. I play on 9 minutes with no accel, and it's pretty on point. Here's my stream from yesterday with V5 if you would like to see. I give my thoughts at the beginning, and yes go into multiple replays to ensure animations are intact.
    Matt10
    I would say the stats are there depending on the minutes you choose. I play on 9 minutes with no accel, and it's pretty on point. Here's my stream from yesterday with V5 if you would like to see. I give my thoughts at the beginning, and yes go into multiple replays to ensure animations are intact.

    Must pause midway and say you won me at "Chiefs fan".
    I've got a very unorganized spreadsheet where I plug in the statistics for QBs, rushing, receiving, defense, and team stats for a 5 game sample size. It averages out the numbers and compares it to 2018 averages (per team). For instance, I'll compare 5 games worth of data for the chief's versus the jags against 2018s averages for the chiefs and 2018 averages for the jags. Everything from tackles for loss, sacks, how much of each type of penalty, averages per rush and reception, etc.
    My sliders were hitting those number pretty close but animations where becoming crazy.
    My most recent game I had CBs stand behind static WRs with their hand on their opponents back, as if they were posting up in basketball, waiting for a pass and they wouldnt react until the receiver made the catch.
    Ill let you know what I come up with. I've found that with the speed at which I play, 13 minute quarters with a 15 sec accelerated clock gives me about 120avg plays per game (both teams). I'm terrible at defensive playcalling though. I usually stick to a defensive lineman or blitzing LB and let the timer run out and runnthe default selected play. For me, doing this results in better defense. Not sure if its my playcalling or not
    I'll shut up though, looking forward to your sliders though, will be testing them shortly
    8/4/19 - As I continue to refine the set, the feedback received has been fantastic. I really appreciate it. Watching some streams and reading the posts, it seems there is some room for improvement in some areas. The concept of improving them is one thing, the execution is another. The key is keeping the "ethos" of the set intact. I believe I've been able to do that with VERSION 6 below, which will address certain gameplay and penalty based issues.

    Face Mask: 45 (prev: 50)
    • In a perfect world, I could drop this down to the 45, which I've done, and be done with it. The problem is that it created too many issues in tackling, so I would be forced to raising the TAK value again. I didn't want to do that because I like the risk/reward of tackles at 48, so instead dropping this was still the choice, but had to compensate with lowering the offensive holding which will help the angles tackles are taken to be more momentum based versus head on, drilled down and backwards. Still happens, but not so much that it's unrealistic imho.
    Defensive PI: 55 (prev: 50)
    • This is a value I really wanted to raise at a certain point in the set, but had to make sure it did not negatively affect the coverage. Glad to see it does not, and it does make up for the lower amount of offensive holding and facemask calls. To me, it's a pivotal penalty to have in the game and one that happens a lot IRL.
    Ineligible Receiver Downfield (In-Game Pause Menu): Set to "ON" in-game
    • I've mentioned other penalty values should be on, but this one seems to default to "Off" when you've started any Franchise game. So, to ensure there is no discrepancy, make sure ot keep this on throughout. So that means in MM and the CFM paused menu. Very strange, but not surprised with Madden 20's discrepancies this year.
    Matt10

    8/4/19 - As I continue to refine the set, the feedback received has been fantastic. I really appreciate it. Watching some streams and reading the posts, it seems there is some room for improvement in some areas. The concept of improving them is one thing, the execution is another. The key is keeping the "ethos" of the set intact. I believe I've been able to do that with VERSION 6 below, which will address certain gameplay and penalty based issues.

    Face Mask: 45 (prev: 50)
    • In a perfect world, I could drop this down to the 45, which I've done, and be done with it. The problem is that it created too many issues in tackling, so I would be forced to raising the TAK value again. I didn't want to do that because I like the risk/reward of tackles at 48, so instead dropping this was still the choice, but had to compensate with lowering the offensive holding which will help the angles tackles are taken to be more momentum based versus head on, drilled down and backwards. Still happens, but not so much that it's unrealistic imho.
    Defensive PI: 55 (prev: 50)
    • This is a value I really wanted to raise at a certain point in the set, but had to make sure it did not negatively affect the coverage. Glad to see it does not, and it does make up for the lower amount of offensive holding and facemask calls. To me, it's a pivotal penalty to have in the game and one that happens a lot IRL.
    Ineligible Receiver Downfield (In-Game Pause Menu): Set to "ON" in-game
    • I've mentioned other penalty values should be on, but this one seems to default to "Off" when you've started any Franchise game. So, to ensure there is no discrepancy, make sure ot keep this on throughout. So that means in MM and the CFM paused menu. Very strange, but not surprised with Madden 20's discrepancies this year.
    Hey wats up matt10 one question penalties sliders in MM or in CFM or both??
    Sent from my VK810 4G using Operation Sports mobile app
    Matt10

