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Madden 22 Sliders From Matt10 and Crew: Version 9

Madden 22 sliders

Madden NFL 22

Madden 22 Sliders From Matt10 and Crew: Version 9

I have posted Matt10 slider sets many times before, but I have not yet posted a version the posse has been working on for Madden 22. With these Madden 22 sliders, they are currently on Version 9 and were last updated on November 7, so these are fresh.

With Madden 22 sliders this year, it’s interesting in general to see the wide range of opinions out there. Slider makes always have strong opinions in general (it comes with the territory), but this year it seems more nuanced because more folks believe in All-Madden as an option. In the past, many of the slider makers ended up settling on making All-Pro slider sets as the base, but more folks are believers in All-Madden this year. If anything, it seems like Pro is now the third banana in the conversations more than All-Madden.

The other tricky part this year (and as is the case most years with Madden), is that patches have significantly altered the experience at times, which makes tweaking sliders more necessary than it should be and also makes it harder to find a slider set to “lock” into for your franchise.

The nice thing with Matt10’s community set is that optionality does exist here to play on All-Pro or All-Madden with some tweaks between the two levels. In addition, Matt10 feels confident enough in these sliders to post them for both new-generation consoles and last-gen consoles.

If you want to contribute to the discourse surrounding the sliders, this article’s comments section links directly to the thread, and you can also just head to the thread here as well. With all that said, let’s get into the explanations from Matt10.

Madden 22 Sliders (Matt10 Version 9)

madden 22 roster update w8

Background And Focus

Background: The purpose of sliders is to either enhance the game or to fix its core issues. Each year when I spend time on a game, it’s one or the other. After more than a decade doing this, you would think I’d be burnt out, but working in tech and seeing the tech presented to us as gamers is just too amazing not to be inspired.

Focus of the Sliders: Madden 22 has a solid foundation. It has playability, difficulty, and incredible scale to modify. There are multiple slider enthusiasts on OS alone who have come up with theories, put in the hours, and have truly owned their research. My focus is to do what I mentioned above, take what I can from Madden 22, and improve the base. To be fair, the game does not need that much modification. It does have some cracks in the pass defense and some canned animations that are a bit of an eye-sore. Through the progression of this thread, I am sure I’ll obsess over each of them. As always, the sliders presented are a base of my findings, and by no means the “end all, be all” of things.

Version 9 Update

As mentioned, this the part where I start to get a bit more picky on some values because the slider set is in such a good place. However, I did see some areas of concern, such as poor pursuit angles, CPU catching everything in traffic and some return of poor tackling animations (bear hug –> barrel roll).

These modifications for Version 9 have allowed everything to return to a nice balance. The main culprit was the lower RTP from 20 and now all the way back to 35. It’s a sensitive value, and with the block-shedding improved, the RTP would just be too aggressive at low values like 20. At 35, it’s more of a read and react, but still enough room to put pressure on the QB. The CPU QB on the All-Madden set is altered too, where elite QBs find they have to focus on location, while lower quality QBs just want to keep plays alive or cut their losses — it just depends.

Overall, these last couple tweaks are right where I’m feeling the need to let it marinate, and won’t be updating for a bit. Enjoy!

Settings

Matt10 Madden 22 Sliders

Skill Level: All-Madden | All-Pro
Game Style: Simulation
Quarter Length: 10 minutes (previous: 9 minutes)
Accelerated Clock: Off
System: Current Gen (PS5, XB Series X), Last Gen (PC, PS4, Stadia)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Superstar Abilities: On | Personal Preference

Summary: I’ve adjusted the quarter length for 10 minutes, from a previous 9 minutes. If I could have a 9.5 that’d be perfect, but even at 10 it’s pretty good, with plenty of plays – without feeling rushed. In addition, because penalties are now working (hooray!) the big plays have a chance of being canceled out, or big plays can happen as a result of the penalties.

*Note* I haven’t tested in coach mode or CPU v CPU. I honestly do not plan on it. I really enjoyed playing on straight default in these modes. I think the impact of user input plays a big role to what the CPU will do, which is why default on those modes may be best. I trust someone much more dedicated in those modes regardless though.

Gameplay Helpers

Defensive Auto Strafe: Off
Defensive Ball Hawk: Off
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: Off

Player Sliders

Injuries: 12
Fatigue: 72 (Previous: 70)
Speed Disparity Scale: 72 (Previous: 75)

Summary: I wanted the fatigue back to get some more snaps for players, but I also needed to let some plays breathe a bit more – without modifying the gameplay sliders all that much. As a result, speed disparity scale gets bumped down from 75 to 72. This allows the penalty sliders and the tight coverage to do what they’re meant to, while giving both offensive and defensive time to react.

Auto-Subs

WR-RB IN/OUT: 30/25

Summary: I do not believe the Progressive Fatigue is still working the way it should, so I still recommend these autosubs + adding the WR, especially after big gains they need a breather.

Penalties

Offside: 80
False Start: 80
Offensive Holding: 80
Facemask: 45 (previous: 50)
Defensive Pass Interference: 75
Ineligible Receiver Downfield: On
Offensive Pass Interference: On
Kick Catch Interference: On
Illegal Block in the Back: 50
Intentional Grounding: Off
Roughing the Passer: 35 (Previous: 20)
Roughing the Kicker: On
Running into the Kicker: On
Illegal Contact: On

Summary: It was noticeable that the adjustments to RTP was a bit much. It was just a bit too aggressive, and the adjustments to the Offside/Holding/False Start was more than enough to get that good block shed. Saw some poor pursuit angles as well, even on 30, so instead of changing the Offside/False Start/Holding, I opted to raise the RTP to 35. It’s done exactly what I wanted to help with those angles both on the ground and in the air as it’s focused on getting more read & react versus instant aggression. Facemask adjusted a bit lower to help with some tackling animations that were an issue an update or so ago, in particular the act of a linebacker/lineman bear-hugging the ball carrier and slamming them backwards. Contextually makes sense if the player is stopped due to bodies in the way, but not when it should be a tackle from behind with momentum.

Sliders

All-Madden USER/CPU

QB Accuracy: 42/25 (Previous: 42/28)
Pass Blocking: 50/50
WR Catch: 45/42 (Previous: 45/45)
Run Blocking: 50/50
Fumbles: 60/60
Pass Defensive Reaction: 5/5
Interceptions: 15/10
Pass Coverage: 10/20 (Previous: 35/30)
Tackling: 48/48

Special Teams

FG Power: 50/50
FG Accuracy: 50/50
Punt Power: 55/55
Punt Accuracy: 50/50
Kickoff Power: 50/50

Summary: With the findings on Version 8, and the adjustments to fatigue/threshold of Version 9, I had more time to see how a lower WR Catch for the CPU played out. What I liked was that the 50/50 balls are more true to that value rather than the CPU having a bit of an advantage.

Tweaked the Pass Coverage concept of getting a bit tighter. It’s not as tight as 5 was, but 10/20 respectively (from 35/30) should do just fine. Notice I even gave the user a bit more tighter compared to the CPU to help them a bit more on top of the receiver. This is mainly because I want them focused on their assignment, and with the newest update allowing better zone coverage that meant the defenders would start to wander a bit earlier rather than stick to their assignments. By lowering the PCV, they’re focused and they are not going to get distracted as early, giving enough time — and momentum — to make a play. From a man coverage perspective, they have been able to stay on the receivers, but the timing where the QB sets it up perfectly and leaves the defender in the dust is not as effective because the QBA value has been lowered in the All-Madden set to 25 (from 28).

All-Pro USER/CPU

QB Accuracy: 40/50
Pass Blocking: 50/50
WR Catch: 45/52
Run Blocking: 35/52
Fumbles: 60/70
Pass Defensive Reaction: 5/5
Interceptions: 15/25
Pass Coverage: 5/5
Tackling: 46/55

Special Teams

FG Power: 50/50
FG Accuracy: 50/50
Punt Power: 55/55
Punt Accuracy: 50/50
Kickoff Power: 50/50

Summary: The fatigue and penalties adjustments actually help solidify the All-Pro set overall. The lowering of the User RBL is simply to keep some of those sticky OL to have their blocks shed just a bit earlier – and that should happen more with the Offensive Holding penalty raised.

Bottom Line

As always, I have to give love to Matt10 and the posse for the collaborative and supportive environment in his threads. Feel free to give constructive and useful feedback in the thread, or you can just head on over to say how much you’re enjoying the sliders (assuming you end up using them and liking them).

543 Comments

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Discussion
  1. TexasLASFan
    How come pass coverage is so low?
    Sent from my SM-G996U using Operation Sports mobile app

    Matt addressed it in his explanation. Certainly goes against the grain but I can follow his logic. In my limited play time at default, I saw defenders (mostly safeties in zones) get locked on receivers that they really shouldn't be worried about (eg, playing Cover 2 and reacting to underneath routes in the LBs zones). Haven't played with Matt's settings yet.
    For pass coverage, I've used the concept of defenders staying focused to their assignment. If the value goes up, their field of view increases and more distractions can occur. The reason I have this at 5, instead of 1, is because the threshold is above 50, which means there's less separation and I still need a bit of separation so the receiver and defender to perform their animations without warping into each other.
    ayo im excited 2c u back on Matty Matt.. i used ur slider set all last year while running with the Bengals 7seasons straight with 2 AFC championship appearances but no Superbowl and no matter what i stilled enjoed every minute of it while playing on all-pro.. i would jus like 2c the Cpu take more shots down field but all-in-all ur the best hands down.. this year its either Bucs, Chargers or Pats... cant wait 2start my franchise with 1out of the 3... #matt10 #madden22 #damurgood
    damion2721
    Random question, should I have Live playbooks on or off? Does it make any difference?

    I play with them OFF right now. Only because when you turn them on then it brings the old coaches playbook back from the previous year. So I just play with them OFF for now and once some weeks during the season happen then I will switch
    Qb
    Matt addressed it in his explanation. Certainly goes against the grain but I can follow his logic. In my limited play time at default, I saw defenders (mostly safeties in zones) get locked on receivers that they really shouldn't be worried about (eg, playing Cover 2 and reacting to underneath routes in the LBs zones). Haven't played with Matt's settings yet.
    Jokes on me lol ima try his out loved his 21 sliders I tried going with mine but it's too easy on AP
    Sent from my SM-G996U using Operation Sports mobile app
    I was trying to test out the player speed disparity, but didn't feel like it made THAT much of a difference. I feel like I preferred it on the lower end or the higher end rather than in the middle though for some reason.
    Does it speed up the game at all?
    Done with my 1st game since going to these sliders I can say for sure felt a bit better than my sliders played Atlanta idk wtf happened but Matty Ice goes 41/72 582 Yds 1 TD 2 Int In a loss 52-22 Atlanta only rushed 10 times
    Here are the team stats looked like
    Carolina / Atlanta
    Total Offense : 381 - 561
    Rushing Yards : 138 - 21
    Passing Yards : 243 - 540
    1st Downs : 20 - 26
    PR Yards : 21 - 5
    KR Yards : 238 - 13
    Total Yards : 640 - 579
    TOs : 2 - 4
    3rd Down % : 6-12(50%) - 6-16(37%)
    Penalties : 3/43 - 0/0
    Possession Time : 22:48 - 25:12
    I'll probably decrease the clock to 10 minutes but overall sliders are looking great
    Sent from my SM-G996U using Operation Sports mobile app
    I've been experimenting with some sliders whilst I've waited for yours, unfortunately I've found the game to easy offensively early on in my rebuild with the Vikings.
    I'm hoping your sliders do the trick like they always seem to do! Can't wait to rip in with these.
    Always look forward to your sliders Matt! I've been testing A&S' set so I'll have to get a second franchise going to test yours as well!
    Sent from my SM-G960U using Tapatalk
    These are great. Thank you. The coverage, particularly the secondary has been awful. This game fixed that. Saw some drops, tackling made more sense. I still fumbled which I was afraid I wouldn’t with it set to 60. The Texans missed 4 field goals but that was due to the momentum aspect and high winds in Buffalo. Won 21-0 but I didn’t overpower the cpu. It was 13-0 most of the game. These sliders make the game quite enjoyable. Good stuff.
    Side note, the only thing I changed was fatigue set to 60 and human qb accuracy set to 40 because I have a thing about having an advantage over the cpu.
    Hey Matt10 would you be able to put in the OP if the sliders are put in the main menu and loaded into CFM or if the main menu is default and then you input each slider in CFM. Due to Madden having issues with this in the past I didn't know if I had to update the main menu sliders too or leave on default. I think this may help others as well.
    newmich
    Hey Matt10 would you be able to put in the OP if the sliders are put in the main menu and loaded into CFM or if the main menu is default and then you input each slider in CFM. Due to Madden having issues with this in the past I didn't know if I had to update the main menu sliders too or leave on default. I think this may help others as well.

    It's on the OP in blue. Tweak in MM, than import into CFM.
    I don’t buy the pass coverage reasoning. My own experience says higher reaction and coverage improve coverage. Other slider sets tend to agree with this.
    It is interesting reasoning, but that reasoning suggests to me that you’ll have fewer blown coverages, but softer zone coverage overall.
    ForUntoOblivionSoar∞
    I don’t buy the pass coverage reasoning. My own experience says higher reaction and coverage improve coverage. Other slider sets tend to agree with this.
    It is interesting reasoning, but that reasoning suggests to me that you’ll have fewer blown coverages, but softer zone coverage overall.

