Connect with us

Madden 21 Gameplay Sliders - Matt10 Version 4.0

madden 21 gameplay sliders

Madden NFL 21

Madden 21 Gameplay Sliders - Matt10 Version 4.0

We just posted Mike Lowe’s All-Madden sliders, and Matt10 is another very popular sliders creator on OS who generally modifies and updates Madden 21 gameplay sliders throughout the year.

One thing that’s also important when trying out sliders is seeing if you vibe with the slider maker. I know Mike Lowe and myself have similar sensibilities about wanting to try playing on broadcast cam etc. so I gravitate towards his set.

Matt10 came out with a new set of sliders following the latest title update, so I’ll let him explain how he feels about Madden this year before going into detail about what has changed now in version 4.0.

Focus Of The Sliders

Like a lot of slider enthusiasts, I’m of an old school nature in trying to bridge the gap of Esports base gameplay to more simulation/realistic. Each year it becomes more difficult, and each year it takes more and more effort to find a proper balance. Which is why I was quite surprised with this year’s version of Madden. It has been the closest representation of what I look for in a football game. I could say it’s Madden 20.5 as even Madden 20 was pretty close, but just missing some basic elements such as QB’s being more active in the pocket and more realistic pass deflections.

As always, I am focused on animations. I’ve said it before, and not long ago, but animations is the confirmation of logic. Madden’s animations are some of the best, but when it’s bad…it’s really bad. The goal here is to ensure that I’m letting proper animations play out from the contextual library. For example, if a corner is lagging behind on a slant route, I do not want to see him warping to make the play; I’d rather see a dive animation attempting a pass deflection. If the warping happens, I want to find out why and how it can be isolated to ensure it doesn’t trigger again.

So, I go through that process of ensuring the games I play have the proper animations playing out. This makes testing take much longer because I have to see the same scenarios multiple times and in different context, such as player fatigue, player ratings and match ups, etc. The good thing is that Madden 21 does a pretty good job, even if it still performs primarily two-man animations, which considering where we are now in video games, you would think physics based gang-tackling would already be here. Overall, though, the game plays really good as a base, and I’ll explain my changes, or lack of, in the descriptions.

Version 4.0 Update

The title update #3 really changed things – and for the better. The coverage is better, the overall focus to get upfield is in a better spot. There are still some original issues glaring that I believe have been addressed in this version 4.

Since the changes are a depart from the previous versions, I am not going to list out each individual change in this slider log update. Each value was looked at and reviewed, so I’ve included my notes in detail to explain the decision making.

I do want to stress the importance of penalties this go around because they do play a significant role in achieving the OL/DL interaction that affects both All-Madden and All-Pro difficulties. If you look at it, the main penalty value that needs to be changed is Holding to 65. It is the anchor of this version, and the source of how I am able to keep the run/pass block values near 50.

Overall, I am feeling great about where the game is at, and how the sliders have been customized to the title update. M21 is really one of the best gameplay bases we have had on the Frostbite engine. There is a true sense that anything can happen, and it requires 100 percent of your attention. I hope the slider changes make sense, but don’t hesitate to ask questions if they don’t. Enjoy Version 4!

Madden 21 Gameplay Sliders – Matt10 Version 4.0

Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I’m able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.

Rosters: EA Default (Active or Preseason)

Auto-subs: Default

Game Style: Simulation

Quarter Length: 9 minutes
• I want to ensure there is enough plays in the game. This should get an average of about 60-65 total. Raise it higher if you’d like though.

Accelerated Clock: Off
• This value is off because I want to take advantage of experiencing the CPU QB audible, not to mention give myself more pre-snap reads. I think the QBs this year have such depth to their play, that it would only make sense to give them more time as well.

Superstar Abilities: User Preference
• I’m not seeing too much arcade-like gameplay with this on. Either way, it’s user preference, but I have tested both and am personally keeping the abilities on.

Gameplay Helpers

• Mainly default On

Defensive Auto Strafe: Off

Defensive Ball Hawk: On

Defensive Heat Seeker Assist: On

Defensive Switch Assist: On

Game Options

Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.

Fatigue: 70
• There is a certain threshold in which fatigue doesn’t even take place, and when it does, you won’t see proper recovery time. If a running back unleashes a 40+yard run, he’s most likely going to be subbed out to get some oxygen. I wanted to ensure this happens, but to multiple positions. I check the fatigue pre-snap and the indicators of stamina drain by OL, receivers, backs and QBs, is a thing of beauty. I think it builds another level of play management as a result.

Speed Disparity Scale: 55 (Previous: 60)
• With the better coverage, there was no need to keep players so tight together any longer. However, I was also finding the threshold started to create some wonky animations, such as players running into eachother – and limbs bending in weird ways.

Player/CPU Skill Settings
*Community PC file: “Matt10V3” (pending, tbd)
*Community PS4 file: “Matt10V3” (pending, tbd)

Key: All-Madden || All-Pro
I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven’t taken part in my slider approach before.

QB Accuracy: 40/30 || 48/50 (Previous: 50/50 || 50/50)
• All Madden || The change here is a reluctant one because I have always liked the intent that 50 QBA produces. I could either keep that and lower pass block, but then we’d be left with those odd plays where the receivers streak up the field and the QB stands still – then somehow completes a 30 yard comeback route – that or get sacked on a 4-verts. Despite the better coverage from the title update, the CPU QB was still hitting darts. Note, this isn’t an aim to take down Robo QB, it’s more so the animations that these 50 level QBA throws would produce. Every pass was on a rope. I feel we started to lose out on the throw characteristics that each of these QBs can produce. From touch passes, bullets, underthrown and overthrown – it has to be in the game. The coverage is tight enough in which it will produce some great contextual animations from defender, receiver and QB.

• All Pro || The CPU QB for AP to me plays the best at 50. A good variety of throws, with plenty of room to make mistakes. I lowered the user’s because I started to feel it was too automatic at times, and there needs to be some accountability for the types of passes we’re able to produce.

Pass Blocking: 50/50 || 50/52 (Previous: 50/50 || 50/50)
• All Madden || With the lowering of QBA, I need the CPU to perceive they still have time in the pocket. The adjustment to the holding penalty value will create the sense of urgency though rather than if I lowered PBL it would just make their OL be out of sync or downright forgetful of who to block.

• All Pro || With the adjustment to the holding penalty, I have to give the CPU QB a bit more time here. They won’t have as much, but it will be enough for them to play a bit like an AM QB where they throw a bit quicker and make decisions like an NFL QB. Not to mention, they will try to keep the play alive versus stand still. Keep in mind there are just some playbooks out there designed for quick routes, and if it’s defended, sometimes the heavy passing QBs just would rather take the sack or throw away.

WR Catch: 48/48 || 48/48 (Previous: 48/45 || 48/48)
• All Madden || With lowering CPU QBA there had to be an adjustment to help the offense, so the WR Catch value gets bumped back to where it was in V2. Coverage is tighter due to the title update, so this makes the most sense to me.

• All Pro || No adjustments here as it still produces a good variety of catch and no catch animations. Still plenty of room to see spectacular catches as well.

Run Blocking: 50/50 || 50/55 (Previous: 50/50 || 50/50)
• All Madden || No adjustments because I’ve used the holding penalty value as the modifier of OL/DL interaction.

• All Pro || An adjustment for the CPU RBL because the holding penalty value acts as a modifier that will mean more blocks shed in certain spots. This will affect the USER run game as well as it should not be as easy when there is actual resistance felt at the LOS.

Fumbles: 50/50 || 55/55 (Previous: 50/50 || 50/50)
• All Madden || No change here. I have noticed some fumbles, but nothing out of the ordinary.

• All Pro || For some reason there are more fumbles by the QB and RB on this difficulty. As a result, had to bump it a bit.

Pass Defensive Reaction: 55/50 || 50/50 (Previous: 50/50 || 50/50)
• All Madden || A bump for the user because for some reason they just don’t react in the air quickly enough, despite being in good position. I made other adjustments in other areas, such as lowering DPI back to default and lowering INT value to ensure the pass defelection animation takes priority.

• All Pro || No changes here as I feel there is a good enough balance in the contextual animations.

Interceptions: 25/25 || 35/35 (Previous: 35/35 || 35/35)
• All Madden || Dropped this down for both to not only reduce interceptions, but to ensure that the deflection animation takes priority.

• All Pro || No changes as there is a good balance of brick hands and interceptions.

Pass Coverage: 50/50 || 50/50 (Previous: 60/50 || 50/50)
• All Madden || With the better coverage of title update #3, there’s just no need to get PCV any higher. The threshold move from 60 to 55 will also help the animations to play out with enough space, meaning that because the coverage was tight, it gave little room to actually create a reaction animation at times – other than tackle after the ball is caught.

• All Pro || Again, just no need to modify this value as it plays out well with the change to threshold and improvement of title update #3.

Tackling: 46/48 || 40/55 (Previous: 46/48 || 46/52)
• All Madden || No change needed in AM as there really isn’t any type of standout animation that has been affected by the title update or threshold adjustment.

• All Pro || This is where things matter the most as the User TAK value influences the decision making of the CPU RB. Overall, the CPU RB is influenced by additional values, but in terms of the TAK value, they perceive the impact/collision of the tackle and will go so far to avoid it if it’s too high. This is why there are times when they can sprint straight ahead, but choose to desperately follow their OL, even if the OL is on the other side of the field. Due to the holding value being modified, it impacts the OL/DL shed interactions so the CPU RB perceives they have less time. As a result, they have a sense of urgency, but also need some help via the RBL. The CPU TAK value is significant because running on AP is quite easy for the user. I’ve made sure that the adjustments to holding penalty serve as the animation of block shedding in the right timing so that there is felt resistance at the LOS, then let the TAK value to take over in making an attempt on the ball carrier.

Special Teams

FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it’s all about height – and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.

FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven’t seen it, but safe bet to just raise the value.

Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there’s no room to run after. As a result, just wanted to give them more space to either call early or run after.

Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.

Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.

Penalties

• Penalties do affect gameplay. In previous Maddens I have had to use a lot of penalties to get certain gameplay aspects down. The previous version of the M21 set actually had more penalty adjustments here, but this go around is different. There is no need to have previous version’s values as the title update, along with slider values, have helped to get this in a good spot.

All penalties/On default except:

Holding: 65 (Previous: 50)
• This is the anchor of Version 4. I considered placing this at the very top, but I wanted to remain consistent. This value is what controls the OL/DL interaction and block shedding that is essential to having resistance at the LOS. This was my initial solution for AP user running because there was zero resistance at the LOS that you could pull off 5-10 yards easy. It’s not to say it’s extremely difficult now on AP, but it’s on the right track. I also like this change because it creates a sense of lower PBL, without lowering the PBL value. When you lower the PBL value, it makes the OL just be a bit more absent minded versus actually losing out to a proper battle in the trenches.

Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.

When Providing Feedback

If you provide feedback, please mention any modifications you have done from the original set of sliders (if you made any changes that is). Also note, you can either import into franchise or manually adjust. The sync of previous Maddens does not seem necessary this year. I’ve tested both and have not seen anything outstanding that has de-synced the experience.