    8/4/19 - As I continue to refine the set, the feedback received has been fantastic. I really appreciate it. Watching some streams and reading the posts, it seems there is some room for improvement in some areas. The concept of improving them is one thing, the execution is another. The key is keeping the "ethos" of the set intact. I believe I've been able to do that with VERSION 6 below, which will address certain gameplay and penalty based issues.

    Just finishing my first game with these sliders **version 5** (13 minute quarters with 15 second runoff). A lot of positives here, have a lengthy review of my "small sample size" test. Cant wait to finish the exciting game. Will post box score with a lengthy thoughts post afterwards. Then I will continue to play same teams same scenarios (franchise) another 4 games and see what a 5 game average looks like. Well done though
    Matt10

    8/4/19 - As I continue to refine the set, the feedback received has been fantastic. I really appreciate it. Watching some streams and reading the posts, it seems there is some room for improvement in some areas. The concept of improving them is one thing, the execution is another. The key is keeping the "ethos" of the set intact. I believe I've been able to do that with VERSION 6 below, which will address certain gameplay and penalty based issues.

    Face Mask: 45 (prev: 50)
    • In a perfect world, I could drop this down to the 45, which I've done, and be done with it. The problem is that it created too many issues in tackling, so I would be forced to raising the TAK value again. I didn't want to do that because I like the risk/reward of tackles at 48, so instead dropping this was still the choice, but had to compensate with lowering the offensive holding which will help the angles tackles are taken to be more momentum based versus head on, drilled down and backwards. Still happens, but not so much that it's unrealistic imho.
    Defensive PI: 55 (prev: 50)
    • This is a value I really wanted to raise at a certain point in the set, but had to make sure it did not negatively affect the coverage. Glad to see it does not, and it does make up for the lower amount of offensive holding and facemask calls. To me, it's a pivotal penalty to have in the game and one that happens a lot IRL.
    Ineligible Receiver Downfield (In-Game Pause Menu): Set to "ON" in-game
    • I've mentioned other penalty values should be on, but this one seems to default to "Off" when you've started any Franchise game. So, to ensure there is no discrepancy, make sure ot keep this on throughout. So that means in MM and the CFM paused menu. Very strange, but not surprised with Madden 20's discrepancies this year.