    I get that. I'm not here to get anyone to buy into concepts, etc. The sliders are there for you to try, or not.
    From my findings, a lower DPI will cause blown coverages in this set more than anything. The zone coverages are soft ootb unfortunately, but they still react very oddly when DPI is lowered.
    Isolating PCV isn't the answer as all sliders are relative to one another, which is why I have a higher threshold, higher DPI and lower PCV to allow for more room for animations to happen - something I am still fine-tuning as I'd like a lot more pass deflections vs INT animations.
    Some examples of coverage in the set (All-Madden):



    Before seeing Matts sliders, I had to put the game down after my cpu d were leaving guys wide open 10 yards downfield, guys they had good coverage on to triple cover another receiver. I tried pass coverage at 50 and 60.
    Played half a franchise game with close to these sliders but main thing was pass coverage at 5. Watched replays and just about every play my guys stayed with their man or in their zones.
    Rarely a wide open target and the cpu qb even had to throw the ball away a couple times.
    Cpu qb tried 2 bombs but my cpu d was in good position.
    I'm no expert at madden and they may patch coverage making 5 act how you think it should but it looked to do what Matt says and they seem to be in better position.
    voodoo_magic
    Before seeing Matts sliders, I had to put the game down after my cpu d were leaving guys wide open 10 yards downfield, guys they had good coverage on to triple cover another receiver. I tried pass coverage at 50 and 60.
    Played half a franchise game with close to these sliders but main thing was pass coverage at 5. Watched replays and just about every play my guys stayed with their man or in their zones.
    Rarely a wide open target and the cpu qb even had to throw the ball away a couple times.
    Cpu qb tried 2 bombs but my cpu d was in good position.
    I'm no expert at madden and they may patch coverage making 5 act how you think it should but it looked to do what Matt says and they seem to be in better position.

    It's somewhat legacy code of both NCAA and Madden. Just depends on what combination works with it. I hope when penalties start working the way they should that I can normalize a couple of values.
    Biggest issue I'm having now is trying to get pass deflections take priority over INT attempts. M22 DBs sure love to go for the pick.
    Matt10
    It's somewhat legacy code of both NCAA and Madden. Just depends on what combination works with it. I hope when penalties start working the way they should that I can normalize a couple of values.

    Biggest issue I'm having now is trying to get pass deflections take priority over INT attempts. M22 DBs sure love to go for the pick.

    You and I both. They are completely bugged and nerfed. The sliders do not work inside franchise mode and I am pretty sure EA is well aware of it. We pointed this out to them in the Beta and it still made it’s way into the retail release.
    Play Now they work like they always have.
    Fingers crossed they get this in the first big gameplay update.
    Armor and Sword
    You and I both. They are completely bugged and nerfed. The sliders do not work inside franchise mode and I am pretty sure EA is well aware of it. We pointed this out to them in the Beta and it still made it’s way into the retail release.
    Play Now they work like they always have.
    Fingers crossed they get this in the first big gameplay update.

    That's just strange about the Beta. I didn't partake, but you would think a bug like that would get addressed. I've lost some faith in EA's beta feedback system as of late.
    Also, you'd get a kick out this, here's a Off Pass Interference in my franchise game. The value is turned off.
    Diegoarte01
    Hey Matt are your main menu settings on All Madden default?
    Sent from my iPhone using Operation Sports

    Input the sliders in the main menu, save, then load in franchise. I asked the same question and I didn't realize he mentions it in the blue text above the sliders picture in OP
    newmich
    Input the sliders in the main menu, save, then load in franchise. I asked the same question and I didn't realize he mentions it in the blue text above the sliders picture in OP

    Oh ok thanks!
    Sent from my iPhone using Operation Sports
    The one thing i like about Matts sliders in the previous years I’ve played this game is to never judge off of the first game you play. Usually its wonky and I always say “damn these sliders don’t work” but as the game goes on and into the next game it becomes better like it should be
    Hey Matt, really appreciate all the time and effort you put in to make this billion dollar, borderline unplayable game way better.
    I tried your AM sliders, and it was exciting 80% of the time. But I threw 4 picks in the first half of a game more than once. One was probably my fault.
    AP feels to easy to March down the field with chucking the ball.
    Any suggestions?
    JRoll83
    Hey Matt, really appreciate all the time and effort you put in to make this billion dollar, borderline unplayable game way better.
    I tried your AM sliders, and it was exciting 80% of the time. But I threw 4 picks in the first half of a game more than once. One was probably my fault.
    AP feels to easy to March down the field with chucking the ball.
    Any suggestions?

    By far it's the number one issue I'm working on. The interceptions are out of control. For now, you can lower INT to 10 (lowest 5) and it will help lower those. However, the animation won't improve, it'll just be more brickhands than pass deflections.
    Matt10
    By far it's the number one issue I'm working on. The interceptions are out of control. For now, you can lower INT to 10 (lowest 5) and it will help lower those. However, the animation won't improve, it'll just be more brickhands than pass deflections.

    I’ll check it out!
    Matt10
    By far it's the number one issue I'm working on. The interceptions are out of control. For now, you can lower INT to 10 (lowest 5) and it will help lower those. However, the animation won't improve, it'll just be more brickhands than pass deflections.

    I feel your pain man. In general I feel AM this year is massively overpowered. The CPU is just mental.
    QB’s with 80-95% completions
    Breaking tackles constantly
    And like you say interception magnets 🧲
    I’m thinking we’re better just making all pro harder. Rather than playing on all madden
    Just played a preseason exhibition game with the All-Madden sliders (do sliders carry over on this mode?) on the 6 min quarters as the Patriots vs WFT.
    Pretty high completion percentage on both sides.
    Final: WAS 14 @ NE 17
    Newton: 4/4, 37 yards, 1 TD
    Jones: 18/21, 188 yards
    Fitzpatrick: 2/2, 75 yards, 1 TD
    K. Allen: 5/12, 84 yards, 1 TD, 1 Int (guy was chucking bombs at the end of the game playing catchup)
    ...
    NE: 99 rushing yards on 23 attempts
    WAS: 23 rushing yards on 6 attempts
    ...
    No penalties.
    =================================
    =================================
    8/26/2021: The minute I realized that Version 2 was on the right track is when my 20th game as the Texans against Mayfield and the Browns had a different feel completely. First thing that happened was Mayfield stopped throwing those timing passes where my secondary had zero time to react to, and another was when his incompletions were sailing over, under and beyond. In addition, there was a much more balance to the type of throws he tried. He threw deep, threw into tighter windows and even tried across his body. On the other side of the ball, not every single pass seemed like it was going to be a pick 6. If I lofted the ball up, it wasn't always going to be an unrealistic pick animation from the DB. If I threw right at the defender, it wasn't always going to be a pick. It's like the game had finally gotten back in sync with the slider values.
    So, the sliders. The very first change isn't a gameplay slider at all, it's the clock. Turn off accelerated clock. Just turn it off alltogether. As a result, I went from 12 mins, 20 accel to a reliable 9 minutes flat. With this change alone, I could see the difference. I could feel the difference. The way the Browns set up their offense was less about just taking what I gave them, and it was more so about them actually having a gameplan. It was more purposeful. I could just sense that they were taking their time and exploring their playbook more. So many different types of throws, so I also threw out different types of coverages. I just felt like they earned their yards and their points. I was rewarded with a reall good performance of keeping them scoreless in the first half. Ended up losing 14-7, with Mayfield just barely getting to 70% comp. Note: I'm in the middle of a game right as I type this, where Darnold is 7-16, 157 yds and 2 TDs - a 43% comp. Those 2 TD's were bombs.
    Here's one:

    Unfortunately, my recorder wouldn't work on my Stadia, for last gen, so I couldn't get replays. But in that one I'm up against Rodgers, who has thrown 2 picks to my 49ers secondary. He's still incredible and able to throw on the run. I'll see if I can get some video clips.
    So, clock, changed. This is absolutely a requirement going forward. Next, sliders, some very slight, some a bit much.
    Threshold is going from 55 to 35. I need the receivers to get the advantage in a world where the DBs tend to get to the ball first. With this change, the receiver now has the upper hand, but I balance it out with turning off Illegal Contact, which allows the DB to get a body on the receiver during the routes run.
    Threshold change isn't just to give the receivers the edge, it's also to get the football to loosen itself a bit more from its destination. At higher threshold, while buttery smooth animations, the ball can often times reach the players, whether a receiver or defender, too directly. With the lower threshold, now it opens up a bit, the ball can go anywhere - and it respects the QB accuracy a lot more - and within context (under pressure vs not). As a result, the CPU QB passing variety increases dramatically. Especially as the user's coverage improves.
    So, I've updated to Version 2. Give it a go. Turn off the accelerated clock, drop it to 9 minutes, threshold to 35 and illegal contact off. That's it. Enjoy!
    Lost 28-12 to the Panthers. O-Line for the Texans is super weak, but didn't help in making terrible throws to covered receivers.
    Darnold struggled early, but those two bomb TDs helped.
    Long time FIFA player and returning Madden guy here - I've been following you long enough in your FIFA threads to know you don't do this for the kudos, but wanted to send some love your way for already making my Madden experience a lot better.
    I'm a casual Aussie fan who struggles with the intricacies/reads of defensive coverages so you can imagine how bad my pick % is with 22's glue-handed approach ��.
    Having to settle for check downs and turning my qb into an over scrambled egg has not been fun.
    Q's:
    I'm three games in and am yet to see a single flag - is that everyone's experience?
    I forced 4 fumbles from the Pats with user stick last game, is the stick OP or are fumbles just a bit broken atm? My FOTF guy loves dropping the soap as he's about to throw.
    Thanks in advance from a STILL locked-down Melbournian.
    Finished my game with V2 sliders ended up winning 47-13
    I might need to go AM soon seems like AP is too easy but I'll fosho go AM next season
    As for the V2 I definitely see increase my last game on V1 Matt Ryan threw over 500 yards kept passing the ball every play took him less than 3 seconds to get rid of it with V2 Cpu QB holds onto the ball a lil bit faced Cam he went 21-29 199 Yards 1 TD pretty nice to see
    Fumbles is still an issue too easy forcing Fumbles defense can't really stop me on offense we'll see how next game goes
    Sent from my SM-G996U using Operation Sports mobile app
    JHG90
    Long time FIFA player and returning Madden guy here - I've been following you long enough in your FIFA threads to know you don't do this for the kudos, but wanted to send some love your way for already making my Madden experience a lot better.
    I'm a casual Aussie fan who struggles with the intricacies/reads of defensive coverages so you can imagine how bad my pick % is with 22's glue-handed approach ��.
    Having to settle for check downs and turning my qb into an over scrambled egg has not been fun.
    Q's:
    I'm three games in and am yet to see a single flag - is that everyone's experience?
    I forced 4 fumbles from the Pats with user stick last game, is the stick OP or are fumbles just a bit broken atm? My FOTF guy loves dropping the soap as he's about to throw.
    Thanks in advance from a STILL locked-down Melbournian.

    Yeah, the no penalties issue is one of the biggest right now for M22. Hoping that a patch update will fix it soon.
    The fumbles are a bit strange. You can raise this value higher if you are still experiencing that. I've had some hit stick ones, but also some strips and blind-side tackles that have been pretty cool.
    =================================

    =================================
    Version 2:
    Showing some videos of some improved, some busted, coverage for both user and CPU. Difficulty is on All-Madden.








    Gave the all-pro sliders a try. Here are the stats from my first game:
    (CPU) 2
    Allen: 15/28, 224 yards; 5 carries, 68 yards
    Singletary: 6 carries, 3 yards; 1 catch, 3 yards
    Breida: 1 carry, 13 yards; 3 catches, 24 yards
    Moss: 1 carry, -4 yards
    Beasley: 4 catches, 58 yards
    Knox: 2 catches, 88 yards
    Sanders: 2 catches, 23 yards
    Diggs: 1 catch, 13 yards
    Davis: 1 catch, 8 yards
    Hollister: 1 catch, 7 yards
    Total O: 436 vs 277
    Rush: 132 vs 80
    Pass: 304 vs 197
    First Downs: 21 to 9
    Turnovers: 0 to 1
    Penalties: 0 to 1
    Possession: 21:11 to 14:49
    Notes: (Note to the notes: Most of the negatives are not slider related, or anything that Matt can fix. I am just putting the overall negatives I had.)
    + I loved the way the user passing game played. Rather then the CPU running my routes or being sticky, it felt like I truly had windows to throw to.
    + The run game was rewarding when you were patient.
    + Allen taking off and running was great.
    + Only one fumble for the CPU.
    + Each team had three sacks a piece.
    + Overthrows!
    - Allen took off running too early. Had he been patient, they may have been able to put some points up.
    - Harris disappeared in the 4th quarter. I have progressive fatigue turned off. I understand that this just may be an issue until the game is patched.
    - Not enough running by the computer. I would say it was because of me jumping out to a lead; however, the ran about the same amount each quarter.
    - Not enough plays in general by the computer.
    - Too many overthrows by CPU.
    Overall, I enjoyed the the sliders, I just wish the CPU had been more competitive. I will eventually try the All-Madden sliders.
    bigbob
    Gave the all-pro sliders a try. Here are the stats from my first game:
    (CPU) 2
    Allen: 15/28, 224 yards; 5 carries, 68 yards
    Singletary: 6 carries, 3 yards; 1 catch, 3 yards
    Breida: 1 carry, 13 yards; 3 catches, 24 yards
    Moss: 1 carry, -4 yards
    Beasley: 4 catches, 58 yards
    Knox: 2 catches, 88 yards
    Sanders: 2 catches, 23 yards
    Diggs: 1 catch, 13 yards
    Davis: 1 catch, 8 yards
    Hollister: 1 catch, 7 yards
    Total O: 436 vs 277
    Rush: 132 vs 80
    Pass: 304 vs 197
    First Downs: 21 to 9
    Turnovers: 0 to 1
    Penalties: 0 to 1
    Possession: 21:11 to 14:49
    Notes: (Note to the notes: Most of the negatives are not slider related, or anything that Matt can fix. I am just putting the overall negatives I had.)
    + I loved the way the user passing game played. Rather then the CPU running my routes or being sticky, it felt like I truly had windows to throw to.
    + The run game was rewarding when you were patient.
    + Allen taking off and running was great.
    + Only one fumble for the CPU.
    + Each team had three sacks a piece.
    + Overthrows!
    - Allen took off running too early. Had he been patient, they may have been able to put some points up.
    - Harris disappeared in the 4th quarter. I have progressive fatigue turned off. I understand that this just may be an issue until the game is patched.
    - Not enough running by the computer. I would say it was because of me jumping out to a lead; however, the ran about the same amount each quarter.
    - Not enough plays in general by the computer.
    - Too many overthrows by CPU.
    Overall, I enjoyed the the sliders, I just wish the CPU had been more competitive. I will eventually try the All-Madden sliders.
    I had about the same experience on AP both my star players on offense & defense disappeared hopefully madden fixes that issue after my season I'll be going AM..AP seems just to easy rn
    Sent from my SM-G996U using Operation Sports mobile app
    I don’t know if anyone else has had this problem but I just played a half as the Giants against Washington and Washington would not run the ball. They had 30 offensive snaps and had 28 passing plays and 2 designed run plays. They led the game the entire half so it’s not like they were playing from behind trying to catch up. They were just shy of 300 yards at half on 79% completion percentage.
    I am not sure if this is an EA glitch or what but I’ve played 4 other games with these sliders and have not had this problem. Any suggestions would be much appreciated!
    Going to have to give these a try on AM after I calm down a bit.
    Just tried to play 5 franchise games in a row that I had to quit out of due to some really bad INTs that weren’t even remotely my fault.
    Other than that the game is playing well.
    Sent from my iPhone using Operation Sports
    bigbob
    Gave the all-pro sliders a try. Here are the stats from my first game:
    (CPU) 2
    Allen: 15/28, 224 yards; 5 carries, 68 yards
    Singletary: 6 carries, 3 yards; 1 catch, 3 yards
    Breida: 1 carry, 13 yards; 3 catches, 24 yards
    Moss: 1 carry, -4 yards
    Beasley: 4 catches, 58 yards
    Knox: 2 catches, 88 yards
    Sanders: 2 catches, 23 yards
    Diggs: 1 catch, 13 yards
    Davis: 1 catch, 8 yards
    Hollister: 1 catch, 7 yards
    Total O: 436 vs 277
    Rush: 132 vs 80
    Pass: 304 vs 197
    First Downs: 21 to 9
    Turnovers: 0 to 1
    Penalties: 0 to 1
    Possession: 21:11 to 14:49
    Notes: (Note to the notes: Most of the negatives are not slider related, or anything that Matt can fix. I am just putting the overall negatives I had.)
    + I loved the way the user passing game played. Rather then the CPU running my routes or being sticky, it felt like I truly had windows to throw to.
    + The run game was rewarding when you were patient.
    + Allen taking off and running was great.
    + Only one fumble for the CPU.
    + Each team had three sacks a piece.
    + Overthrows!
    - Allen took off running too early. Had he been patient, they may have been able to put some points up.
    - Harris disappeared in the 4th quarter. I have progressive fatigue turned off. I understand that this just may be an issue until the game is patched.
    - Not enough running by the computer. I would say it was because of me jumping out to a lead; however, the ran about the same amount each quarter.
    - Not enough plays in general by the computer.
    - Too many overthrows by CPU.
    Overall, I enjoyed the the sliders, I just wish the CPU had been more competitive. I will eventually try the All-Madden sliders.