1,223 Comments

Leave a Reply

Discussion
  1. Matt10

    Focus of the Sliders: Gameplay customization is essential in any sports game, especially now with the emergence of Esports and lootboxes, etc. Like a lot of slider enthusiasts, I'm of an old school nature in trying to bridge the gap of Esports base gameplay to more simulation/realistic. Each year it becomes more difficult, and each year it takes more and more effort to find a proper balance. Which is why I was quite surprised with this year's version of Madden. It has been the closest representation of what I look for in a football game. I could say it's Madden 20.5 as even Madden 20 was pretty close, but just missing some basic elements such as QB's being more active in the pocket and more realistic pass deflections.
    As always, I am focused on animations. I've said it before, and not long ago, but animations is the confirmation of logic. Madden's animations are some of the best, but when it's bad...it's really bad. The goal here is to ensure that I'm letting proper animations play out from the contextual library. For example, if a corner is lagging behind on a slant route, I do not want to see him warping to make the play; I'd rather see a dive animation attempting a pass deflection. If the warping happens, I want to find out why and how it can be isolated to ensure it doesn't trigger again.
    So, I go through that process of ensuring the games I play have the proper animations playing out. This makes testing take much longer because I have to see the same scenarios multiple times and in different context, such as player fatigue, player ratings and match ups, etc. The good thing is that Madden 21 does a pretty good job, even if it still performs primarily two-man animations, which considering where we are now in video games, you would think physics based gang-tackling would already be here. Overall, though, the game plays really good as a base, and I'll explain my changes, or lack of, in the descriptions.
    For those that followed my Madden 21 Sliders , there will be some same concepts, but also some that I haven't explored - or may not feel it's necessary at the time of this post.
    =================================
    =================================
    8/30/2020: Okay, first version coming right up. I've logged about 35 hours on the PC version since Early Access, and of course it's just been slider testing. As always, I have tested every value to the limit and understood the Madden 21 game a lot better. I will say it's similar to Madden 20, but is much more polished.
    The main focus was to establish the base gameplay on default values. I wanted to see where the shortcomings were, and what type of animations did not seem to be correct - and how consistent this occurred.
    The next part was to isolate animations and figure out workarounds. For example, the soft cushion animation is a big bug because it results in the defender to spin briefly and/or jogging in place, thus losing complete momentum in following the route.
    Video here:


    Of the 35 hours total I've had the game, about 10 hours were geared in removing/reducing those animations. These animations cannot be removed. There is no workaround to remove them, only to accept them and set up the slider set to be in position to ensure its impact is minimal.
    With that in mind, the base of any Madden slider set is threshold. I had to find the best one that could not only minimize the effect of the soft cushion animation, but also keep animations smooth, while still ensuring difficulty was on point. For this, I raised threshold from 50 to 60. The fear of raising threshold at anytime is breakaway speed. Can the players' true speed be seen and felt? Will there be the problem of D-linemen chasing down running backs?
    Video:


    As a result of finding the threshold, it was just about determining which values needed adjusting. What may be a surprising change from those who have followed my previous sliders is that the penalties are moderately changed. The goal was honestly to just produce the penalties more, except for one value, which is Roughing the Passer (RTP). RTP is something I've used in the past in which it acts as an aggression tool for the defenders in the run and pass. I've explained more in its designated section below.
    Overall, quite impressed with M21. Definitely some room for improvement. Yes, slider values seem closer to default, but I have threshold playing the anchor role with some other adjustments to further compliment it.
    Enjoy Version 1. Hopefully the first of not so many...

    =================================
    =================================
    **I'll have more of these as the thread goes along**
    *********************
    Versions go here
    Finally!! I've been checking everyday for your slider thread for Madden 21 lol. I can't wait to try these out. Your sliders for Madden 20 made the game fantastic for me. Can't wait for another amazing year. Thank you for all the work you put in for all of us to enjoy a Madden franchise.
    Sent from my GM1915 using Operation Sports mobile app
    You have been a god send to me the last 2 years! Super pumped to try these out! THank you for all your work homie!!!
    I was going to just stick it out myself this year then 2mins ago I said screw it, going back to sliders and boom you just posted these! This was meant to be for me :)
    Played a game with these...not sure if its the FG accuracy slider or not but I missed an extra point and the kick didn't go passed the LOS. I missed a chip shot field goal after getting the meter perfect and the ball went 30 yards to the right of the FG posts. Those were my only 2 kicks, went for it on 4th down and 2 PT conversions the rest of the game.
    Everything else seemed to play really well however.
    toodles2you90
    Played a game with these...not sure if its the FG accuracy slider or not but I missed an extra point and the kick didn't go passed the LOS. I missed a chip shot field goal after getting the meter perfect and the ball went 30 yards to the right of the FG posts. Those were my only 2 kicks, went for it on 4th down and 2 PT conversions the rest of the game.
    Everything else seemed to play really well however.
    Kinda the same for me also. Three extra point tries, way right, way left, & way right again.
    It like my kicker was aiming for the back corner of the end zone each time.
    The first on caught me off guard, then I remember reading your reasoning for adjusting FG sliders so on the second attempt I made it a point to get the meter as close to dead on as I could and I had a way left result.
    Other than that this is a great slider set. I enjoyed last years version also and appreciate the hard work that you put in to these.
    Sent from my SM-G988U1 using Tapatalk
    I was super exited when I saw this thread, finally I can play around with these. I’m also glad I wasn’t the only one noticing the cpu defenders intercepting like everything, many times they would play better than my own receivers
    So far so good. I got three games in on AM. First game, it was something else... I got a reality check real fast. I lost 59-0 against the Chargers with the Bengals lol. I, uhh had to shake some of that rust off and brutal beat down off. But I honestly can say I've never been that dominated before by the CPU. Nothing I did or tried looked and it was amazing but annoying! Next two games were great. I played Packers Vs Vikings and lost 31-29. Cousin's missed a wide open throw to Rudolph over the middle to set us up for the game winning FG. The final game I played was Seahawks Vs Falcons and I lost 24-21. This was a sloppy, turnover game for the Falcons team. Ryan was off the mark several times throwing 4 picks and Gurley fumbled which took away the tying field goal potentially.
    Run down of things:
    Ryan or Wilson weren't sacked at all! First I've seen that on a AM game without something being off. Plenty of QB hits just no sacks. Rodgers I got to him 3 times and Cousins went down 2 times.
    It was nice to see Aaron Rodgers and Wilson take off on me a few times. Rodgers ran only when everything was covered, pocket broke down or on a read option he kept. Wilson, man he bolted out of the pocket once it started collapsing. This made me actually stick a spy out there as I was threatened by both of these QBs.
    Running game wasn't bad for the CPU. I just didn't feel threatened always. But I'll continue to look at this and facd a back like Elliot to see. User, I struggled. I think a lot of it was me as I wasn't patiently waiting for my blocks or I was hitting the wrong holes. Not too sure yet.
    The games were fun, all different outcomes. The Bengals game made me wanna throw my controller lol. But it was mostly just me and really shaking a few months of rust off and I got a hang of it quickly. More importantly, I started calling my own plays instead of using suggestions, I audible, and I used all the tools I had at my disposal.
    I absolutely love how aggressive the CPU gets! They will go for it on 4th and 4th, 4th and inches, etc. They may be at midfield or 10 yard line, they don't care. Heck, I even had them fake a punt and almost get it.
    My biggest and probably only complaint is the CPU QB completion %. I haven't seen a single throw that was an incompletion because it was inaccurate. Which I know playing AM, it comes with it. My biggest gripe was it felt like my defense always played soft In coverage. I would call man to man, zone, different formations, bring pressure, could press them, Shade them underneath, have them Shade the outside and inside etc they never played super tight which I think may be a game related thing. It just seemed to lead to inflated QB %'s. Rodgers finished at 88% Herbert was 85% and Wilson 80%. Wilson and Rodgers I can't complain a ton as their elite and have done it before, but Herbert I would've liked to see some misfires and be down a bit In the 70's. Not a game breaker though. Besides that, gameplay has been very fun so far and I'm loving it! I'll probably end up starting my CFM tonight.
    Side note; Do you plug in all the settings such as penalties, sliders in main menu and import everything or no?
    Thank you Matt!
    Sent from my GM1915 using Operation Sports mobile app
    So far in the game I’m playing I’m noticing the coverage playing better, still some soft coverage here and there but I try not to judge too much being I’m doing a jags franchise and my secondary isn’t like “shutdown” players.
    But the only gripe I have is the damn cpu still intercepting everything. I’ve thrown 2 ints in the first half, one was tipped (which seems the cpu will int every topped pass) and the other was the linebacker somehow playing better coverage than my wr who had a step on him, I wonder if this can be fixed with some trait editing until EA can tone it down.
    MvPeterson2828
    So far so good. I got three games in on AM. First game, it was something else... I got a reality check real fast. I lost 59-0 against the Chargers with the Bengals lol. I, uhh had to shake some of that rust off and brutal beat down off. But I honestly can say I've never been that dominated before by the CPU. Nothing I did or tried looked and it was amazing but annoying! Next two games were great. I played Packers Vs Vikings and lost 31-29. Cousin's missed a wide open throw to Rudolph over the middle to set us up for the game winning FG. The final game I played was Seahawks Vs Falcons and I lost 24-21. This was a sloppy, turnover game for the Falcons team. Ryan was off the mark several times throwing 4 picks and Gurley fumbled which took away the tying field goal potentially.
    Run down of things:
    Ryan or Wilson weren't sacked at all! First I've seen that on a AM game without something being off. Plenty of QB hits just no sacks. Rodgers I got to him 3 times and Cousins went down 2 times.
    It was nice to see Aaron Rodgers and Wilson take off on me a few times. Rodgers ran only when everything was covered, pocket broke down or on a read option he kept. Wilson, man he bolted out of the pocket once it started collapsing. This made me actually stick a spy out there as I was threatened by both of these QBs.
    Running game wasn't bad for the CPU. I just didn't feel threatened always. But I'll continue to look at this and facd a back like Elliot to see. User, I struggled. I think a lot of it was me as I wasn't patiently waiting for my blocks or I was hitting the wrong holes. Not too sure yet.
    The games were fun, all different outcomes. The Bengals game made me wanna throw my controller lol. But it was mostly just me and really shaking a few months of rust off and I got a hang of it quickly. More importantly, I started calling my own plays instead of using suggestions, I audible, and I used all the tools I had at my disposal.
    I absolutely love how aggressive the CPU gets! They will go for it on 4th and 4th, 4th and inches, etc. They may be at midfield or 10 yard line, they don't care. Heck, I even had them fake a punt and almost get it.
    My biggest and probably only complaint is the CPU QB completion %. I haven't seen a single throw that was an incompletion because it was inaccurate. Which I know playing AM, it comes with it. My biggest gripe was it felt like my defense always played soft In coverage. I would call man to man, zone, different formations, bring pressure, could press them, Shade them underneath, have them Shade the outside and inside etc they never played super tight which I think may be a game related thing. It just seemed to lead to inflated QB %'s. Rodgers finished at 88% Herbert was 85% and Wilson 80%. Wilson and Rodgers I can't complain a ton as their elite and have done it before, but Herbert I would've liked to see some misfires and be down a bit In the 70's. Not a game breaker though. Besides that, gameplay has been very fun so far and I'm loving it! I'll probably end up starting my CFM tonight.
    Side note; Do you plug in all the settings such as penalties, sliders in main menu and import everything or no?
    Thank you Matt!
    Sent from my GM1915 using Operation Sports mobile app

    The only way I’ve been able to get realistic AI Qb percentage is by lowering AI QB accuracy to 15 and my pass coverage to 90 with PI at 90. My first game, Cousins threw for 69% and my second game Stafford threw for 66%
    Great first game with these. Computer percentage is still too high but maybe I need to mix things up better. Chargers running back ran for 161 on me. I have not been pounded ever on the ground like that in the fourth quarter. He wore me down when I was trying to get the ball back and I did this on all pro.
    I hate running quarterbacks and I mean that in a good way. Kyler Murray is kicking my butt right now. But I will say this, coaching adjustments and how you change the hook routes and stuff make a big difference. Cardinals are killing me in the moment, I make a quick adjustment, I’ll pick the pass off. So adjustments do help, sometimes we worry about just picking plays and we really got to coach.
    Editing those coaching adjustments have made a huge difference. Maybe not in the passing percentage but just the throws and the tightness of the defense. The game is all about adjustments.
    Murray killed me with his feet lost 24-17
    Uvabasketball2019
    I hate running quarterbacks and I mean that in a good way. Kyler Murray is kicking my butt right now. But I will say this, coaching adjustments and how you change the hook routes and stuff make a big difference. Cardinals are killing me in the moment, I make a quick adjustment, I’ll pick the pass off. So adjustments do help, sometimes we worry about just picking plays and we really got to coach.
    Editing those coaching adjustments have made a huge difference. Maybe not in the passing percentage but just the throws and the tightness of the defense. The game is all about adjustments.
    Murray killed me with his feet lost 24-17