    Wow, thankful for the QB help because I'm getting brutalised by short pass interceptions. Rosen leads league in Atts and Yards because we suck, can't run and always chasing.
    Currently 1-5 (Beat PATS!) and getting killed with turnovers returned for TDs and zero pass rush and coverage.
    Hey does anyone know of any good auto subs to use for this years game? Matt I'm not sure if you've worked on anything for autosubs yet this year but I've searched far and wide online and cant find a single thing for autosubs yet for this years game
    I played a whole 16 game season with the panthers. Did not sim a single snap , I played every down. These are the stats I got
    Cam Newton - 3,942 Yards / 32 TDs / 21 int / Sacked 62 Times
    To start off - everything about those stats are great. I threw 21 ints because I am an average player. Probably would be less if I tried harder. BUT , way to many sacks. WAY TO MANY. I understand quaterbacks get pressured but the throw away animation takes to long to happen. If you have a slow qb and you get pressured you are most likely getting sacked. Cameron Jordan had 6 sacks in 1 game. That's way to many. Cameron Jordan is a phenomenal player but not 6 sacks a game. I get the ball out quick. Never hold the ball longer than 3 seconds. I throw short when i play against the top edge rushers in the league. I raised the pass block to 70 and still got sacked 4 times. The league average last year was 1.8 sacks a game. Im getting sacked 3.8 times a game. That's way to OP. Deshaun Watson got sacked 62 times because that OL is garbage. The Panthers OL is no where near as bad as the Texans. Newton got sacked 29 times last year. I doubled that in this 16 game season. One other issue. THE FUMBLES!!! Way to many, Cam Newton fumbled 6 times last year on 101 rush attempts and 471 pass attempts. In my league he fumbled 15 times. On 115 rush attempts and 500 pass attempts. That's more than double on average. My conclusion is that the CPU gets an upgrade in pass rushing, interceptions and forced fumbles. You have to raise or lower those to get to realistic stats. I played with 50 QB Accuracy for 16 games , played every down and had a 63 percent at the end of the year. If you play on 35 qb accuracy you will be in the 50s. Which is nathan peterman. This is just the stats I got and what I think. These are my sliders.
    CPU
    QB Accurcy - 50 ( This is all depending on how you play defense and make adjustments. This doesn't affect the players completion percentage, your defense affects that. Most QBs can be accurate on most throws. But if you play good D you will see swats and dropped balls. Which lowers the QB completion percentage )
    Pass Blocking - 45 ( we had 30 sacks on defense which is really close to their real life amount last year. Lowered it by 5 to get closer to that real life stat)
    WR Catch -50 ( Perfect at 50. Perfect amount of drops , players over 90 will have great catches and barely drop it )
    Run Block - 50 ( Alvin Kamara and the other elite RBS I played had great games but when I played a team with a bad rb they struggled to get 50 rush yards)
    fumbles- 55( Last year the panthers as a team had 13 forced fumbles , in my 16 game league my whole team had 19 )
    Reaction time - 50 ( Absolutely perfect here , bad passing teams cant throw , good passing teams will throw over 300 )
    Int - 25 ( I threw 21 int with newton in 16 games. Last year he played 14 games and had 13. I played 16 games and he had 21. Would have been lower if I didn't make arrant passes. 25 is a great number for this slider )
    Pass coverage- 50 ( read reaction time)
    Tackling - 50( this is all based on your players overall and their break tackle rating , i had McCaffrey and he broke plenty of tackles on 50. I would keep this at 45 - 50 based on your playing experience)
    USER
    QB Accuracy - 50 ( I cannot stress how important it is to have this number at 50. Any lower and Tom Brady will throw like a 79 Overall. Cam Newton is an 84 overall and his completion percentage was 63%. That number is absolutely perfect. He plays like a 84 ovr on 50 pass accuracy. If you lower this any , then your good quaterbacks with an high overall will play like trash.)
    Pass Blocking - 75 ( this has to be raised from 50 , I was sacked 62 times on 50 pass block. Cam newton was sacked 29 times in 14 games. That's an average of 2 sacks a game. I was at 4 sacks a game. It doesn't matter how good your offensive line is , if you dont raise this you will be sacked WAY to much)
    WR Catching - 50 ( I wanted to raise this so bad because I was seeing a good amount of drops but then I realized I was throwing to a 81 ovr , 78 ovr and a 76 ovr. With these low overall players they aren't going to catch everything. Remember this is realistic. )
    Run Blocking - 50 ( So good here , doesn't even need an explanation. ITS PERFECT )
    Fumbles - 60 ( The CPU has a boost over making you fumbles. If you dont raise this to 60 you will fumble 2 -3 times a game which is was unrealistic )
    Reaction time- 50 ( The superstar players play like stars , I would recommend not throwing to the person they are covering. Bad players slack on covering most routes )
    INT - 50 ( this is so important, just because the CPU int is at 25 doesn't mean you put user at 25. On all madden the CPU gets a boost. If you keep the CPU at 25 and user at 50 that is realistic. I had the perfect amount of int in my league at 50 , the most 1 player had was 3. That's at 50 but 25 )
    Pass coverage - 50
    Tackling - 50 ( If you try to hit stick every tackle they will most likely juke you or break it. You have to be smart and make conservative tackles. They normally go down on the 1st tackle. Unless your usering a really bad player )
    Speed parity - 55 ( 50 is also great but i saw a little to much scoring and yards , put it at 55 and its makes a great difference. If youbRe scoring over 30 points a game with a team that is a 78 ovr then it's to easy. Raise the speed parity to make it more difficult. Raising the speed parity gives less yards and less scoring. )
    CallMeMcCringleberry
    Hey does anyone know of any good auto subs to use for this years game? Matt I'm not sure if you've worked on anything for autosubs yet this year but I've searched far and wide online and cant find a single thing for autosubs yet for this years game