    Thanks for the great feedback. A lot of what I'm seeing too. Let me know how the next game(s) go on AP if possible. The main thing with AP is always that OL advantage for the user. I may have been a bit naive in a default approach with All-Pro, but I also intended it that way. Version 3 will hopefully bring a bit more competitive nature. I'll be testing it tonight/tomorrow.
    Dcorr19
    I don’t know if anyone else has had this problem but I just played a half as the Giants against Washington and Washington would not run the ball. They had 30 offensive snaps and had 28 passing plays and 2 designed run plays. They led the game the entire half so it’s not like they were playing from behind trying to catch up. They were just shy of 300 yards at half on 79% completion percentage.
    I am not sure if this is an EA glitch or what but I’ve played 4 other games with these sliders and have not had this problem. Any suggestions would be much appreciated!

    I've never had that happen. Just want to make sure, are you using accel clock off?
    dubplate
    Going to have to give these a try on AM after I calm down a bit.
    Just tried to play 5 franchise games in a row that I had to quit out of due to some really bad INTs that weren’t even remotely my fault.
    Other than that the game is playing well.
    Sent from my iPhone using Operation Sports

    I was experiencing this before turning off accel clock. I'm thinking as well that you may need to reset the sliders in franchise, then import again. A clean slate basically.
    So i'm 6 weeks in my Detroit Lions season using these sliders on AM. Anyone else having the Robo QB issue? I haven't played a game where the QB has gotten less then 85% comp pct. Kirk Cousins feels about the same as Aaron Rodgers did. I'm playing on the PC version.
    DetLionsfan20
    So i'm 6 weeks in my Detroit Lions season using these sliders on AM. Anyone else having the Robo QB issue? I haven't played a game where the QB has gotten less then 85% comp pct. Kirk Cousins feels about the same as Aaron Rodgers did. I'm playing on the PC version.

    Can you help me out? What are the DBs doing on these throws? Coverage tight for a bit, then eventually slowed down, then ball is thrown?
    Matt10
    Can you help me out? What are the DBs doing on these throws? Coverage tight for a bit, then eventually slowed down, then ball is thrown?

    I'll keep special eye next game on what exactly my dbs are doing. I know one thing, its been almost impossible for me to break up the pass, the recievers seem to catch everything and hold on to it, even if hit the second they make contact with the ball
    DetLionsfan20
    I'll keep special eye next game on what exactly my dbs are doing. I know one thing, its been almost impossible for me to break up the pass, the recievers seem to catch everything and hold on to it, even if hit the second they make contact with the ball

    Great. No worries, I think the more I'm learning about this momentum gameplay on nexgen, the more I need to separate it from the last gen. Last gen has a lot of legacy code built in, and more familiarity to M19-21. Some values may not be 1:1 as I originally thought.
    Matt10
    Great. No worries, I think the more I'm learning about this momentum gameplay on nexgen, the more I need to separate it from the last gen. Last gen has a lot of legacy code built in, and more familiarity to M19-21. Some values may not be 1:1 as I originally thought.

    SO next game Cousins went 84%. So from what I see, its doesn't seem like the defense is doing anything really wrong. I expect not amazing defense from the Lions. What it seems to be, is the CPU QB never under throws or over throws, just very accurate, and the WR just snatch up everything. Like when Goff throws a lot I see "Inaccurate Bullet Pass" I'm not seeing that at all from the CPU
    Game #2.
    (CPU) 23
    Carr: 23/33, 353 yards, 3 TDs, 2 INTs
    Jacobs: 8 carries, 25 yards; 1 catch, 4 yards
    Drake: 3 carry, 12 yards; 2 catches, 11 yards
    Ruggs: 6 catches, 197 yards, 3 TDs
    Waller: 8 catches, 93 yards
    Brown: 4 catches, 36 yards
    Moreau: 1 catch, 10 yards
    Renfrow: 1 catch, 2 yards; 1 rush, 8 yards
    Total O: 499 vs 321
    Rush: 149 vs 45
    Pass: 350 vs 276
    First Downs: 15 to 12
    Turnovers: 1 to 2
    Penalties: 0 to 0
    Possession: 18:17 to 17:43
    Notes:
    * Ruggs destroyed me in the first half. All 23 points for Vegas came in the first half. I made adjustments at half time and shut him down in the second half. Two of his three touchdowns went for at least 60 yards.
    * Carries went down by two in this game but rushing yards were halved. The assumption is that is because Carr is not your typical rushing quarterback, so no options were run.
    * We had seven sacks compared to Vegas's two.
    * I was lucky to get a couple of big pass plays to keep up with Vegas in the first.
    * No lost fumbles.
    Game #3. I will be switching to the All-Madden sliders after this one.
    (CPU) 7
    Burrow: 15/20, 63 yards
    Mixon: 11 carries, 88 yards, TD; 2 catches, 5 yards
    Chase: 5 catches, 30 yards
    Sample: 3 catches, 28 yards
    Total O: 443 vs 147
    Rush: 162 vs 88
    Pass: 281 vs 59
    First Downs: 19 to 3
    Turnovers: 0 to 2
    Penalties: 1 to 0
    Possession: 27:40 to 8:15
    Notes:
    * Although they had only 11 carries, I believe that if they had more possession time, Mixon might have hit 20 carries. When I get to big, I use chew clock. I began using chew clock in the second quarter.
    * Two quick fumbles, including one for a touchdown, quickly turned the game into a lopsided affair. We scored 28 points in the second quarter.
    * Cincinnati scored on a 59-yard run in the first to tie the game. That was the last time they sniffed mid-field.
    * We scored three in the second half. I pretty much ran the clock out when I had the ball.
    * I was going to sub out Harris in the fourth, but I wanted to see when they would take him out. They did not. For the first time, they let him play the entire fourth quarter.
    Game #1 on All-Madden.
    (CPU) 42
    Rodgers: 29/34, 356 yards, 3 TDs; 1 carry, -1 yard
    Jones: 18 carries, 49 yards, 3 TD; 3 catches, 9 yards
    Dillon: 3 carries, 93 yards
    Hill: 2 carries, 10 yards
    Bawden: 1 carry, 4 yards
    Adams: 8 catches, 100 yards, TD
    Tonyan: 8 catches, 60 yards, TD
    Valdes-Scantling: 5 catches, 90 yards; 1 carry, 4 yards
    Funchess: 4 catches, 73 yards
    Lazard: 1 catch, 15 yards, TD
    Sternberger: 1 catch, 9 yards
    Total O: 257 vs 500
    Rush: 51 vs 159
    Pass: 206 to 341
    First Downs: 15 to 20
    Turnovers: 4 to 1
    Penalties: 0 to 0
    Possession: 16:23 to 19:37
    Notes:
    * 25 carries (26 if you count Rodgers' kneel. A significant improvement over the last three games on All-Pro.
    * I could not stop Rodgers. He got rid of the ball almost immediately. I had no time to bring pressure. If the game tracked average time of release from receiving the snap, I would be shocked if it was over 1.5 seconds.
    * Drops plagued us.
    =================================
    =================================
    8/29/2021: The fatigue factor is a real pain right now. I thought some animations would clear up if I dropped it back to 50, but that wasn't the case. The issue was the pass coverage just wasn't consistent week to week, gen to gen and offline to online franchise. As a result, I've had to bump some threshold up all the way to 90. This is just to keep it inline with the flow of the game. At anything below, it felt like whatever exposure there was to the user or CPU's defense, was so significant that it felt like either playing with zero threshold or with true zero coverage.
    Due to having to bump it up so high, I had to make some adjustments to penalties so the OL/DL animations would free up a tad, so the usual Offside/FalseStart/Holding got their bump, and as a result DPI and Illegal Contact go back to normal values.
    Try these out, let me know you're thoughts. Please let me know if you made any modifications before submitting feedback. I'm trying to isolate this further, and running 4 different environments (Online,Offline,Last Gen, Current Gen) is a bit of a chore to begin with.
    Also, Happy Birthday to Mrs. 10; maybe that'll be a good thing or something :) .



    All-Madden | All-Pro
    Game Style: Simulation
    9 minutes
    Off
    System: Current Gen (PS5, XB Series X), Last Gen (PC, PS4, Stadia)
    Rosters: EA Default (Active or Preseason)
    Auto-subs: Default
    Superstar Abilities: On | Personal Preference
    --------------------------------------------------
    : Staying with the approach of the accelerated clock off. I still feel like the CPU approaches games differently here. With the idea of momentum such a driving force in nextgen, it makes more sense that the game not be sped up and give more opportunities to change at the LOS. I've noticed the CPU, especially on AM, will take advantage of my assumptions when I adjust coverages. Just little things like that that play into the chess game.
    : I have to say, the difference of accelerated clock on vs off is significant. The way the CPU approaches the game is much more in sync, and as a result, the user's defense is given more strength in the gameplan.
    : I have tested on both current gen and last gen, and thankfully a lot of the values carry over. I started testing in current gen first, and yes the benefits of the animations are definitely better overall. I think it's just a better experience, but at the same time, past gen is more familiar - and isn't plagued by the same two-man animation libraries. In terms of quarter length, this has just been my preference to get enough plays and a bit more strategy involved versus just snapping aimlessly, which is very easy to do when testing multiple games (especially of the same one).
    *Note* I haven't tested in coach mode or CPU v CPU. I honestly do not plan on it. I really enjoyed playing on straight default in these modes. I think the impact of user input plays a big role to what the CPU will do, which is why default on those modes may be best. I trust someone much more dedicated in those modes regardless though.
    --------------------------------------------------

    Defensive Auto Strafe: Off
    Defensive Ball Hawk: Off
    Defensive Heat Seeker Assist: Off
    Defensive Switch Assist: Off
    --------------------------------------------------
    : I tested with Defensive Ball Hawk on vs off, and with it on it felt like there were more canned animations than I would like. Too many attempts to intercept the ball rather than swat or tackle first. Of course, other values come into play there, but those were the findings.
    --------------------------------------------------

    Injuries: 12
    Fatigue: 55
    90 (previous: 35)
    --------------------------------------------------
    : As mentioned, the fatigue is being a real pain point. Week to week fatigue, even after conditioning teams, it just had some adverse animations such as jogging - even if fatigue was at zero. So knowing that this is an issue, I decided just limit the exposure, and get things tighter via threshold. Bumping it to 90 still allows spacing and exposure to coverages, but whatever effects of fatigue there are, the gap is covered in a more realistic fashion. Where a 90 spd/acc doesn't take a 88 spd/acc to the cleaners each and every time. The animations, as always on higher thresholds, are gorgeous - but I've also brought in the OL/DL interactions to further those via the ol reliable of Offside/False start/Holding.
    : I have to say, the difference of accelerated clock on vs off is significant. The way the CPU approaches the game is much more in sync, and as a result, the user's defense is given more strength in the gameplan.
    : I bumped injuries just a bit because I felt there weren't enough as I went through the season. Granted, I had not modified any off-field values, so that is down to user preference. Fatigue and Disparity Scale (threshold) are the most important values of the set. Go too high in fatigue and the CPU's running back doesn't show up in the second half. They will show if you choose to simulate the first half though, but if you play all the way through, they rarely come back. I loved having fatigue as high as 75 - but for the running back not returning issue, I had to compromise. Threshold, or disparity scale, is essential to the set in keeping everything structured without warping animations like it would on lower values. I tested and scaled in 5 point increments. On the low end, I loved 35, on the high end I wanted 75 to be real. unfortunately, 35 too much warping and 75 not much separation.
    --------------------------------------------------


    QB Accuracy: 42/40
    Pass Blocking: 50/50
    WR Catch: 45/45
    Run Blocking: 50/50
    Fumbles: 60/60
    Pass Defensive Reaction: 50/50
    Interceptions: 18/18
    Pass Coverage: 5/5
    Tackling: 48/48

