I just want to begin by saying that my base set of coach mode sliders were created by billharris44 at OS. I have been helping him test them for a few days. If you'd like to check out his sliders, here's the link. At the time of this post, he's still beta testing the coach mode sliders, but his version 3 realism sliders for guys actually playing the game are already available. Check them out, he's done an amazing job, and put in a ridiculous amount of work to perfect them:
I decided to go off on my own tangent because I believe one of the fundamental flaws in this game is the CPU play-calling. No matter how well you get the sliders tweaked, you're never going to see the computer present a run-heavy or even balanced offensive attack on a consistent basis. My main concern are realistic scores and stats...in order to achieve this, I believe controlling both offenses is a necessary evil.
So, it is with that in mind that I am currently developing what I'm calling the All-Time QB Coach Mode sliders. It's simple enough...using coach mode, I'll control each offensive series, and let the CPU handle both defenses. This can be easily done in-game by accessing the pause menu, going down to controller select, and switching teams.
So, just a few ground rules that I'm using:
1. Helpful Hint - If you're at the playcall screen, and you switch control from one team to the other, you'll have to wait until after that current play before your control will switch. However, if you access the start menu and switch control right after a play is done and before it transitions into the playcall screen, you'll gain immediate control of the other team. This will be useful in some of my other ground rules.
2. User-Controlled Punts - The CPU always does a better job at punt returns, so I want to control the punts to help this area out. Be sure you pause and switch teams before it transitions to the playcall screen after the punt return, or the CPU will control the offense for the first play.
3. CPU-Controlled Field Goals & Kicks - It has been my experience that the computer will give you more varied results in the field goal and kicking game than a user will. Once you've been stopped short on 3rd down or scored a touchdown, be sure you pause and switch teams before it transitions to the playcall screen, or you will control the kick. Also, be careful near the end of the game when you've decided to settle for a field goal in the opponent's redzone. Once the CPU takes control, they might decide that going for it might be better than kicking the FG. In this instance, you'd be better off just making the kick. If you switch sides, and the CPU calls a play you are not happy with, simply pause the game, switch control, then call a timeout. You'll regain control on offense.
4. Coach Mode - Other than the kicking game, coach mode allows you to call the plays, and let everything just play out before your eyes. This set of sliders is developed under the assumption that you will not user control anything. No passing, and no running. If you decide to do that...well then, you're using the wrong set of sliders. However, I have noticed occasionally that if a player makes a successful spin/juke move, for some reason he automatically becomes a user-controlled player. In this instance, you'll have to take control of the player in order to continue the play.
Ok, let's get on to the actual sliders. I will be posting a big set of revised game settings that are meant to achieve realistic stats in all aspects of the game. So, one thing I'll be testing is user-controlling all 32 teams in franchise mode, and adjusting coaching philosophies to get good stats in simmed games. Also, all sliders (including auto-subs) will be tweaked from their default sets.
So, without further ado, here are the sliders. Feel free to plug these in and test them out, and give me your feedback. I'd LOVE to have it:
***Sliders are accessed on the game's main screen under My Madden ---> Settings. Auto-sub sliders are under My Madden ---> Gameplan.***
***Player skill sliders are in four categories of passing, rushing, pass defense, and rush defense. Hitting A (or X for PS3 users) will bring up three individual sliders for each category.***
GAME OPTIONS
Play Call Style: Hardcore (I'm not sure if this makes a difference, but there are some in the Madden community who think it does.)
Quarter Length: 12 minutes
Accelerated Clock: 25 seconds
Injuries: 70
Fatigue: 70
Game Speed: Fast
Player Speed Threshold: 70
Coach Mode: On
Fight For The Fumble: Off
PENALTIES
ALL PENALTIES AT 100 WITH THE FOLLOWING EXCEPTIONS:
Holding: 52
Facemask: 62
Clipping: 75
PLAYER/CPU SLIDERS
***SLIDERS ARE THE SAME FOR BOTH PLAYER AND CPU.***
PASSING
QB Accuracy - 10 (This is my main area of testing. If you test and post stats, let me know the QB completion percentage, and TD/INT along with the QB's awareness rating)
Pass Blocking - 75
WR Catching - 35 (I'm aiming for five dropped balls per team per game. Let me know how many dropped passes you see)
RUSHING
Broken Tackles - 40 (This has already been moved from 50 to 40, but might need to be toned down ever more after further testing)
Run Blocking - 100 (This might need to be toned down after further testing)
Fumbles - 27 (VERY touchy. 25 will get you fumbles galore. Further testing is needed at the setting of 27 before tweaking)
PASS DEFENSE
Reaction Time - 45
Interceptions - 15
Pass Rushing - 85 (We will all have to accept the fact that sacks will be low. Any attempt to increase the pass rush only gets you more wildly inaccurate throws from the QB)
RUSH DEFENSE
Reaction Time - 50 (This could be moved up after further testing)
Block Shedding - 0
Tackling - 45 (This could be moved up after further testing)
SPECIAL TEAMS
FG Power - 55
FG Accuracy - 45
Punt Power - 55
Punt Accuracy - 80
Kickoff Power - 45
AUTO-SUBS
QB Out/In: 60/80
RB Out/In: 75/82
WR Out/In: 74/85
FB/TE Out/In: 60/80
OL Out/In: 55/75
DT Out/In: 74/85
DE Out/In: 75/90
LB Out/In: 70/80
CB Out/In: 60/80
S Out/In: 60/80
I decided to go off on my own tangent because I believe one of the fundamental flaws in this game is the CPU play-calling. No matter how well you get the sliders tweaked, you're never going to see the computer present a run-heavy or even balanced offensive attack on a consistent basis. My main concern are realistic scores and stats...in order to achieve this, I believe controlling both offenses is a necessary evil.