    Every time i mess with the zone coaching adjustments i always get killed for the opposite. So if i adjust for the short passing then there's a guy opened 15 yards downfield
    Jagsfan24
    Every time i mess with the zone coaching adjustments i always get killed for the opposite. So if i adjust for the short passing then there's a guy opened 15 yards downfield

    Small tweaks
    Fun first game with my Giants Franchise, game 4 @ Rams
    I lost 31-9, but a pick 6 at the end helped that look worse, and I had my extra point nearly go backwards lol.
    Game felt good, had a slow day with Barkley and then he broke a nasty run which felt so fluid and authentic.
    Thanks again, Matt. Ready for another 30 year run haha.
    Sent from my moto z3 using Operation Sports mobile app
    Corey!! Hope all is well with you. And whats up matt!! After watching all of joshs and armors videos on game, I made plunge. Gameplay really is so much better this year, not perfect, but fun.
    MvPeterson2828
    So far so good. I got three games in on AM. First game, it was something else... I got a reality check real fast. I lost 59-0 against the Chargers with the Bengals lol. I, uhh had to shake some of that rust off and brutal beat down off. But I honestly can say I've never been that dominated before by the CPU. Nothing I did or tried looked and it was amazing but annoying! Next two games were great. I played Packers Vs Vikings and lost 31-29. Cousin's missed a wide open throw to Rudolph over the middle to set us up for the game winning FG. The final game I played was Seahawks Vs Falcons and I lost 24-21. This was a sloppy, turnover game for the Falcons team. Ryan was off the mark several times throwing 4 picks and Gurley fumbled which took away the tying field goal potentially.
    Run down of things:
    Ryan or Wilson weren't sacked at all! First I've seen that on a AM game without something being off. Plenty of QB hits just no sacks. Rodgers I got to him 3 times and Cousins went down 2 times.
    It was nice to see Aaron Rodgers and Wilson take off on me a few times. Rodgers ran only when everything was covered, pocket broke down or on a read option he kept. Wilson, man he bolted out of the pocket once it started collapsing. This made me actually stick a spy out there as I was threatened by both of these QBs.
    Running game wasn't bad for the CPU. I just didn't feel threatened always. But I'll continue to look at this and facd a back like Elliot to see. User, I struggled. I think a lot of it was me as I wasn't patiently waiting for my blocks or I was hitting the wrong holes. Not too sure yet.
    The games were fun, all different outcomes. The Bengals game made me wanna throw my controller lol. But it was mostly just me and really shaking a few months of rust off and I got a hang of it quickly. More importantly, I started calling my own plays instead of using suggestions, I audible, and I used all the tools I had at my disposal.
    I absolutely love how aggressive the CPU gets! They will go for it on 4th and 4th, 4th and inches, etc. They may be at midfield or 10 yard line, they don't care. Heck, I even had them fake a punt and almost get it.
    My biggest and probably only complaint is the CPU QB completion %. I haven't seen a single throw that was an incompletion because it was inaccurate. Which I know playing AM, it comes with it. My biggest gripe was it felt like my defense always played soft In coverage. I would call man to man, zone, different formations, bring pressure, could press them, Shade them underneath, have them Shade the outside and inside etc they never played super tight which I think may be a game related thing. It just seemed to lead to inflated QB %'s. Rodgers finished at 88% Herbert was 85% and Wilson 80%. Wilson and Rodgers I can't complain a ton as their elite and have done it before, but Herbert I would've liked to see some misfires and be down a bit In the 70's. Not a game breaker though. Besides that, gameplay has been very fun so far and I'm loving it! I'll probably end up starting my CFM tonight.
    Side note; Do you plug in all the settings such as penalties, sliders in main menu and import everything or no?
    Thank you Matt!
    Sent from my GM1915 using Operation Sports mobile app

    PSN: TheGritsBlitz
    MummasBoy24
    Looking forward to starting my franchise. Trying to decide which team to use first. Any reccomendations?

    Depends on if you want a rebuild team or win now team. I will say that pass rush plays a big factor in this game to
    MummasBoy24
    Looking forward to starting my franchise. Trying to decide which team to use first. Any reccomendations?

    A fun approach I did this year was to do a fantasy draft but let the CPU draft your team for you. See what you can do with your team !
    Finally!
    Been enjoying it so far, but had been eagerly awaiting your sliders to balance out the quirks.
    Looks like the two main issues for me have been improved. AI completion percentage and user running. Coverage still isn't great, and pressure on the QB is still essential, but it's not feeling as cheap as usual. Didn't notice a big difference in AI catching, but even one or two over a game would help things. User running is still strong, but I'm the Colts, with a solid O line, and nicely balance running corp, so I can live with the results. I'm getting 100-125 most games now instead of 150+.
    I found your comments on injuries interesting, I am absolutely loving injuries on the default settings. I'm having to mix up the roster, bring players up from the practice team, then drop them back down a few weeks later, play players out of position for parts of a game. I'm even taking players out late on in a winning position because injuries are a legitimate concern. Every time I see an injury I'm thinking 'please be on the bench, please be on the bench'! The one concern is that it doesn't quite seem to be the same for the AI, even bumping it up to 50 when advancing weeks doesn't bring them in line with me, most teams only have one or two at a time, I'm usually four or five.
    Thanks for your efforts!
    johnhughthom
    Finally!
    Been enjoying it so far, but had been eagerly awaiting your sliders to balance out the quirks.
    Looks like the two main issues for me have been improved. AI completion percentage and user running. Coverage still isn't great, and pressure on the QB is still essential, but it's not feeling as cheap as usual. Didn't notice a big difference in AI catching, but even one or two over a game would help things. User running is still strong, but I'm the Colts, with a solid O line, and nicely balance running corp, so I can live with the results. I'm getting 100-125 most games now instead of 150+.
    I found your comments on injuries interesting, I am absolutely loving injuries on the default settings. I'm having to mix up the roster, bring players up from the practice team, then drop them back down a few weeks later, play players out of position for parts of a game. I'm even taking players out late on in a winning position because injuries are a legitimate concern. Every time I see an injury I'm thinking 'please be on the bench, please be on the bench'! The one concern is that it doesn't quite seem to be the same for the AI, even bumping it up to 50 when advancing weeks doesn't bring them in line with me, most teams only have one or two at a time, I'm usually four or five.
    Thanks for your efforts!

    Yeah, injuries are still a bit of a learning process, but also how fatigue folds into it - not to mention RTP's aggression. I just don't have any substantial proof - or sample size - to determine one or the other. I'm ecstatic for the injuries this year, and thankfully they work "as is" without any underlying needs like last year where I had to use them as footwork and aggression modifiers. Even if that still exists, its effects are minimal. Overall, I'd say "user preference" as I'm not nailing down 15 by any means - it was just the happy balance I was seeing in-games.
    BlackLightning3
    Streaming version 1 All-Madden 2021 Week 4 Falcons @ Cowboys https://youtu.be/mcaC1eT8W2Q

    Thanks for streaming, Esco. That was quite the game. Saw fatigue play a role in both the Cowboys mistakes, but also your OL got exhausted in the 3rd there during the long drive, which resulted in a holding call. Looking forward to watching more in action.
    Hello thank you matt for sliders love it like always my only issue is with kicking every field goal or extra point is miss no matter what is my accuracy its bcs sliders or its bug in game right know ?
    Matt10
    Thanks for streaming, Esco. That was quite the game. Saw fatigue play a role in both the Cowboys mistakes, but also your OL got exhausted in the 3rd there during the long drive, which resulted in a holding call. Looking forward to watching more in action.

    That game was the deciding factor in me moving on from Matt Ryan. I like how the game plays this year, and your sliders gave it the finishing balance. I can tell he didn't really fit the type of offense I want to run. Traded him and I'm about to watch a CPU game while I eat then play a game.
    CPU Game:
    Version 1 All-Madden 2021 Week 6 Falcons @ Bills https://www.youtube.com/watch?v=csA5JWh_r7o
    You are one of my main resources for slider adjustments. I am about animations and smoothness and I appreciate the hard work you put in to make thorough analyses. Thanks
    Pass Rush, Fatigue and coaching adjustments
    Key to getting CPU Percentages down. I’m on all pro I cannot imagine trying to play all madden if they stay that high. You actually have to play the game not just call plays
    Camuko
    Hello thank you matt for sliders love it like always my only issue is with kicking every field goal or extra point is miss no matter what is my accuracy its bcs sliders or its bug in game right know ?

    That's strange. I haven't seen it at all on PC or PS4. I'll take a closer look today to make sure. WHo's your kicker btw?
    BlackLightning3
    That game was the deciding factor in me moving on from Matt Ryan. I like how the game plays this year, and your sliders gave it the finishing balance. I can tell he didn't really fit the type of offense I want to run. Traded him and I'm about to watch a CPU game while I eat then play a game.
    CPU Game:
    Version 1 All-Madden 2021 Week 6 Falcons @ Bills https://www.youtube.com/watch?v=csA5JWh_r7o

    Yeah I thought the same, Ryan looked less than mobile. Throws weren't too bad though, but seeing how Fields looks instead, I think that's the way to go. I'm only 10 minutes in though.
    I will say the broadcast camera sure is smooth this year. I haven't watched a cpu v cpu game this Madden yet until now. Thanks again for streaming.
    Matt10
    That's strange. I haven't seen it at all on PC or PS4. I'll take a closer look today to make sure. WHo's your kicker btw?

    I play with Giants on ps4 with all madden difficulty and u know what i tryied it in practice mode in franchise and i try like 20 kicks and every one was missed so i try change sliders on default 50 - 50 and it works normal so i guess it is sliders what doing it to me and its not like close misses but its totally missed in right or left . I dont know if u can understand me well english is not my first language sorry :D.+
    Camuko
    I play with Giants on ps4 with all madden difficulty and u know what i tryied it in practice mode in franchise and i try like 20 kicks and every one was missed so i try change sliders on default 50 - 50 and it works normal so i guess it is sliders what doing it to me and its not like close misses but its totally missed in right or left . I dont know if u can understand me well english is not my first language sorry :D.+

    It's probably FG accuracy slider value. Strange indeed. Feel free to raise it back up though.
    Maybe it’s just me but I was using somebody else’s slider and adjusted this one four games in, but something told me to just start off my franchise inputting the sliders and I felt good about it before, maybe it’s just playing the Lions, but I feel even better about the sliders now. Or maybe I’m just learning how to play the game and actually not just play Madden.
    Started a franchise as every team so I can test these out as multiple teams (so I'll know, for example, if im giving up alot of sacks because because of pass blocking slider or if my oline us just bad). Played the season opener Houston @ Kansas City...I went the Chiefs.
    I'm using the All-Madden sliders. Number of plays was perfect. My one concern is the CPU passing game being alittle too good...Watson had 3 incompletions and 2 of those were him throwing it away to avoid a sack. I'll probably try and go against a team with an average QB to see if it's just DeShaun being a superstar or something that needs addressing. Mahomes had 3ints but 2 of those were bad decisions...i.e. my own dumb fault lol running game was weak for both sides but it was somewhat of a shootout. Duke Johnson Jr had a decent number of carries but didn't gain many yards. Might just be KCs strong rush defence though...another thing to test. Injuries seemed good...a few players went down but (as far as i know-forgot to check Houston's before i left the game and I don't know which of their injuries were from preseason) only one was a game long...unfortunately for me, it was Travis Kelce.
    Overall it was a fun game. Good challenge but still enjoyable. Lack of defence was an issue but, well, it was Mahomes and Watson.
    Houston 42-35 Kansas City
    Passing leaders
    Watson. 29/32 426yrds. 3tds
    Mahomes. 26/36. 341yrds. 4tds 3ints
    Rushing leaders
    Johnson. 17carries. 38yrds
    Washington. 14carries. 58yrds
    Receiving leaders
    Cooks. 6catches. 147yrds. 1td
    Hill. 6catches. 131yrds. 2tds
    Defence
    HOU. 4takeaways. 0 sacks
    KC. 0 takeaways. 2 sacks
    Pass rush and Take away coverage inside.
    If a team is killing you up the middle you have to take it away if they’re killing you on the slant you have to take it away. If the computer is there an over inflated with the percentage because he’s dumping it off I’m fine with that he’s taking what I’m giving him
    Any chance these sliders will work with fatigue down to say 40? I have a created MLB and I like to use him every defensive snap. Played one game last night and it was interesting.
    Daniel Jones threw a couple picks early and i thought of leaving the game cause it was too easy but then the giants played much better second half. hopefully the interceptions (4 total) is just because I was playing Jones.
    Cscottblue90
    Started a franchise as every team so I can test these out as multiple teams (so I'll know, for example, if im giving up alot of sacks because because of pass blocking slider or if my oline us just bad). Played the season opener Houston @ Kansas City...I went the Chiefs.
    I'm using the All-Madden sliders. Number of plays was perfect. My one concern is the CPU passing game being alittle too good...Watson had 3 incompletions and 2 of those were him throwing it away to avoid a sack. I'll probably try and go against a team with an average QB to see if it's just DeShaun being a superstar or something that needs addressing
    Starting to think that the CPU completing almost every pass and finishing with an inflated completion percentage is just part of All Madden, especially if you aren’t that great at usering a LB or CB. As long as your getting fun quality games it might just be something to try and look past. Might be hard to ‘fix’ with slider changes without throwing anything else off.
    Saw this suggestion somewhere else on the forum, maybe try lowering in a set amount each of the accuracy ratings of the QB your facing before the game? Of course you would have to change it back after to avoid causing problems with the CPU franchise logic later though. Might be worth looking into if anyone wants to test it.
    Rocket32
    Starting to think that the CPU completing almost every pass and finishing with an inflated completion percentage is just part of All Madden, especially if you aren’t that great at usering a LB or CB. As long as your getting fun quality games it might just be something to try and look past. Might be hard to ‘fix’ with slider changes without throwing anything else off.
    Saw this suggestion somewhere else on the forum, maybe try lowering in a set amount each of the accuracy ratings of the QB your facing before the game? Of course you would have to change it back after to avoid causing problems with the CPU franchise logic later though. Might be worth looking into if anyone wants to test it.