    FG Power: 50/50
    FG Accuracy: 50/50
    Punt Power: 55/55
    Punt Accuracy: 50/50
    Kickoff Power: 50/50
    --------------------------------------------------
    : The composition of this set is built around the fatigue and threshold, so from there it's about identifying the issues with the game. The main item that stood out for me was interceptions. Too many of them, too many canned animations of them as well. So the values of interceptions and pass coverage played a role there. For pass coverage, I've used the concept of defenders staying focused to their assignment. If the value goes up, their field of view increases and more distractions can occur. The reason I have this at 5, instead of 1, is because the threshold is above 50, which means there's less separation and I still need a bit of separation so the receiver and defender to perform their animations without warping into each other.
    --------------------------------------------------

    QB Accuracy: 40/40
    Pass Blocking: 50/50
    WR Catch: 50/50
    Run Blocking: 50/50
    Fumbles: 60/60
    Pass Defensive Reaction: 50/50
    Interceptions: 20/25
    Pass Coverage: 20/5
    Tackling: 48/55

    FG Power: 50/50
    FG Accuracy: 50/50
    Punt Power: 55/55
    Punt Accuracy: 50/50
    Kickoff Power: 50/50
    --------------------------------------------------
    : All-Pro difficulty is very enjoyable this year. The CPU is no longer a push-over. You can know that running the ball will be more of a challenge, and not feel like you have to pull punches because the CPU couldn't stop the run. In addition, they put up a fight, and stay in games. That's all we could ever ask for on AP. As a result, there are some values that just needed tweaking, and those, specifically Pass Coverage and INT, to use the same concepts from the All-Madden set.
    --------------------------------------------------

    : 65 (50)
    65 (50)
    Facemask: 50
    50 (75)
    Ineligible Receiver Downfield: Off
    Offensive Pass Interference: Off
    Kick Catch Interference (KRI): Off
    Illegal Block in the Back: 50
    Intentional Grounding: On
    Roughing the Passer: 50
    Roughing the Kicker: On
    Running into the Kicker: On
    On (Off)
    --------------------------------------------------
    : As mentioned above, I had to adjust the penalties to help with the increase in threshold. The balance of reducing gap, meant that values had to normalized in some respects. The OL/DL interaction is very important to mantain when raising threshold, and that is still true through all the gens of Offside/FalseStart/OffensiveHolding.
    : Illegal contact goes off in this case because it helps with the DBs to stick a bit more body on the receivers while the routes are being run. This helps with the balance of lowering threshold as the ball will be a lot more free so anyone can make a play on it.
    : It's well documented that some penalties are not working right out of the gates. I have seen the odd one here and there. I turned off some notable ones to get some different animations. The offensive pass interference being off has allowed lessening of those two-man animations, and rather than raising receiver catching, it's brought in some interesting catches in traffic. That helps with the interceptions - but of course doesn't remove the possibility. Defensive pass interference was raised significantly to balance the tight coverage and improve the separation so those animations can play out even further. Other than that, the other significant value is Kick Catch Interference which in NexGen allows the CPU receiver to call for a fair catch, where as before they would catch and take the hit.
    --------------------------------------------------
    I’ll try the new changes in a little Matt. My one suggestion after playing about 3 full games with your sliders is to actual raise cpu accuracy. Seems like at 40 they want to throw short and get rid of the ball quickly. Also with coverage so low, i think the cpu wants to throw more often. Played Baltimore and they only ran the ball 9 times.
    Hey Matt,
    Been rocking the V1 and V2 sliders on season 1 of my fantasy drafted franchise. I'm on PC on All-Madden, and the only adjustment I've made was halfway through the season, around 9 or 10 games in, I brought fatigue down to 50. Travis Etienne is my running back, and on 55 fatigue, he disappeared from every game in quarter 2 after 10-15 carries. 50 seems a bit low, he never subs out now. I'll be playing around with the values between 50 and 55 to find a sweet spot.
    I'd like to share some findings from playing through a full regular season. As I said, this was a fantasy drafted franchise, and I drafted for youth. I had no players over 90 overall, and my team overall was the lowest of all teams in the league to start the season.
    The gameplay feels pretty solid for the most part, even on the PC last gen version of the game. Coverage is a bit of an issue still, and most quarterbacks are quick throwing my defense to death. I play probably 60/40 zone to man with a good bit of blitz packages thrown in.
    I will attach some screenshots of season end stats for reference, and as you'll see, we overperformed significantly. Justin Fields broke the yardage record and shattered the touchdown record for a season. He broke the touchdown record for a single game in week 16 with 8 touchdowns. He also threw the second most picks in the league at 17. DJ Chark and Kyle Pitts were 1st and 2nd in the league in receiving yards, with Chark breaking the season yardage record and tying the touchdown record, and Pitts breaking the touchdown record by 2.
    I found it very easy to find holes in the defense's coverage, except on a few rare occasions where all my options were blanketed. I had a lot of short drives towards the end of the season, and I started getting more blowout wins with unreal scoring from my offense. The passing game was almost entirely to blame here. The running game was fairly pedestrian, with Etienne coming in 9th in the league in yards at 1300 (he missed 4 games from injury), 5.2 yards per carry, and 13 TDs.
    On defense, the pass game was equally problematic. My defense was absolutely torched by any and all quarterbacks. We gave up the most passing yards in the league by 380, and gave up the least rushing yards by over 600. We led the league in sacks by a few, despite having no pass rushing personnel to speak of, and our forced/recovered fumble number was outrageous. We were towards the top of the league in interceptions, but nothing outstanding. Overall, we led the league in takeaways, giveaways, and differential. We also had only 4 penalties against us all year (obviously a glitch in the game at the moment for last gen at least).
    So, the team should not be performing as well as it is. We have no O line talent, but we only gave up 7 sacks and had 5.2 per carry with our lead back. We have no pass rush talent, but we led the league in sacks as a team (no single player over 8 sacks). Too many fumbles on both sides, but mainly CPU. A few too many picks on my offensive side, but majority were my fault. A handful of them were just thrown straight to defenders instead of open receivers, but Fields is a 74 overall, so that's to be expected.
    I'm going to keep updating to your most recent sliders, and I'll try some tweaks on my own and let you know if I find any changes that help. I think I'm going to have to try higher pass coverage since both sides are having too much pass game success. Looking forward to seeing your sliders evolve, thank you for doing this every year!
    I have a tough decision to make.
    Switching to the V2 All-Madden sliders, the run game for the computer has become significantly better. The teams are running for double the amount of plays then they were on All-Pro.
    However, the passing game is really bothering me. The Robo-QB has come out in full force for me, and that has always taken the fun out of the game. It is like the second my line engages with the o-line, the QB is ready to throw. There is absolutely no time to give pressure. And, even if I did get pressure, my defenders are no where near the receiver, regardless of the adjustments I make. Press, spread, inside, outside, commit to the pass, etc. None of it seems to matter.
    On All-Pro, there was no Robo-QB; but, the run game was nonexistent, which bothered me a lot.
    On top of that, I no longer have any time to throw the ball, and if I do throw the ball, it is an interception because if my receiver has a step, the second I throw the ball, it seems like the defender gets a boost.
    I am not sure what to do about these issues on my end. I do not know the ins and outs of what each slider truly does, so me messing with them will just mess with the game even more.
    Sent from my SM-N986U1 using Tapatalk
    bigbob
    I have a tough decision to make.
    Switching to the V2 All-Madden sliders, the run game for the computer has become significantly better. The teams are running for double the amount of plays then they were on All-Pro.
    However, the passing game is really bothering me. The Robo-QB has come out in full force for me, and that has always taken the fun out of the game. It is like the second my line engages with the o-line, the QB is ready to throw. There is absolutely no time to give pressure. And, even if I did get pressure, my defenders are no where near the receiver, regardless of the adjustments I make. Press, spread, inside, outside, commit to the pass, etc. None of it seems to matter.
    On All-Pro, there was no Robo-QB; but, the run game was nonexistent, which bothered me a lot.
    On top of that, I no longer have any time to throw the ball, and if I do throw the ball, it is an interception because if my receiver has a step, the second I throw the ball, it seems like the defender gets a boost.
    I am not sure what to do about these issues on my end. I do not know the ins and outs of what each slider truly does, so me messing with them will just mess with the game even more.
    Sent from my SM-N986U1 using Tapatalk

    As typical All-Madden, the accurate throws are the most anonying. I'm going to have an update tomorrow morning (CST) that will compliment the increased threshold and put more pressure on the QB. I think it's another year where it's about their perception and what's in front of them, rather than just a set gameplay slider value. I dont' really want to lower QBA either as that will sometimes make things worse.
    ToastyyK
    Hey Matt,
    Been rocking the V1 and V2 sliders on season 1 of my fantasy drafted franchise. I'm on PC on All-Madden, and the only adjustment I've made was halfway through the season, around 9 or 10 games in, I brought fatigue down to 50. Travis Etienne is my running back, and on 55 fatigue, he disappeared from every game in quarter 2 after 10-15 carries. 50 seems a bit low, he never subs out now. I'll be playing around with the values between 50 and 55 to find a sweet spot.
    I'd like to share some findings from playing through a full regular season. As I said, this was a fantasy drafted franchise, and I drafted for youth. I had no players over 90 overall, and my team overall was the lowest of all teams in the league to start the season.
    The gameplay feels pretty solid for the most part, even on the PC last gen version of the game. Coverage is a bit of an issue still, and most quarterbacks are quick throwing my defense to death. I play probably 60/40 zone to man with a good bit of blitz packages thrown in.
    I will attach some screenshots of season end stats for reference, and as you'll see, we overperformed significantly. Justin Fields broke the yardage record and shattered the touchdown record for a season. He broke the touchdown record for a single game in week 16 with 8 touchdowns. He also threw the second most picks in the league at 17. DJ Chark and Kyle Pitts were 1st and 2nd in the league in receiving yards, with Chark breaking the season yardage record and tying the touchdown record, and Pitts breaking the touchdown record by 2.
    I found it very easy to find holes in the defense's coverage, except on a few rare occasions where all my options were blanketed. I had a lot of short drives towards the end of the season, and I started getting more blowout wins with unreal scoring from my offense. The passing game was almost entirely to blame here. The running game was fairly pedestrian, with Etienne coming in 9th in the league in yards at 1300 (he missed 4 games from injury), 5.2 yards per carry, and 13 TDs.
    On defense, the pass game was equally problematic. My defense was absolutely torched by any and all quarterbacks. We gave up the most passing yards in the league by 380, and gave up the least rushing yards by over 600. We led the league in sacks by a few, despite having no pass rushing personnel to speak of, and our forced/recovered fumble number was outrageous. We were towards the top of the league in interceptions, but nothing outstanding. Overall, we led the league in takeaways, giveaways, and differential. We also had only 4 penalties against us all year (obviously a glitch in the game at the moment for last gen at least).
    So, the team should not be performing as well as it is. We have no O line talent, but we only gave up 7 sacks and had 5.2 per carry with our lead back. We have no pass rush talent, but we led the league in sacks as a team (no single player over 8 sacks). Too many fumbles on both sides, but mainly CPU. A few too many picks on my offensive side, but majority were my fault. A handful of them were just thrown straight to defenders instead of open receivers, but Fields is a 74 overall, so that's to be expected.
    I'm going to keep updating to your most recent sliders, and I'll try some tweaks on my own and let you know if I find any changes that help. I think I'm going to have to try higher pass coverage since both sides are having too much pass game success. Looking forward to seeing your sliders evolve, thank you for doing this every year!

    Thanks for this, man. That definitely puts the difficulty in a nutshell, where the CPU passing just seems out of this world. I was hoping I wouldn't have to spend as much time on it as I had in, let's say M20, but it may be the case. I'll have an update tomorrow morning that should help vs hurt though. Just need to test all environments before I post it.
    TopSide83
    I’ll try the new changes in a little Matt. My one suggestion after playing about 3 full games with your sliders is to actual raise cpu accuracy. Seems like at 40 they want to throw short and get rid of the ball quickly. Also with coverage so low, i think the cpu wants to throw more often. Played Baltimore and they only ran the ball 9 times.

    It's possible, but I'm just not sure yet. I just played the Giants and Barkely ran for 30 timesk. The game can be a real tough one to predict, especially as I've plaed and replayed these same match ups in multiple environments. Sometimes even the weather dictates how they are going to play. Daniel Jones threw quick, Rodgers-like, passes. Some were in the dirt, some were perfect. On past gen, the DBs still face the wrong way, or sit still for a second, while in current gen they face the right way, but aren't aggressive in their reactions.
    Think I've found a balance though, just need more sample size on the other environments.
    Finished week 12 beat Miami 38-21
    Threshold at 90 seems like it's right where it needs to be coverage was better because of that threw 2 picks Cpu offense was going until the 2nd half shut them down below are the stats
    CAR/MIA
    Total OFF : 344/350
    Rush Yds : 126/26
    Passing Yds : 218/324
    First Downs : 19/15
    Total Yds : 434/373
    TOs : 2/0
    Possession Time : 18:11/17:46
    Darnold : 79.2 / 22-39 / 242 yds / 3 Td 2 Int / Sacked 1 time
    Tua : 89.2 / 30-46 / 362 Yds / Sacked 4 times
    This is so far the best game on AP usually blow outs for me what I want to see is more AI run plays less pass most times it's incompletions
    User run game got better some holes are open not every run play
    Thats all I got for right now hopefully yall see the same outcomes on AP
    Sent from my SM-G996U using Operation Sports mobile app
    I don't see any difference between clock on or off.
    I'm still on PS4 and only play offline Franchise. QBs always completea around 77-85% of their passes. Excited for the new Set!
    Is there a recommended way to start increasing difficulty using these sliders as a base? I like the core feel of these sliders and would like a more difficult version while still keeping that core feel. If anybody has any changes/tips to do that lmk
    Version 4 will be posted soon. Here's a game I just finished on All-Madden:
    Titans (user) 33 @ Colts (CPU) 28,
    Passing:
    IND - Wentz - 20/34 - 298 yds, TD, 2 INT, 52 long, 5 rush, 40 yds
    TEN - Tannehill - 19/28 - 251 yds, 4 TD, 2 INT, 65 long
    Rushing:
    IND - Mack - 17 rush, 88 yds, 2 TD, 2 FUM, 32 long
    TEN - Henry - 17 rush, 69 yds, FUM, 12 long
    TEN - Hill - 8 rush, 33 yds
    Receiving:
    IND - TE Doyle - 7 rec, 60 yds, 18 long
    TEN - WR Brown - 6 rec, 148 yds, 2 TD, 65 yd long
    IND - WR Pascal - 3 rec, 52 yds, 3 dropped
    IND - WR Pittman Jr - 1 rec, 10 yds, 2 dropped
    TEN - WR Jones - 1 rec, 16 yds, 1 dropped
    Blocking:
    IND - Nelson - 1 pancake
    TEN - Saffold III - 1 pancake
    TEN - Lewan - 1 sack
    TEN - Jones - 1 sack
    IND - Wilson - 1 sack
    Defensive:
    IND - OLB Okereke - 9 solo, 3 assist
    TEN - MLB Evans - 8 solo, 1 assist
    IND - DE Paye - 2 sacks
    TEN - DE Coley - 1 sack
    TEN - CB Borders - 1 INT, 2 pass defl
    IND - CB Moore II - 1 INT, 3 pass defl
    Team Stats:
    Total Offense - (TEN) 320, IND (421)
    First Downs - (TEN) 13, IND (18)
    3rd Down % - (TEN) 3-10, IND 5-11
    Red Zone % - (TEN) 2-3, IND 2-3
    Penalties - (TEN) 0, IND 1 (illegal touching)
    Possession - (TEN) 17:03, (IND) 18:57
    Matt,
    I'm not sure if anyone has chatted about this. But, I believe the next gen consoles will need different sliders vs current gen.
    Also, on the next gen you have performance vs image quality. Have you looked at those yet?
    Sorry if someone has already asked about this.
    bigbob
    Matt,
    Soon as in today, or within the next week?
    Sent from my SM-N986U1 using Tapatalk

    Today, just need to finish some things with them.
    rowanl
    Matt,
    I'm not sure if anyone has chatted about this. But, I believe the next gen consoles will need different sliders vs current gen.
    Also, on the next gen you have performance vs image quality. Have you looked at those yet?
    Sorry if someone has already asked about this.