    I haven't dipped into it as much yet. Not until I feel good about the sliders on the most recent set. Getting closer though as I've reached a 10 game sample size with no real issues. Surprised to not see any auto-sub threads yet tbh.
    Also 1 more note. The game and players are tested on 50 Speed Parity. If you raise or lower that then it will play less like the actual player. Tyreek hill is the fastest player in the game. If you have speed parity at 90 then slow players will be able to follow him down field every play. That's not realistic.
    Tyreek is great because he can catch but mainly because his speed is almost unguardable. The more you change the sliders from default the less it will play realistic. But on all madden the CPU has boost in 3 areas so you have to raise it to be realistic for those 3 areas. Every other area stays at 50 to get the players rating to be realistic. If you are the dolphins and you use my realistic sliders , your team will be trash. So dont get mad because you are 6-0 and average 400 yards a game with Rosen. That's not realistic.
    Matt10
    I haven't dipped into it as much yet. Not until I feel good about the sliders on the most recent set. Getting closer though as I've reached a 10 game sample size with no real issues. Surprised to not see any auto-sub threads yet tbh.

    Completely agree, usually people are going nuts about the autosubs like me haha cant start a franchise til I got some solid ones! But alright brother thanks for the quick response and amazing work with these sliders I've been having some really good results in all my test games so far
    Honestly, F~~K you kick meter glitch.
    1-6 now, lost to Pittsburgh 39-40. Missed XP due to no meter, then had to try a 2pt and failed, 2 KOs OOB handing them the ball at the 40 so they could go downfield and kick a game winner.
    Beyond pissed off.
    And no, switching between difficulty levels doesn't do anything.
    and Hurdles? Looked like Renaldo Dadgum Nehimiah back there. Love a good hurdle. Especially over my 3 tech inside the 5 yard line for a TD.
    Renoster
    Honestly, F~~K you kick meter glitch.
    1-6 now, lost to Pittsburgh 39-40. Missed XP due to no meter, then had to try a 2pt and failed, 2 KOs OOB handing them the ball at the 40 so they could go downfield and kick a game winner.
    Beyond pissed off.
    And no, switching between difficulty levels doesn't do anything.
    and Hurdles? Looked like Renaldo Dadgum Nehimiah back there. Love a good hurdle. Especially over my 3 tech inside the 5 yard line for a TD.