    Will test next game
    Rocket32
    Starting to think that the CPU completing almost every pass and finishing with an inflated completion percentage is just part of All Madden, especially if you aren’t that great at usering a LB or CB. As long as your getting fun quality games it might just be something to try and look past. Might be hard to ‘fix’ with slider changes without throwing anything else off.
    Saw this suggestion somewhere else on the forum, maybe try lowering in a set amount each of the accuracy ratings of the QB your facing before the game? Of course you would have to change it back after to avoid causing problems with the CPU franchise logic later though. Might be worth looking into if anyone wants to test it.

    It's definitely an AM thing. I am looking into it, but there are a couple moving parts when the accuracy of the CPU QB is in question. My first look is at what the user defenders are doing, then whether or not the throws look realistic.
    That's why I appreciate guys like Esco streaming, so I can watch it from a different perspective. The one thing that is sticking out so far is the velocity (usually tied to accuracy) of throws. But, along with that, I also see the CPU QB slow in their decision making when paired with a low QBA.
    It's a fun process. Looks like a patch is going to be released too, so will have to look at that.
    Matt10
    It's definitely an AM thing. I am looking into it, but there are a couple moving parts when the accuracy of the CPU QB is in question. My first look is at what the user defenders are doing, then whether or not the throws look realistic.
    That's why I appreciate guys like Esco streaming, so I can watch it from a different perspective. The one thing that is sticking out so far is the velocity (usually tied to accuracy) of throws. But, along with that, I also see the CPU QB slow in their decision making when paired with a low QBA.
    It's a fun process. Looks like a patch is going to be released too, so will have to look at that.

    Lack of breaking on the ball. Slants and when you run zone
    Love the game, but I feel I can only cover blitzing or man. Which is fine but teams run zone and I try to keep it realistic
    Am I the only one who seems like they are having to play more zone defense? Seems every time I play man coverage the cpu is always having an extra step on me, like bad..not even close contested coverages. It’s like my corners have linebacker speed covering a receiver
    Matt10
    It's definitely an AM thing. I am looking into it, but there are a couple moving parts when the accuracy of the CPU QB is in question. My first look is at what the user defenders are doing, then whether or not the throws look realistic.
    That's why I appreciate guys like Esco streaming, so I can watch it from a different perspective. The one thing that is sticking out so far is the velocity (usually tied to accuracy) of throws. But, along with that, I also see the CPU QB slow in their decision making when paired with a low QBA.
    It's a fun process. Looks like a patch is going to be released too, so will have to look at that.

    Matt10 I enjoy your sliders. One thing I’ll comment on is that I think there is a difference as far as playing online or offline. I’ve got one of each setup to mess with. Seems like the offline franchise whether it’s your sliders or the base set that the cpu completion % is much higher. I’m seeing more incompletions on online.
    Sent from my iPhone using Operation Sports
    This is huge information if true and not just coincidence
    prof189
    Matt10 I enjoy your sliders. One thing I’ll comment on is that I think there is a difference as far as playing online or offline. I’ve got one of each setup to mess with. Seems like the offline franchise whether it’s your sliders or the base set that the cpu completion % is much higher. I’m seeing more incompletions on online.
    Sent from my iPhone using Operation Sports

    https://www.youtube.com/user/schnaidt1
    Good ole 71 rating Haskins is 12/12 and 2tds against me so far when I got two 89 rated corners and a X factor pass rusher getting no pressure to...oh the fun this game is. Guess I just have to live with every qb being accurate no matter
    Jagsfan24
    Am I the only one who seems like they are having to play more zone defense? Seems every time I play man coverage the cpu is always having an extra step on me, like bad..not even close contested coverages. It’s like my corners have linebacker speed covering a receiver

    my experience for sure. And I play as D lineman no switching. it's ugly. Very ugly on AM. Not as bad, but still occuring with the AP setup.
    Jagsfan24
    Good ole 71 rating Haskins is 12/12 and 2tds against me so far when I got two 89 rated corners and a X factor pass rusher getting no pressure to...oh the fun this game is. Guess I just have to live with every qb being accurate no matter

    I currently have CPU accuracy at 15. Last year I had it at 10. Will play more games and then see if I need to put it down even more
    Jagsfan24
    Good ole 71 rating Haskins is 12/12 and 2tds against me so far when I got two 89 rated corners and a X factor pass rusher getting no pressure to...oh the fun this game is. Guess I just have to live with every qb being accurate no matter

    Just had the same with Gardner Minshew. For some reason I couldn't really get any pressure all game, and he just picked me off with lots of short passes.
    Really starting to get frustrated with my pass rusher being sucked towards a specific O lineman, despite me pushing the completely opposite direction on the stick. Also had an absolutely ridiculous animation with a linebacker making a beeline to the qb sucked 3 or four yards into a tackle animation. I need to stop watching replays if I want to enjoy this game.
    XxStew21xx
    I currently have CPU accuracy at 15. Last year I had it at 10. Will play more games and then see if I need to put it down even more

    Doesn't that just make the ai dink and dunk even worse?
    Matt, have you experimented with raising qb accuracy? I know you've said many times lowering it just make the ai more conservative, is the converse true? They don't seem to even try to go long as it is.
    2nd Game with Version 1, Matt
    Giants(78) @ Cowboys(85)
    Boys win, 45-26
    Zeke had 5 rushing TD's. Had a really fun game though, my corners are terrible and i've made some trades and deals that my Linebackers are fast and young, but not great overall, I'm using the 49ers Playbook.
    Von Dozier
    It doesn't matter.

    I know it has in past maddens that’s why I was wondering and I was also was wondering cause there are different special team values for user and cpu
    Sent from my iPhone using Operation Sports
    johnhughthom
    Doesn't that just make the ai dink and dunk even worse?

    Well first play of the game Haskins threw a 50 yard bomb on me. After that, nothing long really happened. Was just seeing if I could get the CPU completion percentage down because having the CPU throw over 85% every game is absolutely ridiculous.
    johnhughthom
    Doesn't that just make the ai dink and dunk even worse?
    Matt, have you experimented with raising qb accuracy? I know you've said many times lowering it just make the ai more conservative, is the converse true? They don't seem to even try to go long as it is.

    I’ve played about 12 games on AM...every quarterback was dink and dunking on me, throwing for like 70-90% completion rate. So this morning, I raised AI QB accuracy from 15 all the way to 75 just to see what happens, and the AI is absolutely 100% throwing downfield wayyyyy more often. Now I just gotta figure out coverage so the completion rate goes down a bit
    Connolly22
    I’ve played about 12 games on AM...every quarterback was dink and dunking on me, throwing for like 70-90% completion rate. So this morning, I raised AI QB accuracy from 15 all the way to 75 just to see what happens, and the AI is absolutely 100% throwing downfield wayyyyy more often. Now I just gotta figure out coverage so the completion rate goes down a bit

    Good luck figuring out coverage
    Sent from my iPhone using Operation Sports
    Rmiok222
    Good luck figuring out coverage
    Sent from my iPhone using Operation Sports

    I’m gunna need it. I’m switching between AM and AP now to see what the difference is. I thought AM was playing great, except for the completion percentage. Everything else was perfectly balanced for me. So I’m going to need to change some things to get AP playing right
    Connolly22
    I’m gunna need it. I’m switching between AM and AP now to see what the difference is. I thought AM was playing great, except for the completion percentage. Everything else was perfectly balanced for me. So I’m going to need to change some things to get AP playing right

    AP you will have same issue. My biggest reason for not going to AM is rating bump, but some guys love it and I respect it
    I’m playing a franchise as the Chargers, on week 2 Mahomes went 29/35, 333 yds, 3 TDs and 82% completion percentage. I didn’t think too much of it because Madden Mahomes is overpowered. However, next week I played against 76 OVR Teddy Bridgewater and he went 22/26, 268 yds, 84% completion percentage. The Chargers have an above average secondary and nevertheless CPU receivers were constantly wide open. I tried rushing the passer, making adjustments, and usering different players and nothing helped.
    johnhughthom
    Doesn't that just make the ai dink and dunk even worse?
    Matt, have you experimented with raising qb accuracy? I know you've said many times lowering it just make the ai more conservative, is the converse true? They don't seem to even try to go long as it is.

    Yes, I test QBA a lot, but it's more so perception of the QB that determines what they'll do. It was the same last year. The issue I have with QB's this year is their throw velocity all seem to be the same whether it's a 5 yard dink or a 20 yard heave. It's more noticeable on broadcast camera.
    I'll figure it out, I'm sure.
    What effect would it have if I tweaked user pass coverage and reaction? It seems to me QBs are getting automatic because my secondary is leaving guys wide open or not breaking on the ball quick enough.
    Also, what's a good auto-subs slider set to use?
    Thanks for all your work Matt
    lemarflacco
    Has anyone tried dropping the qb accuracy ratings for like throw short or throw medium before the game?

    Raising the accuracy seems to do the opposite it has done past years. Raising the accuracy for me has made the AI throw downfield a lot more. I’m turning AI QB acc to 65 and my coverage to 90 and switching to AP just to see what happens
    Connolly22
    Raising the accuracy seems to do the opposite it has done past years. Raising the accuracy for me has made the AI throw downfield a lot more. I’m turning AI QB acc to 65 and my coverage to 90 and switching to AP just to see what happens

    Look forward to hearing the results
    Shaddow870
    Is it just me or does the whole QB accuracy thing make it unayable right now? No matter what QB I face they crush me up and down the field.

