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GotMadSkillzSon - Roster Edits for better Game Play Guide (NCAA and Madden)

Matt

New member

Fixing Real Assignment AI


 

Left guard, center, right guard - acceleration at 90. By default they were moving entirely too slow and most times the ball carrier would get to the hole before the blockers.

WRs, TEs, FBs - run block strength, run block footwork, impact block at 75.

Those 3 positions of WR, FB and TE need to block in order for option plays, WR screens, HB screens, stretch runs, read option, HB toss to work.

If anybody been watching Georgia Tech play this season, their WRs BLOCK and their guards get out in FRONT of the runner.


Fixing the cpu DE pass rush

 

All offensive tackles pass block strength must be at 20. Above 20 and they do that BS automatic play patty cake with DE animation.

Tight ends pass block strength must be at 10.

Finese moves rating does nothing for a Defensive End when the cpu is controlling them. Block shedding does nothing for a DE either on passing plays when the cpu is controlling them.

Therefore if you want a dominating DE, give them a high power moves rating.


Drop the speeds, acceleration and pursuits

 

I am not a fan of having a roster full of people with those ratings in the high 90s. No person speed should be higher then 94.

No linebacker should have a speed higher then 88.

No tight end should have speed higher then 88.

99% of the people should not have a pursuit rating above the mid 80s.

Most linebackers and safeties should not have an acceleration rating higher then 85.

If a DT is 300 pounds, his pursuit rating should be in the 30s.

What ever speed a corner back or safety has, their acceleration rating should be 5 points LOWER.

Very few Running backs should have speed above 88.

Very few WRs, CBs, and safeties should have speed above 90.

Majority of Corner backs and safeties should have pursuit from the upper 70s to mid 80s.

Plain and simple. Too many players had high pursuit, speed and acceleration. Pursuit is also an agility type of attribute for defenders. When it is high, they can change directions on a dime with no slow down.



Sophmore starters on defense

 

They must pay the price for inexperience. If they aren't an all american status, the following ratings will drop to 55:

Pursuit, play recognition, zone coverage

Adding momentum

 

For the entire defense:

Lower their agility and acceleration as low as you can go without changing their tendancy.

If they are a run stopper LB or hard hitting Safety, drop their agility to 40.

For Corner backs:

Play recognition 70
Man Coverage 75
Zone Coverage 75

This will be for your average Corner back. Of course all americans and teams that are really good in defending the pass will be higher.

For Safeties, same as above except zone coverage at 80 for average safeties.



Fixing Special Teams for the CPU return game

 

Find everybody that is blocking on special for the kick off. Usually consist of have on defense and other have offense. It varies from school to school. Safe way to do is just do all the LBs, 1st 4 CBs, all the safeties, all the TEs amd all the FBs.

Reason why it varies is because not all schools have FBs or TEs and if they do, they only have 1.

For the defensive players:

Put their Run block, run block footwork, run block strength, impact block at 99.

For the offensive players on special teams same attributes, but no higher then 75. Reason being most of these offensive players on special teams are also starters and you will make their run block on average running plays too powerful.




The Power of Awareness

 

Plain & simple, the higher this rating is for any position, the better they play. If you want that player to function properly and be a good but not great player, they need an awareness level of at least 85. If you want to be pro bowl level, give them 90. For Hall of Fame 95. Just to be average 80.

Players with awareness below 80 are prone to make a lot of mistakes and get more penalties. They will miss blocks, miss blitz pick ups, make the wrong choice on option plays, and take longer to get open when running routes.

Awareness is the foundation block for everything. So don't forget to edit the awareness to the level of performance you want them to be for that specific position.

Better pocket passer

 

Throw accuracy 90 or above. Throw power 90 or above.
Speed 60 to 74

To keep them honest, I always lower pocket passers ball carrying to 55 to 60. Reason being it makes them pay for trying to run or taking too many sacks. If they get hard enough on a sack, they will fumble.

Better Balanced passer

 

Throw accuracy 85 to 90. Throw power 80 to 90.
Agility, elusiveness, ball carrier vision, stiff arm, juke, spin - low to mid 80s
Ball carrying - 75
Speed 75 to 84
Acceleration 5 points higher then the speed

These players can run and throw but not really great in either one.

Better scrambler passer

 

Throw accuracy 75 to 85. Throw power 80 to 95.
Agility, elusiveness, ball carrier vision, stiff arm, juke, spin - 88 and higher
Ball carrying - 80
Speed 85 to 95
Acceleration 99

Scramblers are not always the fastest players but there are some track stars in college. Typical scramblers don't have the best accuracy.