    Here we go steelers, here we go :D
    Matt,
    You’ve nailed these sliders as far as animations and behavior are concerned. I can’t attest for much more other than that as I’m working off a single game of sample size, but this game was one of my most enjoyable plays without being completely frustrated. Pass coverage is an issue in Madden, but do we as players get pissed off because our guys, on our favorite teams, are not covering well and blame it on game development rather than bias? I played a single game, yes, but what I am realizing is while my cornerback may flip his hips and turn up field leaving his assignment open after a cut it is aggravating, but it is more likely due to the fact that he has a man coverage rating of 70 while his assignment has a short route run rating of 84 and a medium of 85; it is not just that the coverage in the game is broken.
    Pertaining to the above paragraph, his assignment ran what looked to be a streak for the first 8 yards, my poorly rated corner flipped his hips to run with his assignment too early, around 6 yards into the receivers route, assuming he was running the streak upfield and the wide receiver made a comeback towards the sideline and caught a 9 yard pass for a first down. The defender recovered nicely, as he should because while he may not have great awareness he is an athlete afterall, but had he not flipped his hips so early (due to a poor man coverage rating) he probably would have stuck with his receiver throughout the route a little longer and made a better play on the ball.
    Now, with the above scenario in mind, I also had a slot cornerback (SCB) with a much, much higher man coverage rating. 20 points higher to be exact. The SCB was lined up on the slot on the same side of the field. What the SCB did was cover his man until the QB began the motion of throwing the ball. Recognizing that his assignment was not the target, he broke off his receiver and drifted his coverage towards the direction of the QBs eyes. He was not quick enough to break up the pass, but that is to be expected considering the distance between him and the target as well as reaction time, but he was quick enough to save the play from becoming a much larger gain. Regardless of the outcome, I was extremely pleased with what I saw from the coverage because it felt realistic given the rating of the offense and defense in certain categories.
    I wont comment on the statistic side of the sliders until I get a larger sample size, but I will say that I ended up with 112 total plays this game (rush and pass attempts plus sacks taken). My goal is to reach 120 or be in that ballpark, and I consider 112 as ballpark. As far as penalties, I had zero. If I did my research correctly, there should be at least 13 penalties per game. Now some of these penalties Madden 20 may not even be coded for, but I have them broken down as follows (total for both teams in my game):
    Offside – 8 total in the season (1 penalty every two games average)
    False Start – 38 total in the season (at least 2 per game average)
    Holding – 39 total in the season (at least 2 per game average)
    D Holding – 31 total in the season (almost 2 per game average)
    Facemask – 15 total in the season (almost 1 per game average)
    DPI – 19 total in the season (at least 1 per game *mostly KC*)
    Ill Block In The Back – 10 total in a season (at least 1 penalty every 2 game)
    Roughing the Pass – 4 total all season (at least 1 every 4 games)
    OTHER – Other penalties consist of penalties that don’t have sliders in the game. For example, illegal forward pass, delay of game, illegal formation, illegal shifts, intentional grounding, etc. Between KC and JAX there were a total of 91 of these penalties all year (at least 5 a game).
    I will bypass another 4 games of version 5 and start fresh from version 6 as I am behind on testing. I am going to run the game with my penalty sliders except the sliders that matt has determined affect animations I will leave as default.
    Kansas City Chiefs at Jacksonville Jaguars
    Aug 4, 20191234F
    KAN (0-0)273719
    JAC (0-0)037717
    Top Performers
    PASS: P. Mahomes (KC) - 18/31, 215 yds, 60%, 2 TD
    RUSH: D. Williams (KC) - 25 att, 92yds, 4 rec, 50yds,
    REC: T. Kelce (KC) - 6 rec, 77yds, 1TD
    Team Stats Comparison
    KANJAC
    First Downs1816
    3rd Down Efficiency8-16(50%)4-10(40%)
    4th Down Efficiency0-0(0%)1-2(50%)
    Total Yards422379
    Passing Yards200226
    Rushing Yards13992
    Penalties-Penalty Yards00
    Turnovers1(0)1900
    Time of Possession29:0422:56
    Scoring Summary
    FIRST QUARTER SCORINGKANJAC
    4:50(KAN) Safety20
    SECOND QUARTER SCORINGKANJAC
    9:49(JAC) 50yd Field Goal J. Lambo23
    4:10(KAN) D. Wells 9yd Pass from P. Mahomes (Xtra Pt Good)93
    THIRD QUARTER SCORINGKANJAC
    7:22(KAN) 30yd Field Goal H. Butker123
    3:01(JAC) A. Blue 12yd TD Run (Xtra Pt Good)1210
    FOURTH QUARTER SCORINGKANJAC
    12:17(KAN) T. Kelce 10yd Pass from P. Mahomes (Xtra Pt Good)1910
    3:52(JAC) D. Westbrook 11yd Pass from N. Foles (Xtra Pt Good)1917
    Kansas City Chiefs
    PASSINGC/AYDSTDINT
    P. Mahomes18/3021520
    RUSHINGATTYDSAVGTD
    D. Williams25923.60
    C. Hyde6406.60
    P. Mahomes471.70
    RECEIVINGRECYDSAVGTD
    T. Kelce67712.81
    D. Williams45012.50
    D. Wells3217.01
    T. Hill34113.60
    S. Watkins22613.00
    BLOCKINGPANCAKESACK
    L. Duvernay-Tardiff01
    A. Reitero1
    DEFENSETACKSACKINTTD
    D. Lee8000
    K. Fuller7010
    B. Breeland6000
    J. Lucas5000
    T. Mathieu4000
    C. Jones4000
    A. Hitchens4100
    D. Wilson4000
    J. Attaochu4000
    J. Thornhill3000
    F. Clark3100
    C. Ward3000
    R. Ragland3000
    D. O'Daniel1000
    E. Ogbah1000
    KICKINGFGXPPTSLG
    H. Butker1/12/2530
    PUNTINGTOTYDSAVG-20
    D. Colquitt425050.00
    KICK RETURNRETYDSAVGTD
    M. Hardman36822.60
    B. Pringle115150
    Jacksonville Jaguars
    PASSINGC/AYDSTDINT
    N. Foles24/3423411
    RUSHINGATTYDSAVGTD
    A. Blue18824.51
    D. Westbrook252.50
    R. Hewitt188.00
    N. Foles1-3-30
    RECEIVINGRECYDSAVGTD
    J. O'Shaughnessy55511.00
    A. Blue5132.60
    D. Westbrook4317.71
    K. Cole3248.00
    M. Lee34214.00
    C. Conley24623.00
    G. Swaim22311.50
    BLOCKINGPANCAKESACK
    J. O'Shaughnessy01
    DEFENSETACKSACKINTTD
    M. Jack12000
    C. Davis11000
    C. Campbell10100
    J. Ramsey8000
    J. Ryan7000
    L. Jacobs5000
    A. Bouye4000
    D. Hayden4000
    J. Wilson4000
    M. Dareus3100
    D. Alexander3000
    A. Jones2000
    Y. Ngakoue2000
    C. Reavis1000
    J. Allen1000
    KICKINGFGXPPTSLG
    J. Lanmbo1/12/2550
    PUNTINGTOTYDSAVG-20
    L. Cooke315551.60
    KICK RETURNRETYDSAVGTD
    D. Chark Jr.25125.50
    PUNT RETURNRETYDSAVGTD
    D. Westbrook11010.00
    BonzoLall
    Also 1 more note. The game and players are tested on 50 Speed Parity. If you raise or lower that then it will play less like the actual player. Tyreek hill is the fastest player in the game. If you have speed parity at 90 then slow players will be able to follow him down field every play. That's not realistic.
    Tyreek is great because he can catch but mainly because his speed is almost unguardable. The more you change the sliders from default the less it will play realistic. But on all madden the CPU has boost in 3 areas so you have to raise it to be realistic for those 3 areas. Every other area stays at 50 to get the players rating to be realistic. If you are the dolphins and you use my realistic sliders , your team will be trash. So dont get mad because you are 6-0 and average 400 yards a game with Rosen. That's not realistic.