So, it is with that in mind that I am currently developing what I'm calling the All-Time QB Coach Mode sliders. It's simple enough...using coach mode, I'll control each offensive series, and let the CPU handle both defenses. This can be easily done in-game by accessing the pause menu, going down to controller select, and switching teams.
So, just a few ground rules that I'm using:
1. Helpful Hint - If you're at the playcall screen, and you switch control from one team to the other, you'll have to wait until after that current play before your control will switch. However, if you access the start menu and switch control right after a play is done and before it transitions into the playcall screen, you'll gain immediate control of the other team. This will be useful in some of my other ground rules.
2. User-Controlled Punts - The CPU always does a better job at punt returns, so I want to control the punts to help this area out. Be sure you pause and switch teams before it transitions to the playcall screen after the punt return, or the CPU will control the offense for the first play.
3. CPU-Controlled Field Goals & Kicks - It has been my experience that the computer will give you more varied results in the field goal and kicking game than a user will. Once you've been stopped short on 3rd down or scored a touchdown, be sure you pause and switch teams before it transitions to the playcall screen, or you will control the kick. Also, be careful near the end of the game when you've decided to settle for a field goal in the opponent's redzone. Once the CPU takes control, they might decide that going for it might be better than kicking the FG. In this instance, you'd be better off just making the kick. If you switch sides, and the CPU calls a play you are not happy with, simply pause the game, switch control, then call a timeout. You'll regain control on offense.
4. Coach Mode - Other than the kicking game, coach mode allows you to call the plays, and let everything just play out before your eyes. This set of sliders is developed under the assumption that you will not user control anything. No passing, and no running. If you decide to do that...well then, you're using the wrong set of sliders. However, I have noticed occasionally that if a player makes a successful spin/juke move, for some reason he automatically becomes a user-controlled player. In this instance, you'll have to take control of the player in order to continue the play.
Ok, let's get on to the actual sliders. I will be posting a big set of revised game settings that are meant to achieve realistic stats in all aspects of the game. So, one thing I'll be testing is user-controlling all 32 teams in franchise mode, and adjusting coaching philosophies to get good stats in simmed games. Also, all sliders (including auto-subs) will be tweaked from their default sets.
So, without further ado, here are the sliders. Feel free to plug these in and test them out, and give me your feedback. I'd LOVE to have it:
***Sliders are accessed on the game's main screen under My Madden ---> Settings. Auto-sub sliders are under My Madden ---> Gameplan.***
***Player skill sliders are in four categories of passing, rushing, pass defense, and rush defense. Hitting A (or X for PS3 users) will bring up three individual sliders for each category.***
GAME OPTIONS
Play Call Style: Hardcore (I'm not sure if this makes a difference, but there are some in the Madden community who think it does.)
Quarter Length: 12 minutes
Accelerated Clock: 25 seconds
Injuries: 70
Fatigue: 70
Game Speed: Fast
Player Speed Threshold: 70
Coach Mode: On
Fight For The Fumble: Off
PENALTIES
ALL PENALTIES AT 100 WITH THE FOLLOWING EXCEPTIONS:
Holding: 52
Facemask: 62
Clipping: 75
PLAYER/CPU SLIDERS
***SLIDERS ARE THE SAME FOR BOTH PLAYER AND CPU.***
PASSING
QB Accuracy - 10 (This is my main area of testing. If you test and post stats, let me know the QB completion percentage, and TD/INT along with the QB's awareness rating)
Pass Blocking - 75
WR Catching - 35 (I'm aiming for five dropped balls per team per game. Let me know how many dropped passes you see)
RUSHING
Broken Tackles - 40 (This has already been moved from 50 to 40, but might need to be toned down ever more after further testing)
Run Blocking - 100 (This might need to be toned down after further testing)
Fumbles - 27 (VERY touchy. 25 will get you fumbles galore. Further testing is needed at the setting of 27 before tweaking)
PASS DEFENSE
Reaction Time - 45
Interceptions - 15
Pass Rushing - 85 (We will all have to accept the fact that sacks will be low. Any attempt to increase the pass rush only gets you more wildly inaccurate throws from the QB)
RUSH DEFENSE
Reaction Time - 50 (This could be moved up after further testing)
Block Shedding - 0
Tackling - 45 (This could be moved up after further testing)
SPECIAL TEAMS
FG Power - 55
FG Accuracy - 45
Punt Power - 55
Punt Accuracy - 80
Kickoff Power - 45
AUTO-SUBS
QB Out/In: 60/80
RB Out/In: 75/82
WR Out/In: 74/85
FB/TE Out/In: 60/80
OL Out/In: 55/75
DT Out/In: 74/85
DE Out/In: 75/90
LB Out/In: 70/80
CB Out/In: 60/80
S Out/In: 60/80
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