    They have different animations, but stemming from the same issue, which is basically 1) Poor pass coverage and 2) Not breaking on the ball in the air.
    Current gen secondary freeze for a second, while next gen slow down just slightly - or run into their own teammates more often. Thing is, these animations can't be fixed. So, the focus has to be in trying to get more perceived pressure and see what the QB to receiver behavior will be like when placed under that pressure. After that, it's trying to get the secondary to break on the ball in the air without the priority being interception or wait to tackle.
    Regarding performance vs image quality - isn't that FPS related for nextgen? I know for current gen, no the PC for example, I can set the FPS locked to 30/60 or unlimited of course. I personally keep it on 60 fps as I can't stand 120 fps as it makes the game extremely fast. The Stadia version seems to do this and it's a bit unbearable to test at times.
    =================================
    =================================
    8/30/2021: It's been a long day of testing. After playing a lot of current-gen on my PS5, it's been hard to really enjoy last-gen(PC, Stadia), but today I actually enjoyed the games I played. I think the first couple versions I released were testers and trying my best to keep things near default, but also exploring some out of the box values. The following version 4 is taking in a lot of what I've learned over the past week or so and it's been tested quite extensively through each environment (currentgen, last-gen, offline and online franchise). Ironically enough, some of the base values are what I would've deemed close to my unpublished Version ZERO, where I was loving 75 threshold + 75 fatigue, but scrapped it in thinking the fatigue was a glitch and everything that was good with 75 threshold was relative to that value. Turns out I was wrong-ish. For the most part, I didn't want to modify a whole bunch of penalty values, and not go drastic with gameplay sliders either. Unfortunately, it's another year of Madden where animations don't match the slider value, so I have to build sets off of the positional perception. Such as a low QBA vs a perceived low pass coverage and reaction doesn't mean the CPU QB won't try to throw deep - and doesn't mean the secondary won't challenge the ball in the air on that deep throw.
    The intent with Version 4 is have All-Madden play realistically, but challenging. I want the CPU QB to be the star/villain of the show accordingly. What is put in front of his face is how his ratings will match up to the moment. There are multiple values that help to create this effect, and they are roll into a really entertaining, varied, game of Madden 22. I would always say to give it more than one game, facing different types of QBs.
    With Version 4 of the All-Pro set, I really wanted to get the overall offense to put up a fight, and the defense to stop giving up weird angles in their pursuit. It's too easy at times to run straight at a defender, and slightly turn backwards at an angle, then forward to avoid them. With this set, those are much more tricky, but not to the point that every single DB can make a momentum stopping tackle on the likes of Derrick Henry.
    The threshold change has allowed the coverage to remain tighter, but also given enough time to make a play on the ball. Same goes offensively, which stresses even more accuracy needed to complete passes. I wanted to also ensure there was a chance that big plays were rewarded and not tracked down each and every time. If there's a receiver lined up against a slow LB, I want it to be exploited. Same with height differences throughout. Making those throws when the receiver has 5-yards should be on point, but the close-down rate by the secondary should make the QB second-guess the throw. Basically, establish more chess games in play.
    Now, I know there are some wonky values with Reaction and Pass Coverage. I've already given my thoughts on Pass Coverage, but I'll go about it again. If you start at 50, you will see over-coverage, or defenders constantly being wrong footed. On currentgen, they even run around the receiver first before making a play. I scaled this from 50 all the way down to 5. With the threshold at 75, DPI at 75 and an increase in CPU QB pressure, the pass coverage has go to be 'right there' with the receivers. Only speed/acc and agility, basically getting free, are the ratings that allow the receiver to get loose. On All-Madden, the CPU QB will attempt to expose this, but with the low QBA, the pressure, etc, they won't 100% be successful every time. In regards to the Pass Def Reaction, it's the same way essentially. With it high, such as 50, they choose not do anything. Their reaction is to wait and tackle. I wanted that to be less of a priority in respect to just breaking on the ball between the QB and the receiver. Even if the tackle is timed to knock the ball loose, I'm happy with that - especially on curentgen, since that pass deflection animation is not as common as currentgen.
    I also dropped the fatigue even further down, to a somewhat reliable 52. It's not the most ideal as I mentioned above, I love high fatigue (75 was my favorite), but the issue with players not returning was too annoying - and frankly, skewing, for slider testing.
    Lastly, Intentional Grounding Off isn't a random choice. However, whenever I turn it on, I have to basically start near default on the other penalty sliders - so values that were Off previously, are back On. Since the biggest issue we see with All-Madden, and even All-Pro, is the QB play, there has to be an element that controls how they choose what throws to make. I want them to keep plays alive in a realistic fashion, but also not be afraid to throw away. In the battle of RoboQb, and the fact that Intentional Grounding rarely gets called anyways, I don't see anything wrong with turning this value off completely.
    So, here's Version 4 after a long writeup. Apologies to those who wanted it out sooner. I just had more testing to do - and honestly wasn't feeling good the majority of the last two days (Kansas heat+humidity = migraine for days). I do feel good about this set for both difficulties and each environment. Hopefully we can get a patch soon that doesn't affect things too badly - but definitely brings back penalties as I do miss them quite a bit.
    Enjoy!
    (*Note: I've gone ahead and removed previous version(s) summaries as the Version 4 set is built on its own, and some references wouldn't make sense.)
    Only issue I have with is the fumbles My last game on V3 forced 7 TOs(6 FFs 1 Int) I'm sure it's a bug but I lowered user fumbles at 40 just to test it out hopefully i won't see alot of force fumbles (using the hit stick) but keep AI fumbles at 70
    Hopefully fatigue is at the right spot tired of seeing My star players not disappear all game turned off progressive fatigue lets see if that helps
    Looking forward to V4 on AP
    Sent from my SM-G996U using Operation Sports mobile app
    V4 definitely the best right now loss my first game of the season vs Buffalo 27-17
    Josh Allen was killing me with his play scrambling around finding open guys it almost felt like him I'm RL he did go for 22 out of 36 231 yards passing only 1 TD AI run game was great they ran the ball 18 times 113 total rushing yards
    V4 sliders on AP is almost on key only slides I adjusted my self was the Fumbles & Run blocking
    Fumbles at 50 & R.B at 40
    Sent from my SM-G996U using Operation Sports mobile app
    PhillySpecials
    Matt, when you’re testing do you use offline or online franchise?

    I test both online and offline, and on current/past gen.
    Trying out the newest all madden set right now. I’m laid off for a week because of a part shortage at my Ram plant so I’m definitely not complaining.
    As far as the camera go Matt.. do you test on the standard camera and is that your choice as far as playing the game?
    TopSide83
    Trying out the newest all madden set right now. I’m laid off for a week because of a part shortage at my Ram plant so I’m definitely not complaining.
    As far as the camera go Matt.. do you test on the standard camera and is that your choice as far as playing the game?
    I remember watching a few clips he posted awhile back and he was indeed playing on the standard camera.
    Sent from my SM-A102U using Operation Sports mobile app
    Decent at Best
    I remember watching a few clips he posted awhile back and he was indeed playing on the standard camera.
    Sent from my SM-A102U using Operation Sports mobile app

    I’m ok with standard on offense but on defense I just never been a fan of playing defense from that angle.
    Yeah, I've got the videos archived (need to upload V4) that show standard. I've always used standard camera. I try not to go to far away from that as it can skew testing.
    One game in and there’s a lot like to about this set. The overall feel and animations look a whole lot better.
    The issues in seeing with are as follows.
    1. Need more game clock. Not enough plays which results in low yardage per team.
    2. I’m still throwing way too many interceptions. It’s getting ridiculous at this point. My guys are rarely open so sometimes I have to force it into a tough area. Meanwhile the cpu fan actually just over shoot their receiver or easily throw it in the are of their player out of bounds to negate an interception. The user doesn’t have this choice and it usually means we’re throwing it onto coverage.
    3. The cpu qb started off the game extremely hot with the dink and donk game for the first 12 passes which were completions. This can be a little of my fault since maybe I didn’t adjust fast enough. By the end of the game he was struggling and somehow ended up at 60 percent.
    Playing one more game with a better QB and will make faster adjustments and try not to throw into tight spots
    TopSide83
    One game in and there’s a lot like to about this set. The overall feel and animations look a whole lot better.
    The issues in seeing with are as follows.
    1. Need more game clock. Not enough plays which results in low yardage per team.
    2. I’m still throwing way too many interceptions. It’s getting ridiculous at this point. My guys are rarely open so sometimes I have to force it into a tough area. Meanwhile the cpu fan actually just over shoot their receiver or easily throw it in the are of their player out of bounds to negate an interception. The user doesn’t have this choice and it usually means we’re throwing it onto coverage.
    3. The cpu qb started off the game extremely hot with the dink and donk game for the first 12 passes which were completions. This can be a little of my fault since maybe I didn’t adjust fast enough. By the end of the game he was struggling and somehow ended up at 60 percent.
    Playing one more game with a better QB and will make faster adjustments and try not to throw into tight spots

    Good stuff, man. Yeah, definitely increase minutes as needed. I've had a mix of results there. The momentum feature on nextgen alone can make these games vary so much that it takes a lot of games - even a lot of the same game, to determine some common ground.
    Interceptions, yeah, not much else can be done unfortunately. I've lowered it to the point they drop more than catch. One thing I read on here, canes21 mentioned pressing L1+receiver button and the catches attempted are more aggressive as a result. I don't switch on offense or defense so that L1+receiver input has made a difference.
    CPU QB, as all Maddens throughout time it seems, are always looking to get hot early. I've seen enough variety to feel good where it's at finally though. I also think it's interesting that in a lot of CPU games, the comp % is unreal, like in the 90's.
    TopSide83
    One game in and there’s a lot like to about this set. The overall feel and animations look a whole lot better.
    The issues in seeing with are as follows.
    1. Need more game clock. Not enough plays which results in low yardage per team.
    2. I’m still throwing way too many interceptions. It’s getting ridiculous at this point. My guys are rarely open so sometimes I have to force it into a tough area. Meanwhile the cpu fan actually just over shoot their receiver or easily throw it in the are of their player out of bounds to negate an interception. The user doesn’t have this choice and it usually means we’re throwing it onto coverage.
    3. The cpu qb started off the game extremely hot with the dink and donk game for the first 12 passes which were completions. This can be a little of my fault since maybe I didn’t adjust fast enough. By the end of the game he was struggling and somehow ended up at 60 percent.
    Playing one more game with a better QB and will make faster adjustments and try not to throw into tight spots
    Did you turn off cpu ball hawk off ? It helped alot for me I stil throw picks but mainly my fault
    Sent from my SM-G996U using Operation Sports mobile app
    Second game in and I must say probably the best game of madden I’ve been played in my life.
    One thing I’ll say for sure that helped me and I can’t empathize enough is to call your own plays and make adjustments to what the cpu is doing on offense.
    Went back to standard cameras which also helped a ton. Plus I stopped forcing bad throws and took what the cpu gave me.
    Still on the fence about 9 or 10 minutes because this game was pretty well balanced. Might opt for 10 so I don’t feel as rushed to make something happen.
    Will post my stats from the game in a little
    Hey Matt! Thank you for another year of making the game great! I was wondering if the Injury slider affects gameplay at all or if I can go wild and turn that injury slider up without messing with gameplay?
    Thank you!
    EDIT: Also! Does anyone know how to disable game updates in the future on ps5 for Madden 22 here? Because this set is freaking perfect. I never want it to change.
    zoso52
    Hey Matt! Thank you for another year of making the game great! I was wondering if the Injury slider affects gameplay at all or if I can go wild and turn that injury slider up without messing with gameplay?
    Thank you!
    EDIT: Also! Does anyone know how to disable game updates in the future on ps5 for Madden 22 here? Because this set is freaking perfect. I never want it to change.

    The injuries slider were such a rabbit hole for me when I was exploring it in M20. I am just not messing with it at all to affect gameplay. There are theories out there that are probably valid, but my goodness it takes a lot of painstaking trial and error to isolate it's true effect on the game - other than straight up injuring of players. As a result, I'd say go wild and see what happens. I'm not going to consider it as a gameplay variable this year.
    Matt10
    The injuries slider were such a rabbit hole for me when I was exploring it in M20. I am just not messing with it at all to affect gameplay. There are theories out there that are probably valid, but my goodness it takes a lot of painstaking trial and error to isolate it's true effect on the game - other than straight up injuring of players. As a result, I'd say go wild and see what happens. I'm not going to consider it as a gameplay variable this year.