    Tyreeks success isn't just about his speed though. In real life he may win most of his matchups because of his speed but the ones he does not win are because of the way he is defended. If we create a speed threshold that gave tyreek a 3 or 4 step lead on the fastest defensive back, like real life, he would get a 75 yard touchdown reception every 3 passes. Maddens coverage logic is just not that good to keep it realistic.
    I played 25+ games with a 20 speed threshold. I used Tyreeks matchup film against Ramsey as a reference to gauge speed difference between tyreek and ramseys speed ratings.
    25 plus games of Chiefs against Jacksonville week 1 franchise. Tyreek had a 30+ average reception from the tests, that is with Jalen Ramsey guarding him, who in real life shut him down. With a closer speed threshold, the speed doesn't POP out at you, but when tyreek beats ramsey on press coverage in the game you will notice he is open and if you pass it to him and he catches it with a 3 step lead you will be rewarded.
    JRT2006
    Tyreeks success isn't just about his speed though. In real life he may win most of his matchups because of his speed but the ones he does not win are because of the way he is defended. If we create a speed threshold that gave tyreek a 3 or 4 step lead on the fastest defensive back, like real life, he would get a 75 yard touchdown reception every 3 passes. Maddens coverage logic is just not that good to keep it realistic.
    I played 25+ games with a 20 speed threshold. I used Tyreeks matchup film against Ramsey as a reference to gauge speed difference between tyreek and ramseys speed ratings.
    25 plus games of Chiefs against Jacksonville week 1 franchise. Tyreek had a 30+ average reception from the tests, that is with Jalen Ramsey guarding him, who in real life shut him down. With a closer speed threshold, the speed doesn't POP out at you, but when tyreek beats ramsey on press coverage in the game you will notice he is open and if you pass it to him and he catches it with a 3 step lead you will be rewarded.