    Yeah it's hard for me to play this game because of this, granted a lot of these issues are from the user side of things to. I can't play man coverage this year because 9/10 times my guys can't cover, the cpu wr are constantly opened.
    I try not to complain as much if the cpu qb is a higher rated good player but when 71 rated qbs are always doing it then it becomes frustrating
    Just a reminder that I explain everything on the front page. I even included video of two of the glaring issues with pass coverage. Knowing this, you should expect the QB comp % to be a bit higher than it should. It's skewed due to the buggy animations, but it's there.
    The QBA value itself is very sensitive. Go too low, and you get the CPU who won't want to throw the ball - i.e. back to M20 and M19. Too high, and they try every throw, but they do it at a ridiculous velocity. With the exception of scrambling QBs, there's not else to separate a QB's traits when they all throw as hard as Mahomes.
    Keep in mind also that there is a title update due out next week, so you never know what inadvertently gets addressed.
    Regardless, I'm already looking at the comp% , but anyone who followed last year, knows I'm not going after stats here. It's contextual animations and decision making from the QB which is more important to me.
    Matt10
    Just a reminder that I explain everything on the front page. I even included video of two of the glaring issues with pass coverage. Knowing this, you should expect the QB comp % to be a bit higher than it should. It's skewed due to the buggy animations, but it's there.
    The QBA value itself is very sensitive. Go too low, and you get the CPU who won't want to throw the ball - i.e. back to M20 and M19. Too high, and they try every throw, but they do it at a ridiculous velocity. With the exception of scrambling QBs, there's not else to separate a QB's traits when they all throw as hard as Mahomes.
    Keep in mind also that there is a title update due out next week, so you never know what inadvertently gets addressed.
    Regardless, I'm already looking at the comp% , but anyone who followed last year, knows I'm not going after stats here. It's contextual animations and decision making from the QB which is more important to me.

    Having used your sliders the last 2 years i know its about animation, and while i still get good stats even with good animation. But the animation i think is bad this year for the user defenders, especially on man coverage plays. But like you said maybe the title update will help hopefully
    the fix to a lot of issues this game has probably lies in the roster rather than the sliders.
    i would think adjusting qbs accuracy/awareness and adjusting defenders coverage ability/awareness will probably do more to remedy some of the issues.
    the only problem is doing a complete rework of the roster is a huge undertaking and takes a lot of testing.
    tetoleetd
    the fix to a lot of issues this game has probably lies in the roster rather than the sliders.
    i would think adjusting qbs accuracy/awareness and adjusting defenders coverage ability/awareness will probably do more to remedy some of the issues.
    the only problem is doing a complete rework of the roster is a huge undertaking and takes a lot of testing.

    There have been fantastic rerated rosters in the past. I actually did my own for Madden 04, and fixed a lot of the issues I was seeing with the game.
    Sliders should address majority of these issues, but you're right, there are some things it can't do. Regardless, there's always a combination out there that serves as a good workaround.
    tetoleetd
    the fix to a lot of issues this game has probably lies in the roster rather than the sliders.
    i would think adjusting qbs accuracy/awareness and adjusting defenders coverage ability/awareness will probably do more to remedy some of the issues.
    the only problem is doing a complete rework of the roster is a huge undertaking and takes a lot of testing.

    I might have to download someones roster in the future if after awhile we can't get the sliders to work at all. I feel that some trait editing can play a little factor in this
    On All-Pro, through 4 or 5 games, my CPU completion % has been pretty much fine in the 60's, haven't seen any real robo at all. Maybe it's the way I play D? I notice and assume everyone always takes control of the pass rush, which I believe can make the QB panic and start throwing quick checkdowns, which lead to high %.
    Personally, I always take control of a safety and hold LB to make them auto play, which means I'm not really taking control at all, and I let the defensive ratings matter (also a nice excuse to use broadcast cam when playing D). It allows the CPU QB more time in the pocket since I'm not cheesing a pass rush, which to me it seems allows them to make more downfield mistakes and misfires instead of immediately and easily checking down. That's how I've always played football games though, and I've also in all that time, throughout the NCAA and Madden series, not to have much of a robo issue.
    The only issue I've sort of noticed so far in 21 is human INTs, and mainly because it seems to be an animation thing. Over half of my passes are picked because my WR is making a cut animation, but the CB makes no cut animation at all, which leads to jumped route INTs.
    Von Dozier
    On All-Pro, through 4 or 5 games, my CPU completion % has been pretty much fine in the 60's, haven't seen any real robo at all. Maybe it's the way I play D? I notice and assume everyone always takes control of the pass rush, which I believe can make the QB panic and start throwing quick checkdowns, which lead to high %.
    Personally, I always take control of a safety and hold LB to make them auto play, which means I'm not really taking control at all, and I let the defensive ratings matter (also a nice excuse to use broadcast cam when playing D). It allows the CPU QB more time in the pocket since I'm not cheesing a pass rush, which to me it seems allows them to make more downfield mistakes and misfires instead of immediately and easily checking down. That's how I've always played football games though, and I've also in all that time, throughout the NCAA and Madden series, not to have much of a robo issue.
    The only issue I've sort of noticed so far in 21 is human INTs, and mainly because it seems to be an animation thing. Over half of my passes are picked because my WR is making a cut animation, but the CB makes no cut animation at all, which leads to jumped route INTs.

    I think the roboQB thing is an All Madden issue...I've considered dropping down to All-Pro but im worried it'll be a lil too easy.
    Cscottblue90
    I think the roboQB thing is an All Madden issue...I've considered dropping down to All-Pro but im worried it'll be a lil too easy.

    Me too. Can't you adjust the sliders to make it difficult ?
    XxStew21xx
    Me too. Can't you adjust the sliders to make it difficult ?

    Last time i tried that every game was close enough that it felt challenging but i always snuck out the win. It only gave the illusion of difficulty.
    Von Dozier
    On All-Pro, through 4 or 5 games, my CPU completion % has been pretty much fine in the 60's, haven't seen any real robo at all. Maybe it's the way I play D? I notice and assume everyone always takes control of the pass rush, which I believe can make the QB panic and start throwing quick checkdowns, which lead to high %.
    Personally, I always take control of a safety and hold LB to make them auto play, which means I'm not really taking control at all, and I let the defensive ratings matter (also a nice excuse to use broadcast cam when playing D). It allows the CPU QB more time in the pocket since I'm not cheesing a pass rush, which to me it seems allows them to make more downfield mistakes and misfires instead of immediately and easily checking down. That's how I've always played football games though, and I've also in all that time, throughout the NCAA and Madden series, not to have much of a robo issue.
    The only issue I've sort of noticed so far in 21 is human INTs, and mainly because it seems to be an animation thing. Over half of my passes are picked because my WR is making a cut animation, but the CB makes no cut animation at all, which leads to jumped route INTs.

    Yup. All pro seems to fix a lot of the AI QB problems for me too. I just gotta balance the rest of the game out from there, which is going well so far.
    As for your INTs, I am also throwing a few INTs with Aaron Rodgers. I have the AI INT slider at 35 for now, and most of them are all my fault...but if you’re seeing weird interceptions, try waiting an extra second for your receiver to finish that cut. A lot of throws in madden are about waiting for your receiver to finish their cut, or pass a defender. Look for the icon above their head to light up as they are running their routes and you should be more on the same page with your receivers.
    Cscottblue90
    I think the roboQB thing is an All Madden issue...I've considered dropping down to All-Pro but im worried it'll be a lil too easy.

    AP is playing well so far, except running was a little easy for me. My sliders for running have a lot of room to move though, so I’m hoping that will fix it.
    Cscottblue90
    Last time i tried that every game was close enough that it felt challenging but i always snuck out the win. It only gave the illusion of difficulty.

    Hmmm well I'm sure we can all figure out a good setting for the CPU accuracy and adjust some other things to make it feel just right. Very early in the year. The more time we play the more we have to work with. I would way rather play on A.M. just need the try and get the completion percentage down as much as possible.
    Linebacker57
    Also, do stiff arms work for anyone this year that doesn't have Arm Bar X factor?

    I have been using Derrick Henry and I can barley get any stiff arms off this year. Seems very very weak
    =================================
    =================================
    9/1/2020: Some good feedback the last couple days, so thanks everyone. Version 1 is how I'd expect it to go. A solid base, with some standout issues. As I may have said before, this year's version is fairly linear in troubleshooting. The biggest issue is the way the CPU is completing high % in passing. While the slider set is there to keep players closer together, I did make a mention on Version 1 why the issue arises because of the cushion defenders not making plays - or suspended in animation.
    I've tested multiple values again, mainly because after editing the complex versions of M19 and M20, it's hard to believe that M21 is really that straight forward in slider-land. I did throw in a bit of mystery though with a reliable adjustment, which is turning Intentional Grounding "Off". When I've turned this off in the past, it seems to get the CPU QB off the rails of their programming a bit more. They just try to make things happen more, and veer away from a textbook approach. Whether it's making a risky throw or taking what yards are in front of them.
    So IG is going to be "Off" for Version2, and after that it's straightforward in raising Pass Coverage for the user to 60, from 50. What I've found with this value, after of course dropping it under 50 to isolate, is that it also affects how the receivers behave towards the ball. I've seen more incompletions by way of terrible hands or losing 50/50 battles in the air. The CPU QB will still take advantage where they can, but you will also see some more risk/reward with such tighter coverage. Keep in mind, it's not a fix to the soft DB animations as I illustrated in Version 1 (see spoiler at the bottom of the OP to view videos).
    Last change is jut addressing the odd user kickers shanking their extra points and field goals. I personally haven't seen or experienced it, but the % of feedback is strong enough that I will default to adjust it back up to 40 for User. Keep in mind if you modify in Franchise, you can change the value there - and it will apply to the CPU as well.
    Overall, the changes are positive, I feel. I do want to reiterate that I am not searching for stats here. I am looking for logical animations in the passing. If I can get passes from the CPU like this once in a while, I'll be more than happy.
    Video here:





    So, here's Version 2. Hope you guys are enjoying M21 as much as I am!
    Pass Coverage: 60/50 || 50/50 (Previous: 50/50 || 50/50)
    • Raised value for the User on All-Madden to help with some defensive awareness, not to mention give the receivers more to think about before catching the ball. CPU QB's perception also adjusts, which does not necessarily mean they are going to take off running or throw downfield - they will still try to find completions no matter what, or they'll take the sack depending on player traits.
    FG Accuracy: 40/40 (Previous: 30/40)
    • Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
    Intentional Grounding: Off (Previous: On)
    • Bit of a reliable value to change when things get settled in a bit more. I like IG off because it feels like the CPU QB gets off the rails more, and tries to make things happen more often.
    Matt, hypothetically if I wanted to use 60/60
    Pass coverage on AP can I roll with that? Seems like an obvious question but I’ve seen sliders do wonky things. So I’m just making sure.
    Sent from my iPhone using Operation Sports
    Just finished my first game on the set and that was if nothing else FUN. There are some big issues, cpu accuracy and lack of drops but those are Madden not Matt issues. Biggest issue for me was DBs not reacting in a realistic way, i used aome instant replays to display the DB facing the wrong way, walking in circles around a player rather than getting in a position to defend or in one case jogging until he was beat then sprinting. User passing felt really good, did feel like I had all day but Titans dont have the best pass rush. Running on both sides felt good. Set feels awesome matt.
    Did play with abilities on which I avoided last year, didnt see anything crazy but will say avoid pick artists lol
    Sent from my SM-G988U using Operation Sports mobile app
    XxStew21xx
    I have been using Derrick Henry and I can barley get any stiff arms off this year. Seems very very weak

    I don't think i've seen my guys pull off one stiff arm yet outside of that terrible front stiff arm animation we've seen in the last 6 maddens. It's a shame because the stiff arm is such a big part of football and should be a move that maintains a lot of your speed/momentum leading to bigger runs.
    Trucking works a lot though but again, the animations slow you down heaps for the D to catch up.
    Played my first game with updated sliders against the Washington team, I will say the pass defense played a little better, I don’t think it will get all fixed until EA does an update.
    But now my biggest issue with this game is the damn user pass rush, many times I could hardly get any pressure on Haskins. Doing a cardinals franchise and having chandler jones, and signing Jabaal sheard and having another 78 rating pass rusher and yet out of 2 games just nothing. So I will say my first need to fix is maybe the cpu pass blocking slider again
    Jagsfan24
    Played my first game with updated sliders against the Washington team, I will say the pass defense played a little better, I don’t think it will get all fixed until EA does an update.
    But now my biggest issue with this game is the damn user pass rush, many times I could hardly get any pressure on Haskins. Doing a cardinals franchise and having chandler jones, and signing Jabaal sheard and having another 78 rating pass rusher and yet out of 2 games just nothing. So I will say my first need to fix is maybe the cpu pass blocking slider again
    Its funny I just had a game with like 5 sacks against the Falcons
    Sent from my SM-G988U using Operation Sports mobile app
    Haskins finished with 35 completions and 300 yards passing...ugh one day EA can hopefully fix this. I’m a defense guy, played it in high school so it sucks when defense on this game doesn’t do much for you. Even if you have a good one
    Curious to know what kind of injuries you're seeing at 15/15. We're running at 25 in our league right now ... really loving the amount of off-ball injuries, but it does seem to be a bit too much overall. I still want injuries to be present though
    I really liked your Madden 20 sliders but eventually had to make a switch to a different set due to me just wanting to see more fair play on All-Madden. Anyway, you know I'm still gonna come to you first and give these a go! Gonna start on the All-Pro one since that's my preference for difficulty and go from there. I'm still on the trial so I'll give what feedback I can, when I can. Thanks as always Matt!
    Sent from my SM-G960U using Tapatalk
    bucknut7
    Curious to know what kind of injuries you're seeing at 15/15. We're running at 25 in our league right now ... really loving the amount of off-ball injuries, but it does seem to be a bit too much overall. I still want injuries to be present though

    Still a good variety. Some have been for a drive or two, some have been for the game. I liked 25 too, but faced the same issue. I feel, but can't prove, that with fatigue + RTP playing a role, it's also going to play a bit of a modifier to injury.
    Matt10
    Still a good variety. Some have been for a drive or two, some have been for the game. I liked 25 too, but faced the same issue. I feel, but can't prove, that with fatigue + RTP playing a role, it's also going to play a bit of a modifier to injury.