    Thank you Matt!!! I appreciate your time with everything and the fast answer!
    I like these ! I actually play on broadcast camera. I use your all madden set and I have to say I like all the interactions from tackling , blocking and catching .Speed Parity at 75 eliminates a lot of jittery movement.
    👍
    Played a few more games. Still undecided about the cpu we play. Tired of seeing them start out the game around 90 percent and finish 70-80. Seems like they’re going short way too much. Do you think the lower accuracy might have them playing a little more passive?
    TopSide83
    Played a few more games. Still undecided about the cpu we play. Tired of seeing them start out the game around 90 percent and finish 70-80. Seems like they’re going short way too much. Do you think the lower accuracy might have them playing a little more passive?

    I don't think QBA affects that as much. That's where things are a bit different compared to previous years. The CPU QB still throws deep just as much on 5 QBA as it does on 95 QBA. If anything, the CPU receivers catch AND hold onto the ball quite well - sometimes too good.
    As promised, Video Archive has been updated with Version 4 videos:
    =================================

    =================================
    Version 4:
    This was version 3 on PS5 All-Madden. I always forget to post in here after the video finishes uploading. Also might start streaming again. It seems YouTube takes a day or two to process the 4K resolution.
    Just played a game as the Saints at home against Arizona. Here are some stats:
    Note: Only saw 1 fumble by Winston on a sack.
    Team Stats:
    (was I just bad at reading coverage?)
    Anyway, hope this helps.
    Matt10
    I don't think QBA affects that as much. That's where things are a bit different compared to previous years. The CPU QB still throws deep just as much on 5 QBA as it does on 95 QBA. If anything, the CPU receivers catch AND hold onto the ball quite well - sometimes too good.

    I just played the Cardinals (post above), and they passed deep on me a lot in the first half (my gameplan was set to stop medium passes). Then in the second half I set my gameplan to contain QB scramble and they reeled it in a little bit. I think gameplans have a lot to do with it probably.
    Matt I’ve decided to put these to bed for the time being. The main reason is the awful cpu qb play. Every game is the same with tons of hitch route completions. Reminds me a lot of last year.
    Thank you brother, I will continue to monitor this thread. The best games I had are the two played on play now but once I went to franchise mode, I’ve had 6 infuriating games in a row.
    Game #1 on All-Madden, Version 4.
    (CPU) 24
    Burrow: 18/26, 242 yards, 2 TDs, INT
    Mixon: 15 carries, 55 yards, TD; 4 catches, 21 yards
    Boyd: 4 catches, 102 yards, 1 rush, 5 yards
    Chase: 4 catches, 48 yards, 2 TDs
    Uzomah: 4 catches, 45 yards
    Higgins: 2 catches, 26 yards
    Total O: 264 vs 282
    Rush: 67 vs 59
    Pass: 197 to 223
    First Downs: 15 to 14
    Turnovers: 1 to 1
    Penalties: 1 to 0
    Possession: 20:07 to 15:52
    Notes:
    * Limited Robo-QB in this one, which was good to see. It was still there, but it was significantly improved.
    * It feels like I have no room for error in the passing game. I have to be perfect or it will be an interception. I really wish there were more angles for the ball to go.
    * Depending on the next game, I may increase the quarter to 10 minutes for stat purposes. 15 rushes from the lead back is great compared to when the game is played on All-Pro.
    Sent from my SM-N986U1 using Tapatalk
    Game #2 on All-Madden, Version 4.
    (CPU) 21
    Murray: 29/39, 339 yards, 2 TDs; 3 carries, 16 yards
    Conner: 4 carries, 12 yards, TD; 2 catches, 15 yards
    Edmonds: 2 carries, 11 yards; 8 catches, 75 yards
    Hopkins: 5 catches, 116 yards, 2 TDs
    Kirk: 5 catches, 62 yards
    Williams: 5 catches, 34 yards
    Daniels: 2 catches, 20 yards
    Green: 1 catch, 11 yards
    Isabella: 1 catch, 6
    Total O: 438 vs 355
    Rush: 152 vs 39
    Pass: 286 to 316
    First Downs: 18 to 15
    Turnovers: 1 to 1
    Penalties: 1 to 0
    Possession: 20:42 to 15:18
    Notes:
    * It could just be a coincidence, but it appeared that Robo-QB came out once the CPU started losing. Murray was overthrowing the ball until I made a field goal in the second quarter. At that point, he was pretty much perfect the rest of the game. Had it not been for a forced fumble at the 10 yard line with a 1:39 left in the game, Murray most likely would have thrown a TD the next play.
    * The CPU run game disappeared this game.
    * I apparently just cannot figure out how to stop the short passes, as you can see with the 15 passes to running backs or tight ends.
    * The games have been fun with Version 4.
    Sent from my SM-N986U1 using Tapatalk
    I will post my last game tomorrow, but I think I am going to hang up my want for the games to be realistically close and statistically correct to just switching back to All-Pro so that I can truly have fun with the game. I just cannot look past the fact that the quarterbacks play normally until they start losing, and Robo-QB turns on and running away from the line of scrimmage and throwing across the body to a place they were never looking to a wide up receiver because my defensive back freezes for a second to let the receiver get into place is just ridiculous.
    It blows my mind how different this game plays from my 10 hour EA Play trial to now. WR/CB fights for the ball were amazing during the trial. Now, I time a perfect interception on a toss up to the end zone and my DB just stands there and gives up an easy touchdown.
    Matt, you have done a great job making this game play well and enjoyable.
    But **** this game for the time being.
    Sent from my SM-N986U1 using Tapatalk
    Matt, been following for years. Thank you first and foremost.
    I'm playing version 4 on All Pro on PS5 as the Saints. Two things that have stuck out: user defenders freezing on deep balls. I've had 5 or 6 instances over 3 games where they throw a bomb, I switch to the closest DB and hit triangle or x and the defender does nothing - literally nothing. It looks like they're frozen facing the back of the endzone not even looking at the ball or receiver. I want to note that this is without taking control of the direction of the DB while the ball is in the air, so I'm not accidentally taking him wildly out of position and then stopping the direction.
    The second is CPU run game, but that's up for interpretation. All I can say is that in the last three games, McCaffrey had less than 60 yards, Barkley had under 50, and James White had less than 30 yards rushing. My defense could just be really good, but I've also been run over my McCaffrey enough to note it was odd.
    Matt, been following for years. Thank you first and foremost.
    I'm playing version 4 on All Pro on PS5 as the Saints. Two things that have stuck out: user defenders freezing on deep balls. I've had 5 or 6 instances over 3 games where they throw a bomb, I switch to the closest DB and hit triangle or x and the defender does nothing - literally nothing. It looks like they're frozen facing the back of the endzone not even looking at the ball or receiver. I want to note that this is without taking control of the direction of the DB while the ball is in the air, so I'm not accidentally taking him wildly out of position and then stopping the direction. And I have all of the heatseeker/ball hawk options off.
    The second is CPU run game, but that's up for interpretation. All I can say is that in the last three games, McCaffrey had less than 60 yards, Barkley had under 50, and James White had less than 30 yards rushing. My defense could just be really good, but I've also been run over my McCaffrey enough to note it was odd.
    tylerjcraig
    Matt, been following for years. Thank you first and foremost.
    I'm playing version 4 on All Pro on PS5 as the Saints. Two things that have stuck out: user defenders freezing on deep balls. I've had 5 or 6 instances over 3 games where they throw a bomb, I switch to the closest DB and hit triangle or x and the defender does nothing - literally nothing. It looks like they're frozen facing the back of the endzone not even looking at the ball or receiver. I want to note that this is without taking control of the direction of the DB while the ball is in the air, so I'm not accidentally taking him wildly out of position and then stopping the direction.
    The second is CPU run game, but that's up for interpretation. All I can say is that in the last three games, McCaffrey had less than 60 yards, Barkley had under 50, and James White had less than 30 yards rushing. My defense could just be really good, but I've also been run over my McCaffrey enough to note it was odd.

    You can try upping the cpu run blocking or lowering your tackling slider, that usually ties in with how the cpu run game is
    I am not going to edit or delete the post, but I wanted to apologize for the rant I made a couple of posts ago. This is a slider thread and I did not mean to go that far off topic.
    Sent from my SM-N986U1 using Tapatalk
    Played a game earlier, started a Rams franchise to test the sliders out some more with a better team. First game against the Bears and it was a defensive battle that I loved, score was 10-7 at the half and it was great until the final minutes of the 4th quarter.
    Of course typical madden moments happened, held Fields to under 70% passing and under 150 yards for most of the game but then on his final drive he turned into robo qb and threw a perfect pass across his body 30 something yards downfield to a wide open guy that then eventually set up a td in the corner of the endzone where my defender didn't do much to contest the catch.
    Unfortunately I think the moments I saw are just always going to be a madden moment as I seen the same thing happen in the previous games. All in all the game I played was great, or well should say about 90% of it was great. Will continue testing against other teams to see what happens
    Playing the AM Version 4 sliders, just got beat by the Titans.
    TEN (cpu) 17, 6, 14, 7 - 44
    BAL (me) 0, 0, 8, 15 - 23
    Here was their scoring summary:
    • TE A. Firkser - 74 yd TD catch
    • WR J. Jones - 59 yd TD catch
    • Fumble recovery for a 1 yd TD (Lamar fumbled on a sack)
    • HB D. Henry - 49 yd TD catch
    • HB D. Henry - 69 yd TD run
    Tannehill finished 15/24 (62%) for 355 yards and 3 TD
    Lamar finished 23/34 (67%) for 230 yards, 4 Int, 2 Fum
    I feel like these play good until the big play happens. Completion percentages look great (I'm happy with anything in the 50-70% range on average).
    Glad to hear the games are playing well. I am definitely enjoying it too. I actually started working on version 5 post title update, and it is playing just as good. I just need to test a couple more match ups before moving forward. For now, V4 is still a solid set for sure.
    So I have put the whole penalty sliders affecting gameplay behind me as I haven't seen enough proof of this actually occurring. This is just my opinion & observation along with a few others agreeing. With that said, are your penalty sliders set up to affect gameplay?
    JayD
    So I have put the whole penalty sliders affecting gameplay behind me as I haven't seen enough proof of this actually occurring. This is just my opinion & observation along with a few others agreeing. With that said, are your penalty sliders set up to affect gameplay?

    I'm one of the few on here that explain in detail of why I choose the values that I do. In the past I would go line-by-line. See my Madden 21/20/19 sliders for reference. I don't keep anything close to my chest or act like I'm a know-it-all. I simply put in the hours and share my findings that are relative to my set(s).
    100% yes, the penalties are built for gameplay - and they also help with the values being called. RTP alone builds so much pressure on the QB, yet still gets called on the lowest value. It's a very easy value to isolate. It's the difference of defenders taking sharp pursuit angles - and sometimes missing the tackle all together - or waiting to size up the ball carrier.
    In my previous threads, I explain penalties like this:

    • Penalties affect gameplay. There is no way around that. That is what I have found. The concept of penalties affecting gameplay is simply for behavioral elements. It has layers to it though:
    What you have now is the concept of the reactions from those values being raised or lowered. For every action, there is a reaction, right? That is how the penalty sliders play a role in gameplay, and I've explained the ones I'm adjusting to make for a better experience.
    Game feels good.
    My only issue is pass rush on both sides at 50 is nonexistant.
    Are you seeing pressure with this set up? Ive played 2 games and had one sack total 8n two games and that was because cpu qb tried to scramble. Im getting zero pressure in pocket on cpu side and hum side.
    Sent from my SM-A716U using Tapatalk
    AM or AP Tyler?
    tyler28
    Game feels good.
    My only issue is pass rush on both sides at 50 is nonexistant.
    Are you seeing pressure with this set up? Ive played 2 games and had one sack total 8n two games and that was because cpu qb tried to scramble. Im getting zero pressure in pocket on cpu side and hum side.
    Sent from my SM-A716U using Tapatalk
    tyler28
    Game feels good.
    My only issue is pass rush on both sides at 50 is nonexistant.
    Are you seeing pressure with this set up? Ive played 2 games and had one sack total 8n two games and that was because cpu qb tried to scramble. Im getting zero pressure in pocket on cpu side and hum side.
    Sent from my SM-A716U using Tapatalk

    Yeah, I've had a good mix of games. As the Vikings, in my cloud franchise, we only got 1 against the Seahawks in week 4, but Wilson was pressured alot, and threw the ball away several times. Despite that, we lost pretty bad 52-10. He was 22/31 for 338 yds and 3 TDs.
    Then earlier today I played as the Titans in my offline franchise in week 9 and sacked Stafford 4 times. Bud Dupree had 2, while Tart and Abry Jones had 2. Stafford was pressured, and didn't throw any TDs, just a pick 6 (highlight later). He finished 24/39, for 288 yds. The fatigue glitch killed the game as Henry only had like 4 snaps before he left the game. Rams secondary was too much for Tannehill. Lost 22-10.
    ---------------
    I am still not 100% for changes on Version 5. So far, I've only adjusted fatigue (raised) to where it was before I started this year's thread, and lowered CPU QB significantly as I took another look at scaling the QBA. Have only played a half on V5 so far. Hopefully I can get some time in to test things tonight.
    Matt10
    Yeah, I've had a good mix of games. As the Vikings, in my cloud franchise, we only got 1 against the Seahawks in week 4, but Wilson was pressured alot, and threw the ball away several times. Despite that, we lost pretty bad 52-10. He was 22/31 for 338 yds and 3 TDs.
    Then earlier today I played as the Titans in my offline franchise in week 9 and sacked Stafford 4 times. Bud Dupree had 2, while Tart and Abry Jones had 2. Stafford was pressured, and didn't throw any TDs, just a pick 6 (highlight later). He finished 24/39, for 288 yds. The fatigue glitch killed the game as Henry only had like 4 snaps before he left the game. Rams secondary was too much for Tannehill. Lost 22-10.
    ---------------
    I am still not 100% for changes on Version 5. So far, I've only adjusted fatigue (raised) to where it was before I started this year's thread, and lowered CPU QB significantly as I took another look at scaling the QBA. Have only played a half on V5 so far. Hopefully I can get some time in to test things tonight.
    The fatigue bug is still happening? Thought EA fixed that crap on the update?!?
    Sent from my SM-G996U using Operation Sports mobile app
    TexasLASFan
    The fatigue bug is still happening? Thought EA fixed that crap on the update?!?
    Sent from my SM-G996U using Operation Sports mobile app