    Agreed with what you said. As a Chiefs fan, and someone who's seen a live Chiefs practice, the man can fly. However, there is a significant amount of pride on who can stop him on slants and curls or go routes. Madden is linear in its thinking regarding thershold/speed disparity. It's not just about speed, it's about how much closer can the two physical entities stick together before one of them breaks.
    Version 6 plays really well. I always seem to put myself in a whole then have to comeback in the last seconds. I wish there was a playbook that combined Arizona and Baltimore's. Arizona has the passing game I want but not all the run game, and Baltimore has some of the run game, some of the passing game, but all the formations. Going back to Arizona's for the next game, because my team is built more for their playbook.
    Completed my 1st game with the set on a fantasy draft.
    Felt great overall, run game had holes open up for both sides and cpu running back actually made some things happen.
    I controlled the vikings cou was atlanta.
    Atl Mayfield 35-43 346 yds 1 td 0 int
    Min Wilson 32-44 286 4 tds 2 ints
    Cpu passing game was pretty good, qb avoided pressure. Very high completion% but it was mainly just open receivers. Did still take a few risks threw a bomb 50 yards to marvin jones that was completed where the db was to far dpwnfield and couldnt properly contest. Then had probably the worst looking play where Baker started to scramble then stopped turned and off 1 foot thre it 35 yards into 4 man coverage but no dbs really went to make a play and it wound up right in richardsons hands.
    User passing was damn near perfect.
    Both teams averaged 6 yards per carry, not much in terms of yac. A lot of it was atteibuted to long runs for the cpu. Felt like everything for user was either a stop right away or a gash for 8-15.
    User pass rush felt good, 3 sacks and got pressure at a believable rate. Most sacks were coverage related though. Cpu had 5 sacks but at least 3 were me holding it to long.
    Had 3 user fumbles and 1 cpu.
    All 3 were forced by McKinney for the Falcons, had 0 going into the 4th quarter but two were fprced on back to back drives that allowed them to win 40-38. Felt realistic both were on small guys trying to juke when i should have covered the ball with such a hard hitter near by.
    I played on 15 minutes with 20 second acc clock, had about 150 plays.
    Held a 24-10 lead at half. And ended up losing 40-38, but really enjoyed the gameplay.
    Edit- there were myabe 3 facemasks all game, 2 holds and 1 offsides by cpu.
    1 dpi by cpu but it happened on a bad overthrow so was kinda silly.
    Sent from my SM-N950U using Operation Sports mobile app
    Next game is against packers with
    Darnold at qb
    David Johnson at rb and JuJu as only notable receiver.
    Ol is garbage outside of Trent Williams and Jason Kelce
    They have great safeties and 1 good corner. Front seven is pretty meh outside of Hunter but hes a 4-3 de playing in a 3-4. And quinnen williams.
    Does anyone know if the kick meter disappearing in 4th quarter is intended?
    Sent from my SM-N950U using Operation Sports mobile app
    Matt10
    You can bump the pass block a bit. I'm still looking into this. I use the Cowboys as one of the teams as well, but don't have that many issues with sacks. I'm not surprised though because yes, EA's definitely taken things a bit over the top. The lowering of the PBL in the set is to get more pressure on the QB, which is definitely happening, but there are some other things that can be affecting this, in particular screens and RPOs.
    It's a sensitive area of the game as a whole, so I'm treading carefully. Will update with findings.
    I would say the stats are there depending on the minutes you choose. I play on 9 minutes with no accel, and it's pretty on point. Here's my stream from yesterday with V5 if you would like to see. I give my thoughts at the beginning, and yes go into multiple replays to ensure animations are intact.

    I wouldn’t stress too much about the pass rush. Allow people to tweak themselves for p blk. I’ve only been sacked about 2x/ game. People need to learn to keep a back in to block and ID the Mike to identify a blitzer on passing downs (watch YouTube to learn this)
    Sent from my iPhone using Tapatalk
    Just got done playing against the titans with these sliders, everything was going perfect until I was up 20-7 in the 4th quarter and then all the sudden mariota turns into Brady and I ended up losing in OT...mariota had a 105 rating and no INTs so I might need to fix the int slider there, he tore me up on defense
    Oh and there were lots of fumbles on both sides, otherwise was a good game
    ncook06
    That’s odd, maybe a bigger sample size needed. To my knowledge, the “fumbles” slider is better explained as “resistance to fumbling” and lowering it would cause more fumbles. I had a game with 7 fumbles between to two teams, bumped fumbles to 55/55, and had no fumbles. Again, tiny sample size here.

    Sorry for late answer. But yeah, that's wierd since I almost never fumble on lower sliders, but I'll try bumbing it up to 55 and see how that feels. 50 was awful.
    Sent from my VOG-L29 using Operation Sports mobile app
    Hey Matt using V6 great job all played great until 3rd Q noticed stuck animation like 3 times also QB. Running in place Idk if that's a slider thing or a glitch like I've been hearing of the kick meter disappears? Just giving you a heads up
    Sent from my VK810 4G using Operation Sports mobile app

More in Madden NFL 20

Poll

Recent Forum Threads


Top Esports News

Related

To Top