Bueno señores aqui os dejo unos slider de OS para los que os guste jugar el modo franquicia offline,parece que son los mas realistas que han conseguido de momento,me he zampado todo el hilo de unas 10 páginas y la peña esta alucinada con la similitud conseguida no solo en cuanto a estadisticas de todo tipo,sino tambien con el gameplay,alguno comenta estar viendo recepciones nunca antes vistas en un madden en cuanto a la inteligencia del WR se refiere,por ejemplo conseguir una captura muy abajo y echar las piernas hacia atras,supongo que para no tocar con los codos en el cesped antes de la captura,en fin que el que le apetezca que los pruebe y comente a ver que tal,yo esta noche en cuanto pueda los pruebo...
Ahhh parla creo que he visto algun valor a 0.otra cosa yo estaba jugando a 10 mi el cuarto,estos son a 13 min,yo lo voy a probar así,total el play clock yo lo tenia a 15seg y aqui esta a 20seg,espero no se me hagan muy largo,total la temporada son 16 partidos....un par de ellos a la semana y en 2 meses estoy en PT.
I have started a new thread here as I am leaving my past slider set to rest. It was initially built under the premise (hope?) that NCAA14 sliders would work with only minor modifications for M15.
We all know about the sack issue, but the bigger issue for me is that when not being sacked, QBs are god-like far too often. Seeing mediocre guys completing 70% of passes with virtually no offline throws is just unacceptable (even good players have days at under 50%). THAT is, and has been, my biggest issue thus far (lack of QB pocket awareness is second). Most other sets that I have seen have used setting leading to an unrealistic number of deflections, dropped passes, and those "I nearly sacked him but he just got the throw off" incompletions to get completion percentage down. I know, because I am doing the same on NCAA 14, where low QBA settings is not an option.
The question, can we get reasonable completion percentages without horribly crippling the CPU and making things too easy?
Well....I believe we can. The real irony is that the initial set I posted when this game came out, is the major base for this set. It was unfortunate that I did not realize at the time that QBA does not affect play calling or passing tendencies - because I have spent the last 2 months dithering around from one slider set to another.
This set is built around the following premises and parameters:
Penalties affect game play, period…end of story. Now…..is the effect as pronounced as in past editions? No, the gameplay engine itself outweighs the penalty slider effect better than in the past; so the effects aren’t as obvious, but they’re there.
Normal speed is a must for me. I think it best replicates the speed of the real game and although not proven conclusively, I think impacts how quickly the AI processes data to make on-field moves. I see the virtues from an AI perspective for ‘fast’ or ‘very fast’, but I just can’t do it…and I really tried.
50 threshold. EA really nailed this setting this year; it is just about perfect from a realism standpoint. You can, and will, still get big plays here, but usually due to a defensive mistake and not random player 1 outrunning random player 2 (this isn’t college football).
All Madden is a very strong recommendation to avoid major sack issues
RTP and IG are critical to CPU QB AI. These really need to be left alone to balance things out.
PCV and QBA do not impact how often a QB throws downfield. Until recently, I would’ve argued the opposite.
A low QBA setting does not affect CPU play-calling or how a QB behaves. NCAA 14, yes it does; M15, definitely not. This is actually a very good thing as we can now go ultra-low with QBA with no deleterious effect.
Speed: Normal
Gameplay: All-Madden
qtr length: 13min
accel clock: 20 sec
injuries: Personal choice - I am using 55
fatigue: 60
speed threshold: 50
ball hawk: off
strafe assist: off
heat seeker assist: off
switch assist: off
Defensive Graphics: off, user preference
Camera: Standard, user preference
HUM/CPU
qb acc: 6/2
pass blocking: 0/0
wr catching: 42/42
run blocking: 0/0
Fumbles: 43/43
Reaction time: 60/33
interceptions: 30/30
Pass coverage: 40/60
tackling: 15/15
Special Teams – Same for both
FG Power – 50/
FG Acc - 38
Punt Power - 42
Punt Acc - 50
KO Power - 50
Penalties SUPER IMPORTANT!!!
Penalties
Offside: 99
False Start:80
Holding: 99
Facemask: 42 (tentative - testing for tackling effectiveness)
DPI: 50
OPI: 75
PCI: 99
Clipping: 35
int grounding: 50
roughing the passer:50
roughing the kicker: 10
AUTOSUBS - Courtesy of aholbert32 http://www.operationsports.com/forums/madden-nfl-football-sliders/759146-aarons-auto-sub-sliders.html
QB out/in - 0/3
RB - 78/82
WR- 30/35
TE- 30/35
OL - 0/3
DE, DT and LB - 50/55
CB/S - 30/35
A couple of quick notes here:
WR Catch and Fumbles are very sensitive here for some reason. When WRC is lower, the CPU QBs accuracy seems to be even worse (spread balls all over the place and WRs are oblivious - seeing balls hit them in their head's and so on). When it is higher, QBs start throwing right on the money. The fumble slider (AKA the RBA slider from NCAA 14) yields horrible running games when lower and the running games are too good at higher levels.
Still looking to further calibrate the OPI/DPI settings to the optimal effect for this set. I still want WRs to "dot the I" on some sideline catches, but still be more dynamic in route running. For DBs, I want to try to balance coverage vs pass reactions.
Hope everyone enjoys these!!