    Yeah progressive fatigue is a bit much. Auto-subs help though. Just finished another game on expected V5, lost in OT to Texans 34-28 as Titans. Played this game earlier without the autosub, and Henry only had 4 snaps before leaving. Changed the RB sub in/out to 30/30 and he stayed in practically the whole game. Only subbed out once when his stamina was under 40%.
    Passing:
    Watson - 26/37 - 317yds, 2 TD, 3 INT
    Tennehill - 19/34 - 261yds, 3 TD, 1 INT
    Rushing:
    Lindsay - 9 rush, 42 yds, OT winning rush TD
    Henry - 27 rush, 107yds
    Receiving:
    Akins - 8 rec, 132 yds, 2 TD
    Coutee - 6 rec, 79 yds, TD
    Jones - 6 rec, 125 yds, TD
    Brown - 5 rec, 64 yds, TD
    Defensive:
    Jefferson - 2 tak, 3 ast, 2 TFL, 1 sack
    Blacklock - 2 tak, 1 ast, 1 sack
    King II - 5 tak, 1 INT
    Jones - 1 tak, 1 sack, 1 TFL
    Simmons - 2 tak, 1 ast, 3 TFL, 1 sack
    Byard - 5 tak, 1 ast, 2 INT
    Jenkins - 5 tak, 1 ast, INT
    Decent at Best
    For autosubs do you mean 31/30 or am I missing something. You have to have the "in" 1 tick higher than "out" right?
    Sent from my SM-A102U using Operation Sports mobile app

    Crap, I just looked and it's IN/OUT 30/25. Not sure why I typed 30 in my spreadsheet as 30/30. Will correct - thanks.
    MizzouRah
    Going to test a game today with v5, only changes will be quarter length at 12M/15S and injuries on 25.

    Well, the AutoSub wasn't the only error I made. Just reviewed my notes, and my finding on QBA 10 are incorrect. I had it still at 30 because I was testing effects of fatigue 75 on QBA at 30. I never changed it to 10.
    Honest, but stupid, mistake. I'll update the OP and post.
    =================================
    =================================
    9/4/2021: For those wondering, I had stated I tested CPU QBA at 10, when in fact I had not. I had actually put in my spreadsheet to test QBA 10, but got distracted with Fatigue at 75, and ended up not change in-game. The games were so good on this setting that I followed my notes/spreadsheet rather than what was in-game when typing up my findings. Clerical error aside, QBA at 30 with a fatigue of 75 really does play some great football.
    9/4/2021: It's always a good sign when the next version is only a couple adjustments - but each of them are significant in complimenting the ethos of the set as a whole. That's what I've been able to do with Version 5.
    With the new update, I thought I'd increase the fatigue from 52 to 75. This is a significant jump, but I have mentioned before how I was working on a "version zero" set well before posting this thread, in which I used threshold 75 and fatigue 75. I thought the 75 fatigue played a role in what we now know as the fatigue progression glitch, so I am glad, in a sense, that it's not that big of an impact. What it does impact though is the overall play through each drive. From the RBs getting tired, or the QB getting tired after scrambling - or getting sacked. It's evident in the way they carry themselves and the management of the game is dictated by fatigue/stamina.
    Now, the progressive fatigue glitch is annoying - especially because as the season goes along, the starting RB doesn't last for more than a few snaps. As a result, I recommend the Auto-Subs for RB (I haven't tested other positions) at In/Out 30/25. This ensures the starter doesn't go out right away, and has to get pretty low on stamina till the backup takes over. The backup won't stay in for too long either, and by then the starter will be a bit more rested. The 75 fatigue will play a role here too as the more snaps the starter gets, the stamina % will go down in 2-4% increments. If it's a long run, it could go as far as 10%.
    Lastly, I've adjusted the quarter length for 10 minutes, from a previous 9 minutes. If I could have a 9.5 that'd be perfect, but even at 10 it's pretty good, with plenty of plays - without feeling rushed. In addition, because penalties are now working (hooray!) the big plays have a chance of being canceled out, or big plays can happen as a result of the penalties.
    Overall, I feel like this set is as complete as I've experienced in M22. I'm really happy with it, and I really don't think there will be much more needed to adjust until the next title update.
    Enjoy!
    Matt, would it be a safe assumption that I should look to move other positions auto subs down if I am looking for balance between rotation and snaps for starters? On 52 stamina I had move auto subs up to get some rotation. Thanks!
    Matt10
    =================================
    =================================
    9/4/2021: For those wondering, I had stated I tested CPU QBA at 10, when in fact I had not. I had actually put in my spreadsheet to test QBA 10, but got distracted with Fatigue at 75, and ended up not change in-game. The games were so good on this setting that I followed my notes/spreadsheet rather than what was in-game when typing up my findings. Clerical error aside, QBA at 30 with a fatigue of 75 really does play some great football.
    9/4/2021: It's always a good sign when the next version is only a couple adjustments - but each of them are significant in complimenting the ethos of the set as a whole. That's what I've been able to do with Version 5.
    With the new update, I thought I'd increase the fatigue from 52 to 75. This is a significant jump, but I have mentioned before how I was working on a "version zero" set well before posting this thread, in which I used threshold 75 and fatigue 75. I thought the 75 fatigue played a role in what we now know as the fatigue progression glitch, so I am glad, in a sense, that it's not that big of an impact. What it does impact though is the overall play through each drive. From the RBs getting tired, or the QB getting tired after scrambling - or getting sacked. It's evident in the way they carry themselves and the management of the game is dictated by fatigue/stamina.
    Now, the progressive fatigue glitch is annoying - especially because as the season goes along, the starting RB doesn't last for more than a few snaps. As a result, I recommend the Auto-Subs for RB (I haven't tested other positions) at In/Out 30/25. This ensures the starter doesn't go out right away, and has to get pretty low on stamina till the backup takes over. The backup won't stay in for too long either, and by then the starter will be a bit more rested. The 75 fatigue will play a role here too as the more snaps the starter gets, the stamina % will go down in 2-4% increments. If it's a long run, it could go as far as 10%.
    Lastly, I've adjusted the quarter length for 10 minutes, from a previous 9 minutes. If I could have a 9.5 that'd be perfect, but even at 10 it's pretty good, with plenty of plays - without feeling rushed. In addition, because penalties are now working (hooray!) the big plays have a chance of being canceled out, or big plays can happen as a result of the penalties.
    Overall, I feel like this set is as complete as I've experienced in M22. I'm really happy with it, and I really don't think there will be much more needed to adjust until the next title update.
    Enjoy!
    Cant wait to try these later, always a good time when you post a update. Moving the quarter length to 10 minutes will be nice, I felt 9 was a tad bit fast
    I’ve just completed my first ever game on All Madden with your sliders and it wasn’t to bad at all, ok I played the Giants but still managed to get the win.
    I’ve posted my screenshots below of the game. 12 min quarters BTW 15 second accelerated clock, now 2-1 on the season
    Sent from my iPhone using Operation Sports
    v5
    12M/15S - All gameplay helpers ON/injuries on 25
    CFM Game 1 of the season Vikings(me) vs Bengals
    Lost 35-6 but it was a fun game/Burrow was maybe too accurate but I loved the way they ran the ball. Will keep playing with these as I need some adjustment time.
    CIN Burrow (23-27/281/85%/2TD/0INT)
    MIN Cousins (15-34/180/44%/0TD/2INT)
    CIN Mixon (25-116/4.6/2TD)
    MIN Cook (11-45/3.4)
    CIN Uzomah (8-104/1TD)
    MIN Thielen (3-78)
    SACKS - CIN 1 MIN 8 (Danielle Hunter had 4 and was a beast)
    TOTAL PLAYS - 112
    Going to try V5 tonight. Unfortunately I have to turn the progressive fatigue off. Getting late into the year and the other teams RB gets taken out after 1 run never to be seen again. Just kinda takes me out of it. Really like the idea of progressive fatigue but it definitely needs some tuning.
    Rmiok222
    I’m loving these Matt. Only thing I’m having a hard time with is completely whiffing on user tackle attempts. The next gen movements are really messin with me lol
    Sent from my iPhone using Operation Sports

    thank god it's not just me doing this. Originally thought it was my sliders but then realised it was just next gen. :y3:
    supersonician
    thank god it's not just me doing this. Originally thought it was my sliders but then realised it was just next gen. :y3:

    Yeah I just went from PS4 to next gen about a week ago. Can’t tackle and can’t run the ball either lol. Like you said it’s not a slider issue it’s just me trying to get a hang of how the players are moving.
    Sent from my iPhone using Operation Sports
    Matt or others, absolutely LOVE the running game on AM with these sliders. Absolute beauty, so many animations unlocked and huge variability game to game. My only issue is that I’m still getting unrealistic CPU QB stats and very few incompletions. Has anyone tried running QBA lower?
    I really like the sliders but I have a stupid question.
    I seem to only be able to import user/cpu sliders into my franchise. How do I get general settings auto sub in/out to impact my franchise? Am I missing something?
    I want to start a franchise with a buddy or two on these sliders but I want to make sure we are seeing all changes and not just user and cpu skill sliders.
    CamelN36
    I really like the sliders but I have a stupid question.
    I seem to only be able to import user/cpu sliders into my franchise. How do I get general settings auto sub in/out to impact my franchise? Am I missing something?
    I want to start a franchise with a buddy or two on these sliders but I want to make sure we are seeing all changes and not just user and cpu skill sliders.
    Franchise staff
    Sent from my SM-G996U using Operation Sports mobile app
    Just finished V5 won the SB 50-43 ! Against KC
    Mahomes 42-65(64%) 551 Yds 5 TD 3 Int
    Darnold 19-30(63%) 344 Yds 3 TD
    AI passing game is still a bit outrageous KC only ran the ball 12 times going for 44 yards
    Extra minute on the clock is a bit longer gets more plays in for both offense & defense
    Whenever the scouting system comes out ima go all madden I know you gotta restart franchise sucks lol overall I'm liking these sliders
    Sent from my SM-G996U using Operation Sports mobile app
    Hey Matt,
    One thing I’ve noticed in a lot of the games I’ve played is the kick return game is non existent. Usually be lucky for either team to get to the 20 yard line.
    Still not satisfied with the cpu Qb play. Wish they’d misfire a little more. The running game is great on both sides.
    Everytime I play these in play now, I get some of the most amazing games on madden but once I get into franchise mode, I start getting the robotic cpu 70-85 type games
    Matt10
    That was a crazy game, man. Looks like it put up a good challenge for you. Mind if I put it in the OP for Version 5 videos?

    Yeah go ahead. I can definitely tell the difference between players' styles this year with these sliders. The crazy thing I wasn't expecting was Ian Book scrambling on me so much, and I noticed Leonard Floyd does not fit my system at all at LOLB. Made a couple trades and got rid of him and added a better backup SS for when I run Nickel Over G.
    Going to keep testing these sliders with the pass rush for the user side. I've played 2 games so far with the Rams franchise an Aaron Donald has been nonexistent so far besides for a few tackles on a run play. Granted in madden the Rams don't really have any other high rated pass rushers but in replays Donald isn't being double teamed and still isn't doing much
    I've played against the Bears and Colts, and the Colts have a good o line so maybe I'm just jumping the gun too quick but that's my only concern at the moment. Everything else is great
    Thanks, guys. The games are varied enough that I don't have much to change here. Look at Esco's game, Book was 60%, 2.5 sacks for the user to the 3 of the CPU.
    Sample size is key, but also just enjoying your games and avoid stat chasing. The amount of work to determine that has already been done by yours truly, but at the same time, the context of how it's done is important. A sack doesn't mean pressure, it could mean coverage. A 60% doesn't mean QBA, it could also mean pressure. A lot of elements come into play.
    TopSide83
    Hey Matt,
    One thing I’ve noticed in a lot of the games I’ve played is the kick return game is non existent. Usually be lucky for either team to get to the 20 yard line.
    Still not satisfied with the cpu Qb play. Wish they’d misfire a little more. The running game is great on both sides.
    Everytime I play these in play now, I get some of the most amazing games on madden but once I get into franchise mode, I start getting the robotic cpu 70-85 type games
    Kick returns arent a slider issue. Its been an issue the last couple of years in madden.
    Sent from my SM-A716U using Tapatalk
    Matt10
    Thanks, guys. The games are varied enough that I don't have much to change here. Look at Esco's game, Book was 60%, 2.5 sacks for the user to the 3 of the CPU.
    Sample size is key, but also just enjoying your games and avoid stat chasing. The amount of work to determine that has already been done by yours truly, but at the same time, the context of how it's done is important. A sack doesn't mean pressure, it could mean coverage. A 60% doesn't mean QBA, it could also mean pressure. A lot of elements come into play.

    That is true. The sacks i had gotten have been from coverage sacks. And the qb % from the cpu has been throwing the ball away. The coverage is good for sure
    Again loving these sliders but the new fatigue engine is really screwed up. I’m having my best WR sit out the entire 4th quarter. Is there anything that can be done to adjust to this? Kinda ridiculous.
    CamelN36
    Again loving these sliders but the new fatigue engine is really screwed up. I’m having my best WR sit out the entire 4th quarter. Is there anything that can be done to adjust to this? Kinda ridiculous.

    Maybe try the same thing I've got with the RB? 30/25 In/Out? I haven't tested this though.
    Matt10
    Maybe try the same thing I've got with the RB? 30/25 In/Out? I haven't tested this though.