    Yes, I would agree. We’re playing with fatigue on 70 too... and I would anticipate it opens up injuries. Have you seen any 4+ game injuries on 15? Still want those to be present too.
    Also, did you try it out at 20, before you moved it to 15?
    bucknut7
    Yes, I would agree. We’re playing with fatigue on 70 too... and I would anticipate it opens up injuries. Have you seen any 4+ game injuries on 15? Still want those to be present too.
    Also, did you try it out at 20, before you moved it to 15?
    I average 2-3 have seen 4 in one
    Sent from my SM-G988U using Operation Sports mobile app
    bucknut7
    Curious to know what kind of injuries you're seeing at 15/15. We're running at 25 in our league right now ... really loving the amount of off-ball injuries, but it does seem to be a bit too much overall. I still want injuries to be present though

    In my first game i lost 3 OL in the SAME drive to an injury, then the next game i only saw 2 injuries between both teams that weren't major. So it varies with Matts sliders
    Matt, I was wondering what your thoughts were on dropping user QB Acc and/or raising CPU Pass Coverage on All Pro? I was thinking 25 Acc and 60 PC.
    If I could make the passing game a bit harder, I think All Pro could be close to perfect for my skill level.
    All Madden finally feels playable!
    The only big discrepancy I see between USER and CPU is pass coverage. My receivers are absolutely smothered by DBs on every single play, but my secondary has countless holes for WRs to exploit. Some plays, I throw to my receiver thinking he's open, but the DB was just covering so tightly that he was literally hidden behind my guy.
    Loving All Madden otherwise. I'm 2-1 on the season. Beat the 49ers, lost to the Football Team, and beat the Lions. The loss was entirely my fault, and was a result of a couple of mistakes on my part rather than glitchy, cheesy animations, which is usually the case on All Madden. I'm more than happy to lose games like this.
    Matt - are you looking at USER pass coverage at all or do you think it's fine as is?
    I think the key to beating the automatic QB problem is pass rush...I'm sure im not the only one who finds that they rarely, if ever, get pressure in the QB. Give an average QB all day and he'll find an open wr. Maybe cpu pass blocking could be tweaked?
    Alternatively, I just played half a game v Jags with 15 min quarters and an accelerated clock. Minshew was far less automatic than he had been. Maybe giving the CPU qb more time to make adjustments (as Matt describes with the 9 min unaccelerated clock) is part of the problem...they're switching into better plays for our coverage more often? It's only half a game so I'll try another one tomorrow, see if i get similar results
    Thoughts?
    bucknut7
    Yes, I would agree. We’re playing with fatigue on 70 too... and I would anticipate it opens up injuries. Have you seen any 4+ game injuries on 15? Still want those to be present too.
    Also, did you try it out at 20, before you moved it to 15?

    I have had 2 season ending injuries by game 9
    Cscottblue90
    I think the key to beating the automatic QB problem is pass rush...I'm sure im not the only one who finds that they rarely, if ever, get pressure in the QB. Give an average QB all day and he'll find an open wr. Maybe cpu pass blocking could be tweaked?
    Alternatively, I just played half a game v Jags with 15 min quarters and an accelerated clock. Minshew was far less automatic than he had been. Maybe giving the CPU qb more time to make adjustments (as Matt describes with the 9 min unaccelerated clock) is part of the problem...they're switching into better plays for our coverage more often? It's only half a game so I'll try another one tomorrow, see if i get similar results
    Thoughts?
    I play on 13 min quarters with 15 acc
    They generally go 80-85% not sure how that compares to people playing on 9min no acc
    Sent from my SM-G988U using Operation Sports mobile app
    Mackrel829
    All Madden finally feels playable!
    The only big discrepancy I see between USER and CPU is pass coverage. My receivers are absolutely smothered by DBs on every single play, but my secondary has countless holes for WRs to exploit. Some plays, I throw to my receiver thinking he's open, but the DB was just covering so tightly that he was literally hidden behind my guy.
    Loving All Madden otherwise. I'm 2-1 on the season. Beat the 49ers, lost to the Football Team, and beat the Lions. The loss was entirely my fault, and was a result of a couple of mistakes on my part rather than glitchy, cheesy animations, which is usually the case on All Madden. I'm more than happy to lose games like this.
    Matt - are you looking at USER pass coverage at all or do you think it's fine as is?

    Only other thing I've found frustrating is the CPU catching interceptions literally through the body of my receiver.
    My guy's hand is warped literally inside the middle of the ball, but somehow their MLB still manages to get the pick instead of it being knocked to the ground.
    On another occasion, my WR contested a catch in the end zone with the CPU DB. Both got hands on the ball and should be an incompletion 100% of the time. Instead, the CPU DB holds into it, passes it through the torso of my WR, and makes the catch for an interception.
    Not sure if these glitchy animations will be reduced by simply lowering the INT slider, or if it runs deeper than that?
    I can never thank you enough Matt! Keep up the amazing work. I am having some of the most fun (In terms of gameplay) In a Madden game in years!
    Mackrel829
    Only other thing I've found frustrating is the CPU catching interceptions literally through the body of my receiver.
    My guy's hand is warped literally inside the middle of the ball, but somehow their MLB still manages to get the pick instead of it being knocked to the ground.
    On another occasion, my WR contested a catch in the end zone with the CPU DB. Both got hands on the ball and should be an incompletion 100% of the time. Instead, the CPU DB holds into it, passes it through the torso of my WR, and makes the catch for an interception.
    Not sure if these glitchy animations will be reduced by simply lowering the INT slider, or if it runs deeper than that?

    Usually it's one animation giving way to another, but I think this year it's the animations appearing out of sync due to the soft db animation being so delayed. I'm trying to find a way where I can accelerate the decision making to catch up with the receiver.
    Made the jump to all madden. I wish my corner covered like the cpu did! Ravens are tough as heck to move the ball against.
    It doesn’t seem like cpu accuracy is as simple as last year either. This year when you lower cpu acc it seems they hold the ball for way too long before making a decision on where to throw.
    Sent from my iPhone using Operation Sports
    Rmiok222
    Made the jump to all madden. I wish my corner covered like the cpu did! Ravens are tough as heck to move the ball against.
    It doesn’t seem like cpu accuracy is as simple as last year either. This year when you lower cpu acc it seems they hold the ball for way too long before making a decision on where to throw.
    Sent from my iPhone using Operation Sports

    Someone said that the lower you put the qb accuracy the shorter and more conservative the cpu is when throwing. So if anything try leaving it at 50 and just adjust the pass coverage sliders for the user
    jayg123
    So does anyone know what to do for the cpu QB to maybe throw deep or stop from going 85-90% completion ?

    Few factors for this. I been reading people on here saying that the higher the qb accuracy slider is the more aggressive they are throwing downfield.
    For the qbs throwing short, well if their trait edit is set to “paranoid” then they will throw the ball quick.
    Most of us know that EA needs to fix the user coverage, your defenders react slow to the ball and play soft coverage, Matt is trying to fix it
    For the time being I would think a quick fix is the user coverage sliders, that might help a bit. I might test it myself
    Von Dozier
    On All-Pro, through 4 or 5 games, my CPU completion % has been pretty much fine in the 60's, haven't seen any real robo at all. Maybe it's the way I play D? I notice and assume everyone always takes control of the pass rush, which I believe can make the QB panic and start throwing quick checkdowns, which lead to high %.
    Personally, I always take control of a safety and hold LB to make them auto play, which means I'm not really taking control at all, and I let the defensive ratings matter (also a nice excuse to use broadcast cam when playing D). It allows the CPU QB more time in the pocket since I'm not cheesing a pass rush, which to me it seems allows them to make more downfield mistakes and misfires instead of immediately and easily checking down. That's how I've always played football games though, and I've also in all that time, throughout the NCAA and Madden series, not to have much of a robo issue.
    The only issue I've sort of noticed so far in 21 is human INTs, and mainly because it seems to be an animation thing. Over half of my passes are picked because my WR is making a cut animation, but the CB makes no cut animation at all, which leads to jumped route INTs.

    How do you make them auto play?
    Sent from my iPhone using Operation Sports
    Loving these sliders so far. AM has presented such an even game for with these sliders, probably the first time in years. I have noticed my CF has no QB injuries though. Is this an anomaly for me or are you guys experiencing it too?
    Lloydkalka
    Loving these sliders so far. AM has presented such an even game for with these sliders, probably the first time in years. I have noticed my CF has no QB injuries though. Is this an anomaly for me or are you guys experiencing it too?

    I’ve had Lamar Jackson injured first game of a test franchise I have.
    Sent from my iPhone using Operation Sports
    Lloydkalka
    Loving these sliders so far. AM has presented such an even game for with these sliders, probably the first time in years. I have noticed my CF has no QB injuries though. Is this an anomaly for me or are you guys experiencing it too?

    What week are you in?
    Sent from my iPhone using Operation Sports
    XxStew21xx
    Good game ! Should of kept feeding Julio at the end there but was an enjoyable watch

    Thanks. Yeah I usually don't throw to one main receiver, but I need to work on forcing the ball to him more. The last int was a slant to him, but Fields decided to overthrow him and throw directly to the linebacker instead.
    First off thanks for all that you do! Would love to pay you for ya hard work.
    Now, I went back in your archives of Madden 19 and used V25 with minor adjustments. Cpu Pass Blocking up to 25 and Run blocking to 20. Fatigue at 52-62. It plays very well man. Definitely a challenge until I get adjusted. Please test that one again.
    Tusehem
    First off thanks for all that you do! Would love to pay you for ya hard work.
    Now, I went back in your archives of Madden 19 and used V25 with minor adjustments. Cpu Pass Blocking up to 25 and Run blocking to 20. Fatigue at 52-62. It plays very well man. Definitely a challenge until I get adjusted. Please test that one again.

    Been down that road, and the issue with such a low PBL is the ease in pushing over the OL. RBL at 50 has been fine actually, I don't think there is any need to address it. Before I posted v1, I tested at length the correlation of a low RBL to how the CPU QB would throw - but it didn't make much of a difference.
    I do have a possible update coming, despite the upcoming title update soon.
    Matt10
    Been down that road, and the issue with such a low PBL is the ease in pushing over the OL. RBL at 50 has been fine actually, I don't think there is any need to address it. Before I posted v1, I tested at length the correlation of a low RBL to how the CPU QB would throw - but it didn't make much of a difference.
    I do have a possible update coming, despite the upcoming title update soon.