Ball Hawk

 

If you want a ball hawking DB or LB, do the following:

Zone Coverage - 95 or above
Awareness - 90 or above
Play Recognition - 95 or higher
Catching - 80

Lock down corner: same as above just add Man Coverage to 95

More leg tackles: High tackling rating, very low hit power rating. For example 88:40


Line Interaction

 

Run block strength - Despite it's name, it doesn't determine how far back it can push back a defender on running plays. Only thing it determines is how long they can hold their block.

Run block footwork - This determines how far back the lineman can push the defender back on running pays. Amazingly strength isn't tied into this equation at all.

Pass block strength - Only determines how long they can hold their block against a power move.

Pass block footwork - Determines how well they can defend against a finese move. Good way to see this in action is with the offensive tackles. Give a tackle a 90 PBF, they would push the DE in an arc around the QB forming a natural pocket.

Power move - bull rush

Finese move - swims and spins

Now how they tie together. Power move rating is directly tied to RBF and PBS.

Who ever is rated higher directly determines who gets pushed back. On running plays and passing plays. Also who ever has the highest power move rating seems to determine who gets double blocked on passing plays.

Block shedding only works in the open field on running plays and this rating seems to be tied directly to strength. Who ever is stronger wins this battle.

Strength Rating

This year it a modifier for break tackle, stiff arms, truck, tackle, blocking. Basically if you not in the 70s you won't break tackles a lot. And linemen need strength if you want to plug up the hole, bull doze an OL or pancake a DL.
 

Making Barry Sanders

 

Agility, spin, juking, ball carrier vision, elusiveness, awareness, break tackle - 90 or above

Keep strength in the 50s or very low 60s.
Speed - high 80s, low 90s

Making a power back

 

Strength - 80
BTK - 90
Truck - 90
Agility - 70
Elsuiveness - 85
Speed - 80 to 84
Ball Carrier Vision - 90
Stiff arm - 95
Spin - 75
Juke - 75

Making the next Suh

 

Power Moves - 95
Strength - 92 to 95
PRC - 90s
Hit Power - 90s
Block Shedding - 90s

Power moves is key. Defender needs a high rating in this area in order to keep from being pushed back on running plays and it allows them to push the OL back. Any time you see DL get pancaked, it is because he has a low Power Moves rating.

Making a dominating DE

 

Power moves - high 80s to high 90s
Strength - 88 and above
PRC - 90s
ACC - 90s - Good DEs need a very good initial burst
Block Shedding - low 80s
Tackling - high 80s to mid 90s

Personally I don't like my dominating DEs having high hit power, therefore I lower it. I rather them make the tackle, including leg tackles.

Possession WR/TE
 


CIT - high 80s, low 90s
Catch - mid to high 80s
Spec catch - 90
Agility - low 90s

Return Specialist

 

Return - 90s
Speed - 90 or higher
Carry - 90
Agility - 90s
BTK - 90s
Spin - 90s
Juke - 90s
Ball Carrier Vision - 90s
Elusiveness - 90s
Awareness - 85 or higher

Power FB

 

Strength - 85 or higher
Carry - 90
Ball carrier vision - 85 or higher
BTK - 90
TRK - 90
Elusiveness - 75
Impact block - 85
RBS - 85
RBF - 85
Awareness - 85 or higher
Stiff Arm - 95
Juke - 75
Spin - 75
Speed - 80 to 84
Acceleration 10 points higher then speed



Run stopping Safety & LB or Pass rushing LB

 

Awareness - 85 or higher
Speed - 85 to 88
ACC - 98
PRC - 95
Catch - 50
Tackle - 90
Man coverage - 75
Zone coverage - 75
Pursuit - 99
Block Shedding - 90
 
Last edited:
Madskillz has skillz.......he was always one of my favorite posters at OS. Me and him go way back to NCAA 09-10 when we use to post all kinds of ratings fixes for this series. It's kinda funny that we would try to get EA's attention on how to fix or improve the option attack in this series with increased acceleration for OL, awareness and footwork ratings....also for the WR's FB's and TE's. Now this was stuff we explaining like 4-5 years ago and here we are in NCAA 14 and low and behold look at the acceleration ratings and awareness of the OL and the IMPACT blocking ratings of the skill players on the outside now....my point is all this stuff we are seeing in NCAA 14 that has guys going crazy over the gameplay was possible to replicate 4-5 years ago but EA was too lazy to modify their ratings approach to this game. I hope it doesn't take them 5 years on the new consoles to get shit right......
 
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