    Good idea, I’ll give it a shot tonight. Will report back with results.
    These AM sliders are the best sliders I've used so far. went 2-1 in the preseason and started off 1-3 with a heartbreaking loss in game 4. I play offense only. I haven't enjoyed Madden this much in years. Thanks!
    Anybody play with live playbooks on? I’m tired of seeing the cpu running same 4 verts and stick routes. CPU quick passes are killing me no matter what I do on defense.
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    auburnfan2
    Anybody play with live playbooks on? I’m tired of seeing the cpu running same 4 verts and stick routes. CPU quick passes are killing me no matter what I do on defense.
    Sent from my iPhone using Operation Sports

    Dude I feel your pain. I’m so sick of them running the same 5-6 plays.. the quick hitch route throw is so painful to watch over and over again. No matter what I call on defense they complete that same pass
    Rmiok222
    I see so many people saying on AM running is too easy. I play as the browns and I really struggle running on 50. Which compared to all pro is a great problem to have!
    Sent from my iPhone using upOperation Sports

    Yeah I’m not sure how people are saying the running is easy? That’s probably the best part of these sliders is the run game on both sides. I’ve actually found it quite difficult to run consistently
    Hey, i’ve played the game a lot over the years and i’ve played both franchise and online play. i could humbly say that i’m good at the game. I want to find a challenging experience and you have some of the best sliders i’ve seen. the game runs smooth and pretty realistic, although i’ve found it kinda easy for me to win personally even on all madden. i’m going to invest into a long term franchise when the scouting update drops so i’m preparing everything in advance. my question is, what can i adjust to make the game more challenging but keep it as smooth and realistic considering you know the hidden values of all the sliders.
    Hey all!
    I just had a very fun 38-35 game vs WFT in my Chargers Franchise on the AM sliders. I could use some tips I guess because Ryan Fitzpatrick went 33-36 370yds and 5 TDS. Getting beat by short throws to tight end and HB Angle routes. My feeling is that I’m just bad at defense but thought I’d ask for some help.
    Also is anyone having WR sub issue? In 4th QTR none of my top 3 WRS played.
    I appreciate any feedback!
    TJurkowski3
    Hey all!
    I just had a very fun 38-35 game vs WFT in my Chargers Franchise on the AM sliders. I could use some tips I guess because Ryan Fitzpatrick went 33-36 370yds and 5 TDS. Getting beat by short throws to tight end and HB Angle routes. My feeling is that I’m just bad at defense but thought I’d ask for some help.
    Also is anyone having WR sub issue? In 4th QTR none of my top 3 WRS played.
    I appreciate any feedback!

    I’m assuming this is the progressive fatigue issue possibly? I could be wrong. It’s a bug.
    Sent from my iPhone using Operation Sports
    Rmiok222
    I see so many people saying on AM running is too easy. I play as the browns and I really struggle running on 50. Which compared to all pro is a great problem to have!
    Sent from my iPhone using Operation Sports

    Same here. And I love that the weekly game plan you choose really effects it. I can see a world of difference when I choose a pass strat instead of run inside.
    Sent from my iPhone using Operation Sports
    Definitely mix up your coverage, control the LB, use adjustments especially as they like those quick throws - then adjust underneath routes. I've noticed if they keep doing that, switch to a Zone coverage and control the LB. The CPU QB doesn't like not having the middle of the field open.
    Overall, I've had a good mix of games. Just remember that 75 fatigue is key because it affects the players on the field during these drives. If you see your defense tiring, take a timeout, or if you think the CPU QB might be getting tired, force him to get rid of the ball quicker with some blitzes.
    As the lowly Jags, I've just got my first win (1-2), which came against Kyler Murray.
    Last 3 games
    Texans - QB Watson - 29/38 - 334 yds, 3 TD (76%)
    Broncos - QB Bridgewater - 17/25 - 187 yds, 3 TD (68%)
    Cardinals - QB Murray - 23/34 - 278 yds, INT (67%)
    TopSide83
    Dude I feel your pain. I’m so sick of them running the same 5-6 plays.. the quick hitch route throw is so painful to watch over and over again. No matter what I call on defense they complete that same pass

    I agree and don't understand why EA didn't implement the cooldown feature for offline franchise. I never played with it before but if there is an issue say with special teams I'm sure EA can exclude those specific formations.
    Matt10
    Definitely mix up your coverage, control the LB, use adjustments especially as they like those quick throws - then adjust underneath routes. I've noticed if they keep doing that, switch to a Zone coverage and control the LB. The CPU QB doesn't like not having the middle of the field open.
    Overall, I've had a good mix of games. Just remember that 75 fatigue is key because it affects the players on the field during these drives. If you see your defense tiring, take a timeout, or if you think the CPU QB might be getting tired, force him to get rid of the ball quicker with some blitzes.
    As the lowly Jags, I've just got my first win (1-2), which came against Kyler Murray.
    Last 3 games
    Texans - QB Watson - 29/38 - 334 yds, 3 TD (76%)
    Broncos - QB Bridgewater - 17/25 - 187 yds, 3 TD (68%)
    Cardinals - QB Murray - 23/34 - 278 yds, INT (67%)

    I echo this 100%
    I am getting some of the best sim games ever in my 20 years of playing the title. Very fun
    Played my week 3 game against the Bucs last night, and i got destroyed on defense. I wasn’t too upset because i dominated the first 2 weeks and this was my first big test against a good offense, and seemed no matter what i called it didn’t work. But again i was okay with it
    Only thing I wasn’t okay with is the few times I called zone defense and my defender would drift away from what he is supposed to do. For example i called a zone defense, and the cpu called a curl route and my defender was hooked on him at first but after a few seconds (due to my poor pass rush) my defender started drifting downfield and left him wide open. So little frustrating things like that but i assume thats part of the coverage issues?
    Jagsfan24
    Played my week 3 game against the Bucs last night, and i got destroyed on defense. I wasn’t too upset because i dominated the first 2 weeks and this was my first big test against a good offense, and seemed no matter what i called it didn’t work. But again i was okay with it
    Only thing I wasn’t okay with is the few times I called zone defense and my defender would drift away from what he is supposed to do. For example i called a zone defense, and the cpu called a curl route and my defender was hooked on him at first but after a few seconds (due to my poor pass rush) my defender started drifting downfield and left him wide open. So little frustrating things like that but i assume thats part of the coverage issues?

    Yeah, Zone coverage is a bit off in some spots. Another reason I control the LB. The CPU knows this too. Like Murray he would scramble out of the pocket, I'd stick in my zone on the other side of the field, and he'd still manage to throw across his body and try to hit the receiver that sat. At times he'd miss, other times he'd hit, and one time he completed it but was called for illegal forward pass.
    Matt10
    Yeah, Zone coverage is a bit off in some spots. Another reason I control the LB. The CPU knows this too. Like Murray he would scramble out of the pocket, I'd stick in my zone on the other side of the field, and he'd still manage to throw across his body and try to hit the receiver that sat. At times he'd miss, other times he'd hit, and one time he completed it but was called for illegal forward pass.

    The one thing I will say is when i played against Wentz who was a 72 rating, he was having a lot of miss throws, it was nice! But I always control the LB, mostly will user cover the TE because otherwise the cpu will throw it 100% of the time to the TE if I don't manually cover them sometimes
    I am really enjoying these sliders. They seem to play the best for my style/abilities. I am getting great games. Thank you for all the work you put into these.
    I forgot to mention the DBs played the ball great with these. Lots of swats and deflections instead of always going for the interception. That was nice to see.
    Any tips on managing fatigue? If I’m down my QB is getting to the point where he is so tired he can’t throw the ball more than 20-30 yards downfield.
    We are all leaving progressive fatigue on, right? My players are ragged. Even when I’m subbing them out.
    CamelN36
    Any tips on managing fatigue? If I’m down my QB is getting to the point where he is so tired he can’t throw the ball more than 20-30 yards downfield.
    We are all leaving progressive fatigue on, right? My players are ragged. Even when I’m subbing them out.
    At this point, I think it is a personal preference. I will turn progressive fatigue off until they fix it.
    Sent from my SM-N986U1 using Tapatalk
    CamelN36
    Any tips on managing fatigue? If I’m down my QB is getting to the point where he is so tired he can’t throw the ball more than 20-30 yards downfield.
    We are all leaving progressive fatigue on, right? My players are ragged. Even when I’m subbing them out.

    I’ve personally turned it off because it broke my first franchise team halfway through the second season. Using the all madden sliders, went undefeated season 1 with good stats despite the subs. Changed to version 5 sliders for season 2, and by game 9, all my skill positions were yellow or red on the fatigue meter and played like garbage. Had 4 consecutive drives where I threw short passes and ran down to the red zone, and I had 3 fumbles and a pick.
    I guess it happens in real life, but as much as I want more of a challenge, I don’t want it to come through my cool, exciting players functioning at -20 overall and being no fun to play with.
    75 fatigue gives a good effect in game without the progressive fatigue though, and it feels better to me than with progressive on. Also, turning it off eliminates the issue of the CPU teams in the league not managing their fatigue and having their best players on the bench for the second half of the year or 3 quarters every game.
    ToastyyK
    I’ve personally turned it off because it broke my first franchise team halfway through the second season. Using the all madden sliders, went undefeated season 1 with good stats despite the subs. Changed to version 5 sliders for season 2, and by game 9, all my skill positions were yellow or red on the fatigue meter and played like garbage. Had 4 consecutive drives where I threw short passes and ran down to the red zone, and I had 3 fumbles and a pick.
    I guess it happens in real life, but as much as I want more of a challenge, I don’t want it to come through my cool, exciting players functioning at -20 overall and being no fun to play with.
    75 fatigue gives a good effect in game without the progressive fatigue though, and it feels better to me than with progressive on. Also, turning it off eliminates the issue of the CPU teams in the league not managing their fatigue and having their best players on the bench for the second half of the year or 3 quarters every game.

    Good points there. I've been considering the same, and have been playing in a couple test franchises with it off.
    I really enjoy Madden 21 with your sliders and am still playing that game. I just downloaded the free trial and will test these out.
    My question is, last year I did the edits to the CPU QB before every game. Is that needed this year?
    Rick
    These sliders are fantastic. My only issue is my receivers get absolutely zero separation. On the rare occasion I can complete a downfield pass I get no yards after catch. Any suggestions to help out?
    Sent from my iPhone using Tapatalk
    Matt10
    Good points there. I've been considering the same, and have been playing in a couple test franchises with it off.

    Are you seeing much of a difference in gameplay, outside of the obvious players having full stamina entering the game, or not really?
    QB is the only position I really am getting frustrated about. Running backs being tired honestly makes the running animations smoother. But not being able to make a medium range pass late in the game is beyond upsetting. Might have to turn it off.
    It is a really cool idea though.
    Finally gonna start a franchise with these. I been playing play now with the All-Pro set. Might move to the All Madden set for my chise. I’m on PS4
    Sent from my iPad using Operation Sports
    Billtomhere
    These sliders are fantastic. My only issue is my receivers get absolutely zero separation. On the rare occasion I can complete a downfield pass I get no yards after catch. Any suggestions to help out?
    Sent from my iPhone using Tapatalk
    Wait for a new game to come out that actually represents the game of football.
    Sent from my Redmi Note 9S using Operation Sports mobile app
    Billtomhere
    Is it possible for a receiver to break away on a streak with these sliders?
    Sent from my iPhone using Tapatalk

    Definitely possible. Here's the CPU with one.
    ahunter316
    Wait for a new game to come out that actually represents the game of football.
    Sent from my Redmi Note 9S using Operation Sports mobile app

    It does actually represent the game of football pretty damn well.
    Take your blind hatred to the madden subreddit.
    Sent from my iPhone using Operation Sports
    Matt I think the pass block slider could stand to come down just a tad.. maybe 1-3 clicks on both sides. This will help a lot with cpu accuracy and also allow for a few more sacks.
    TopSide83
    Matt I think the pass block slider could stand to come down just a tad.. maybe 1-3 clicks on both sides. This will help a lot with cpu accuracy and also allow for a few more sacks.

    TBH, I don't really want to mess with PBL or RBL as it makes the players a bit brain-dead rather than make them weaker.
    Feel free to adjust values though. To get more push, the user could raise Offensive Holding a bit, so the blocks are not held as long - affects the run game too of course.
    Overall, at this point, I'm in a good place with the set. The only possible adjustment will be to recommend progressive fatigue set to off, until that's fixed.
    Does the accelerated play clock affect gameplay? I’m pretty slow on offense. I like to sub players in and out and change my audibles so I never run the same play twice.
    myrtlebrown98
    It does actually represent the game of football pretty damn well.
    Take your blind hatred to the madden subreddit.
    Sent from my iPhone using Operation Sports
    I'd love a playable football game and without these sliders it'd be mind numbing. A guy isn't allowed to make a minor sarcastic comment without some guys trousers exploding.
    I repost all of Matt's stuff as it means a large group of us can still play this game, even though since I've played it from Madden 20 has little or no changes, if anything it's become worse.
    TROUSER
    EXPLOSION.
    John 3:16
    Praise be to Matt 10.
    Sent from my Redmi Note 9S using Operation Sports mobile app
    Decent at Best
    Yes everyone knows this. EA was upfront about it from the get go.
    Sent from my SM-A102U using Operation Sports mobile app
    When you say everybody, will my neighbour down the road, old lady Susan, will she know about this? The guy at the kiosk in my local supermarket? Seems like quite neiche news for quite literally everyone, as well as Michael Owen, being aware of this information.
    Shame EA weren't upfront about selling us bum farts for £70
    Kind regards.
    Sent from my Redmi Note 9S using Operation Sports mobile app
    Is it just me or is this the most enjoyable, realistic game of football we’ve had in over a decade? I really like the improvements EA made thus far and with Matt’s sliders it puts the icing on the cake. I know last year (Madden 21) I couldn’t even finish a single season in franchise mode. What an improvement!
    Sent from my iPhone using Operation Sports
    Gtl420
    Is it just me or is this the most enjoyable, realistic game of football we’ve had in over a decade? I really like the improvements EA made thus far and with Matt’s sliders it puts the icing on the cake. I know last year (Madden 21) I couldn’t even finish a single season in franchise mode. What an improvement!
    Sent from my iPhone using Operation Sports

    It's kind of surprised me too honestly. When the game came out, I was just testing threshold, and was absolutely loving it on 75. I just played everything else default - and felt great. Eventually, more sample size, the sliders got developed - and I explored too far (naturally). Really happy with this game and yeah, the set just helps it along in some space it needed slight improvements. Glad you are enjoying it all!

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