    I’m excited. Now let me refresh my OS every 7 seconds lol. That’s usually what happens when I know you got an update coming
    Sent from my iPhone using Operation Sports
    Many thanks for these Matt, just finished a couple of games & it's playing much better, db's especially were way too overpowered using default settings.
    On a totally unrelated issue, is every one else getting kicked back to the main menu after each game? Not a huge issue but an annoying one none the less.
    roadagain65
    Many thanks for these Matt, just finished a couple of games & it's playing much better, db's especially were way too overpowered using default settings.
    On a totally unrelated issue, is every one else getting kicked back to the main menu after each game? Not a huge issue but an annoying one none the less.

    It happens like every other game for me, it is pretty annoying
    Sent from my iPhone using Operation Sports
    roadagain65
    Many thanks for these Matt, just finished a couple of games & it's playing much better, db's especially were way too overpowered using default settings.
    On a totally unrelated issue, is every one else getting kicked back to the main menu after each game? Not a huge issue but an annoying one none the less.

    Do you have the hard disc copy or digital ?
    I have digital and it's never happened to me once
    Rmiok222
    I’m excited. Now let me refresh my OS every 7 seconds lol. That’s usually what happens when I know you got an update coming
    Sent from my iPhone using Operation Sports

    I'll be updating today, it's just one value, so far, but it's making a bigger difference. I just need to get more sample size of different match ups.
    =================================
    =================================
    9/5/2020: Quite the obvious change that needed to happen here, and it isn't CPU QBA :) . No, in this case, it's about the receiver catching. They catch too many in traffic and it makes the CPU QB have no sense of hesitation in making certain passes. With it lowered in this version, the DB has a chance to make something happen even if they are lagging a bit behind. The good thing is the receiver drops do not increase by much at all.
    Here are some highlights of Big Ben trying to find completions against a stout Ravens D.
    Video here:



    So, here's Version 3. Think it's in a good spot for while until we get the title update. I hope that it addresses the big coverage issues this game has.
    WR Catch: 48/45 || 48/48 (Previous: 48/48 || 48/48)
    • A drop for the All-Madden set in the WR Catch because they were simply catching too many passes in traffic. They already have the advantage vs a soft coverage, so this will help balance things out. It is by no means an attempt to fix the perception of Robo QB, but it does address the logical animations that should be occurring more often in traffic. There are some brick hand animations that occur a slight bit more than before as well, which are welcomed.
    Cant wait to plug these in later, i have noticed the wr catching is overpowered this year (which can be good in some cases) but hopefully it will help with the qb accuracy for the cpu or like you said give your defenders a chance.
    It sucks when you have 2 good corners who cant cover anything it seems
    I'm really enjoying the way All-Pro is playing this year Matt especially with your slider set so far. In the 3 games I've played I think I've lost all three
    They've been close and have come down to me making stupid mistakes and trying to do things like last year's game. Forcing passes and such. I just wish user coverage was as good as the CPU. I feel like that's my only real issue. And that's not something any slider set can really fix for now it seems.
    The only changes I made was keeping Roughing the Kicker on because I personally haven't seen it called a whole lot and due to me still being on the trial I'm playing 6 minute quarters with 15 seconds of run off. But, I'll tell ya what after my trial time runs out I may be getting this game thanks to your sliders because again I'm really enjoying All-Pro so far.
    Sent from my SM-G960U using Tapatalk
    jacobsramek
    Does the accelerated clock being on or off have any effect on the gameplay this year? I’m doing 13 mins/15 sec.
    Sent from my iPhone using Operation Sports

    You probably won’t see the CPU audible much at all with accelerated clock on. I have it off and see them audible regularly
    Sent from my iPhone using Operation Sports
    cMont28
    You probably won’t see the CPU audible much at all with accelerated clock on. I have it off and see them audible regularly
    Sent from my iPhone using Operation Sports

    I agree, I hadn't seen much shift or audibles with it on. At the 1:03 mark of my video in the OP, you can see the Steelers audible out of shotgun.
    What defenses do you run with these sliders? Do you mix man/zone/blitzes or do you stick to the same certain plays? Also, do you make adjustments on defense? I audible and hot route on offense, but I'm not good at defense. Last season with your sliders I mostly just got stops with sacks/penalties/turnovers. Wondering if I need to smarten up my defensive adjustments.
    The only other thing I was confused about is where is auto strafe in the game? Not even sure I see that option. And do you keep auto-flip defense on or off?
    Can't wait to start my Bucs franchise tonight on the All Pro set!!! Been waiting until your set was "ready" lol.
    Question, do I need to match the main menu to what the franchise sliders are or only change fatigue/injuries?
    Thanks!!
    TexasRyan
    What defenses do you run with these sliders? Do you mix man/zone/blitzes or do you stick to the same certain plays? Also, do you make adjustments on defense? I audible and hot route on offense, but I'm not good at defense. Last season with your sliders I mostly just got stops with sacks/penalties/turnovers. Wondering if I need to smarten up my defensive adjustments.
    The only other thing I was confused about is where is auto strafe in the game? Not even sure I see that option. And do you keep auto-flip defense on or off?

    I'll always try my best to test in multiple different ways so I can "cover" how multiple users may play differently. Earlier, I was mismatched LB vs Desean Jackson in the slot. Could've called timeout, but chose to audible to blitz all out and ended up sacking Wentz for the only time that game.
    I'd say just experiment with different looks and adjustments. Calling timeout at the right time can not only give your defense a break, it can ruin the momentum of the opposing offense.
    YoungRice880
    Can't wait to start my Bucs franchise tonight on the All Pro set!!! Been waiting until your set was "ready" lol.
    Question, do I need to match the main menu to what the franchise sliders are or only change fatigue/injuries?
    Thanks!!

    I find it easier to set it up in the main menu then import to franchise, but there's no need to match if you just want to modify the sliders in franchise.
    Matt10
    I find it easier to set it up in the main menu then import to franchise, but there's no need to match if you just want to modify the sliders in franchise.

    Thanks for the response my man!
    I follow Uncle Sam's Reject on YT and he was using your last set (I believe). He's had some great games if you don't watch.
    Just finished my first game, Bucs (me) @ Saints.
    I was winning 28-17 at half. Finished winning 38-35!
    Holy smokes what a fun game. Probably the best game of Madden I've had since M12!
    YoungRice880
    Just finished my first game, Bucs (me) @ Saints.
    I was winning 28-17 at half. Finished winning 38-35!
    Holy smokes what a fun game. Probably the best game of Madden I've had since M12!

    What difficulty?
    Sent from my iPhone using Operation Sports
    jacobsramek
    What difficulty?
    Sent from my iPhone using Operation Sports

    All-Pro.
    I don't user anyone on defense (hold L1), pick from one of the three plays offered up on offense, and try to adjust on defense by picking my own plays. I'm not the best Madden player so I just kinda let the ratings do their thing.
    Brees finished with 75% cmpt, 1td 1int. He torched me deep a couple of times and I was never able to sack him. He threw into coverage on 4th down and we broke it up! Would have been in range for a field goal.
    Just started week two vs the Panthers, almost done with the first half. Its awesome how much different Brees and Bridgewater are. Teddy has scrambled once, and has rolled out to his right and thrown on the run. Couple missed passes. Totally different game and I'm up 21-0.
    I'm having a blast but if there were anything I'd change:
    -Harder HUM running, slightly
    -Better CPU pass rush
    But overall I'm happy to keep going until the next updates.
    YoungRice880
    All-Pro.
    I don't user anyone on defense (hold L1), pick from one of the three plays offered up on offense, and try to adjust on defense by picking my own plays. I'm not the best Madden player so I just kinda let the ratings do their thing.
    Brees finished with 75% cmpt, 1td 1int. He torched me deep a couple of times and I was never able to sack him. He threw into coverage on 4th down and we broke it up! Would have been in range for a field goal.
    Just started week two vs the Panthers, almost done with the first half. Its awesome how much different Brees and Bridgewater are. Teddy has scrambled once, and has rolled out to his right and thrown on the run. Couple missed passes. Totally different game and I'm up 21-0.
    I'm having a blast but if there were anything I'd change:
    -Harder HUM running, slightly
    -Better CPU pass rush
    But overall I'm happy to keep going until the next updates.

    All pro is really nice this year. I agree with the human running being a tad too easy, the CPU linebackers react very slow compared to all madden. Oddly the human run block slider doesn’t do much at all it seems, to me at least.
    Sent from my iPhone using Operation Sports
    I caved and picked up madden. I plugged in these sliders and i played the best feeling 2 games ive had in a long time.
    I understd the Backlash due to the cfm untouched all this time but you cant deny the gamelplay this year.
    I did lower cpu int to 25 and im looking at lowering PB for cpu and user. I think more of a push will help on incompletions.
    Brady was 33-35 against me. A lot of drop offs. Not seeing much past 15 yards.
    Played Carr next. He was at a better rate and went downfield.
    Just posting observations but it played great.
    Sent from my SM-N960U using Tapatalk
    YoungRice880
    All-Pro.
    I don't user anyone on defense (hold L1), pick from one of the three plays offered up on offense, and try to adjust on defense by picking my own plays. I'm not the best Madden player so I just kinda let the ratings do their thing.
    Brees finished with 75% cmpt, 1td 1int. He torched me deep a couple of times and I was never able to sack him. He threw into coverage on 4th down and we broke it up! Would have been in range for a field goal.
    Just started week two vs the Panthers, almost done with the first half. Its awesome how much different Brees and Bridgewater are. Teddy has scrambled once, and has rolled out to his right and thrown on the run. Couple missed passes. Totally different game and I'm up 21-0.
    I'm having a blast but if there were anything I'd change:
    -Harder HUM running, slightly
    -Better CPU pass rush
    But overall I'm happy to keep going until the next updates.

    Don't be afraid to raise CPU tackle to combat ease of running. On AP it's not as punishing as it would be on AM.
    tyler28
    I caved and picked up madden. I plugged in these sliders and i played the best feeling 2 games ive had in a long time.
    I understd the Backlash due to the cfm untouched all this time but you cant deny the gamelplay this year.
    I did lower cpu int to 25 and im looking at lowering PB for cpu and user. I think more of a push will help on incompletions.
    Brady was 33-35 against me. A lot of drop offs. Not seeing much past 15 yards.
    Played Carr next. He was at a better rate and went downfield.
    Just posting observations but it played great.
    Sent from my SM-N960U using Tapatalk

    The biggest issue I've found with lowering PBL is that at times the CPU will be even better at completions - but just as frustrating since they get out of trouble easier. Secondly, and probably the worst from an animation standpoint, the CPU doesn't release the ball early enough and will end up holding onto it for another 2-3 seconds, thus forcing plays like 4-verts that just turn into long and drawn-out comeback routes. The receiver always seems to catch the ball no matter how far up the field they were at first.
    The CPU QB's perception is fragile, which is why I went after their targets in this go around. There will be those QBs who just find every pass though. Wentz is my nemesis :) .
    Matt10
    Don't be afraid to raise CPU tackle to combat ease of running. On AP it's not as punishing as it would be on AM.
    The biggest issue I've found with lowering PBL is that at times the CPU will be even better at completions - but just as frustrating since they get out of trouble easier. Secondly, and probably the worst from an animation standpoint, the CPU doesn't release the ball early enough and will end up holding onto it for another 2-3 seconds, thus forcing plays like 4-verts that just turn into long and drawn-out comeback routes. The receiver always seems to catch the ball no matter how far up the field they were at first.
    The CPU QB's perception is fragile, which is why I went after their targets in this go around. There will be those QBs who just find every pass though. Wentz is my nemesis :) .
    Ryan is usually mine...lol
    Gotcha tho. Ill probably not change anything
    Sent from my SM-N960U using Tapatalk
    I will say that I switched both Brees and Bridgewaters trait to scrambling, sense pressure ideal, and balanced on throwing.
    Both dudes threw it away while getting sacked and both QBs also went downfield quite a bit, Brees with much more success.
    I'll try raising CPU tackle a bit for tonight's games.
    Can't edit my posts yet but I also wanted to add neither QB dumped off passes. Brees threw it to the TE on little digs and to Kamara on the RB curl for 5yds a few times but those were because no one else was open and they still moved the ball a bit.
    I wanted to see what lowering CPU QB slider would do so I took it down to 30. Played against Trubisky on All-Madden. He was 27-34 for 267 yards. His only incompletions were from pressure. Everything else he threw was spot on the money.
    Has anyone lowered it to 0 yet? Lmao
    luballr41
    I wanted to see what lowering CPU QB slider would do so I took it down to 30. Played against Trubisky on All-Madden. He was 27-34 for 267 yards. His only incompletions were from pressure. Everything else he threw was spot on the money.
    Has anyone lowered it to 0 yet? Lmao

    Right, this is why it's a bit pointless to mess with QBA. When I first started exploring sliders this year, I went 50-90, 0-50 and scaled. My goal was to reduce the effectiveness of bullet passes and see if the velocity would change. It didn't. If anything all lowering QBA did was make the CPU QB hold onto the ball a bit longer, and take less chances to fit into tighter windows.
    I think the QBs overall are too good to mess with this year. I'd rather modify their perception of what's in front of them versus what they're capable of doing.
    luballr41
    I wanted to see what lowering CPU QB slider would do so I took it down to 30. Played against Trubisky on All-Madden. He was 27-34 for 267 yards. His only incompletions were from pressure. Everything else he threw was spot on the money.
    Has anyone lowered it to 0 yet? Lmao

    I think lowering the qb accuracy just makes them more conservative, so if anything I would try looking at user pass coverage sliders
    Coaching adjustments on defense, made it way better for me. The 3 zone adjustments at bottom are essential to help tighten up coverage in zones, also the ball hawk off suggestion my last game seemed to help as well. Ofcourse pass rush and pressure will help also. So if the cpu offensive line sucks you will be more successful, Jarrett feasted on the Lions Oline. I had my very first blowout win with Falcons, beat Lions 48-14. I am 4-3 overall I a m currently playing default all pro, with ball hawk off and coach adjustments, but always love Matts insight and thoughtfulness on what he sees in gameplay. I am waiting to see if will get patches before updating also, gameplay is so fun this year right now. I know EA could ruin it with patches, or make better by accident , so will wait and see.
    Matt10
    Right, this is why it's a bit pointless to mess with QBA. When I first started exploring sliders this year, I went 50-90, 0-50 and scaled. My goal was to reduce the effectiveness of bullet passes and see if the velocity would change. It didn't. If anything all lowering QBA did was make the CPU QB hold onto the ball a bit longer, and take less chances to fit into tighter windows.
    I think the QBs overall are too good to mess with this year. I'd rather modify their perception of what's in front of them versus what they're capable of doing.

    PSN: TheGritsBlitz
    The problem I'm having with the sliders right now I think is due to the speed threshold. On AP and AM, using Colts and Cowboys off and on, I just can never get anything going in the pass game, CBs stick like glue to my WRs and pretty much break up everything. Basically, what I'm noticing is before the ball is out, the coverage man is running at a regular speed, then once the ball is in the air, the coverage man still using the same animation will kick into another speed to unorganically slide into position to break up the pass.
    It says the 60 threshold is to tighten up coverage, but it only seems to effect the user to any degree as the CPU passing lanes seem much wider than the HUM, 60 thresh or not. Would it be okay to put the thresh back to 50 or would it wreck anything?
    Von Dozier
    The problem I'm having with the sliders right now I think is due to the speed threshold. On AP and AM, using Colts and Cowboys off and on, I just can never get anything going in the pass game, CBs stick like glue to my WRs and pretty much break up everything. Basically, what I'm noticing is before the ball is out, the coverage man is running at a regular speed, then once the ball is in the air, the coverage man still using the same animation will kick into another speed to unorganically slide into position to break up the pass.
    It says the 60 threshold is to tighten up coverage, but it only seems to effect the user to any degree as the CPU passing lanes seem much wider than the HUM, 60 thresh or not. Would it be okay to put the thresh back to 50 or would it wreck anything?

    I'll post an edited game later tonight. I threw 4 ints with Brady, 1 being hit while throwing and the other 3 just horrible mistakes.
    I find that against mediocre backs between Evans, Godwin, and Gronk, someone is always open. Just have to anticipate and hope the line holds up. You'll see what I mean when I post the video. Its All-Pro with +2 CPU coverage/reaction/tackle and -5 HUM pass block. Going to put the CPU coverage back to 50/50 and call it good for my season.
    Von Dozier
    The problem I'm having with the sliders right now I think is due to the speed threshold. On AP and AM, using Colts and Cowboys off and on, I just can never get anything going in the pass game, CBs stick like glue to my WRs and pretty much break up everything. Basically, what I'm noticing is before the ball is out, the coverage man is running at a regular speed, then once the ball is in the air, the coverage man still using the same animation will kick into another speed to unorganically slide into position to break up the pass.
    It says the 60 threshold is to tighten up coverage, but it only seems to effect the user to any degree as the CPU passing lanes seem much wider than the HUM, 60 thresh or not. Would it be okay to put the thresh back to 50 or would it wreck anything?

    The higher threshold does help the tightness of the coverage, but as I mention in the OP, it also helps gaps close a bit quicker too. From a CPU standpoint, they see gaps close quicker, they run more direct somewhere else. This is why you'll see more direct running versus the CPU going for a stiff arm to the air before they've even hit any holes.
    I suppose you can lower the threshold, but before that just lower CPU PCV. Not by much, but maybe 5-10 pts maximum.
    The windows are tight, that is for sure, but that's also why I don't have lower user QBA or WRC. Had this beauty yesterday over the top as well:
    So I have been using 9 min no accel clock and I've only been getting around 100 plays. I know before I used 13 min 15 accel and I got around 120-130 which is what I want. I think im going to try that but I want the cpu to still audible but I heard with accel clock on they wont at least as much with it off.
    Matt10
    The higher threshold does help the tightness of the coverage, but as I mention in the OP, it also helps gaps close a bit quicker too. From a CPU standpoint, they see gaps close quicker, they run more direct somewhere else. This is why you'll see more direct running versus the CPU going for a stiff arm to the air before they've even hit any holes.
    I suppose you can lower the threshold, but before that just lower CPU PCV. Not by much, but maybe 5-10 pts maximum.
    The windows are tight, that is for sure, but that's also why I don't have lower user QBA or WRC. Had this beauty yesterday over the top as well:

    Noted, I may just try putting HUM WR catch back to 50 first. Everything else about this set feels great, it's just the flypaper coverage causing me constant drops is what's killing me.
    Try coach adjustments on offense, and put catch ones too conservative.
    Von Dozier
    Noted, I may just try putting HUM WR catch back to 50 first. Everything else about this set feels great, it's just the flypaper coverage causing me constant drops is what's killing me.

    PSN: TheGritsBlitz
    Does anyone ever notice how your own receivers will make some boneheaded decisions when you throw them the ball? Like for example many times I’ve thrown a int because as I’m rolling out with my qb the corner will drop to start coming at me and it will many times leave my wr open, and the MOMENT I’m going to throw the ball my wr decides to run towards the middle of the field in traffic and then of course it’s like an automatic int.
    Kinda annoying when my receivers do this, idk if I was the only one
    I gotta say, bumping pass coverage to 60 did help. I played week one season 2 with my titans franchise vs the browns and mayfield went 100%. Even though my secondary aint that great. Adoree jackson is a 88, fulton 76 and roby is a 81. After that i went to 60 and it plays a bit better. I would need to test with better CBs or against weaker WRs. But im 1-3 after beating the seahawks. I got the chiefs next, pray for me.
    Redskins041
    So I have been using 9 min no accel clock and I've only been getting around 100 plays. I know before I used 13 min 15 accel and I got around 120-130 which is what I want. I think im going to try that but I want the cpu to still audible but I heard with accel clock on they wont at least as much with it off.

    I’m kinda running into the same issue but am seeing about 110 plays. Tried 10 min quarters with it off and had a better play count but an absurd amount of offensive yardage/points. Need to try it for a few more games to see what to do next though. Big fan of seeing the CPU call audibles and don’t want a 15 sec accelerated clock to negate that aspect.
    Sent from my iPhone using Operation Sports
    I am struggling, but I am loving the gameplay, Matt. Just started the 2nd season with the Giants and lost game 1 against Washington, 35-13, but my team is pretty bad. Offensive line is Terrible and I drafted a rookie QB to run my west coast offense, he has great throw on the run.
    Excited, brother!
    My first year I went 2-14, lol
    All Madden, BTW
    Sent from my moto z3 using Operation Sports mobile app
    Yo, loving the sliders man. The defense feels a little better this year in general for user and Cpu. Made a couple personal tweaks to some things but enjoying the hell out of the game right now. Now all im waiting on is TFG to drop his final roster and ill be golden.
    Do you guys use coach suggestions or call your own plays? I almost always did coach suggestions but I feel plays will get repetitive and it limits the playbook. I try to go for complete realism in my franchises so in a way its realistic because its like a playcall sheet but at the same time I have no real scheme and the game is almost picking it for me. I know to match personnel on defense and picking man vs zone or cover 2 3 or 4 is almost random for me unless if its a specific situation. I mostly just struggle with playcalling on offense especially first down because I have too many options lol. Does anybody have any advice to know what formations to go to and what to call at least on first down when there isn't a specific situation and the playbook is completely open. Just too many choices for me lol. Should I just stick with coach suggestions?
    I uploaded my first half of week 2 in my Buccaneers chise, hosting the Panthers. I've never uploaded a video before so it took me a while editing on the PS4 lol. Hopefully at least one person watches lmao. Once I got the hang of it it's not too bad at all. Bout 10 minutes for the first half. I ultimately lost by 7!
    I'd really suggest watching. Some great play by the CPU!
    Everything is the same as OP in this video except for the following:
    All-Pro Set
    HUM Tak 44
    HUM PassBlock 45
    CPU Reaction 52
    CPU Coverage 52
    CPU Tak 55
    Modified Teddy Bridgewater's traits to Forced Passes: Balanced, Sense Pressure: Ideal, and Pocket Type: Scrambling
    https://youtu.be/eYTZFiHsrew
    I am going to revert CPU Reaction/Coverage back to OP (50) but think I'll continue on my season with the changes to Human Tackle/Pass Block and the increase to CPU Tackle.
    Redskins041
    Do you guys use coach suggestions or call your own plays? I almost always did coach suggestions but I feel plays will get repetitive and it limits the playbook. I try to go for complete realism in my franchises so in a way its realistic because its like a playcall sheet but at the same time I have no real scheme and the game is almost picking it for me. I know to match personnel on defense and picking man vs zone or cover 2 3 or 4 is almost random for me unless if its a specific situation. I mostly just struggle with playcalling on offense especially first down because I have too many options lol. Does anybody have any advice to know what formations to go to and what to call at least on first down when there isn't a specific situation and the playbook is completely open. Just too many choices for me lol. Should I just stick with coach suggestions?

    I sometimes mix it up, I feel like sometimes it’s the same kind of plays. Like if the cpu comes out in 4wr set the coach suggestion suggests me being out in nickel.
    So I mix it up
    cMont28
    I’m kinda running into the same issue but am seeing about 110 plays. Tried 10 min quarters with it off and had a better play count but an absurd amount of offensive yardage/points. Need to try it for a few more games to see what to do next though. Big fan of seeing the CPU call audibles and don’t want a 15 sec accelerated clock to negate that aspect.
    Sent from my iPhone using Operation Sports

    It's a bit of the trick this year and what you're wanting to sacrifice. I love the QB play, so I really don't want to lose out on audibles and adjustments. A 9.5 minutes would've been perfect. 10 could still be the way to go, but sample size on just how many yards are accumulated over time.
    They really need to tone down the ints in this game from the cpu. I get some blatant bad throws that can be picks (especially by good defenders) but lord the cpu just intercepts every single pass, especially if it’s a tip ball. The sticky fingers are worse in this game than last years lol
    Jagsfan24
    They really need to tone down the ints in this game from the cpu. I get some blatant bad throws that can be picks (especially by good defenders) but lord the cpu just intercepts every single pass, especially if it’s a tip ball. The sticky fingers are worse in this game than last years lol

    That's tough, man. I haven't had issues where the ints are so consistent. Have had more brick-hands and contested bat downs versus just picks.
    Here's an example where I should not have thrown the ball as early, but was let off the hook:

More in Madden NFL 21

To Top