Effects of the Penalty Sliders on Gameplay

Sliders, settings and other adjustments to make the game more realistic.
jose21crisis
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Effects of the Penalty Sliders on Gameplay

Postby jose21crisis » Thu Jan 11, 2018 11:40 pm

After a talk with trey31 about sliders, I decided to turn my way to not just the animation sliders (The ones I've been altering here), but also to the Penalty sliders. For some reason that only the proggrammers know about, the Penalty sliders can heavily influence the gameplay by altering the decision making of the AI in matters that include blocking, tackling, pursuit and more. Here I will try to explain what I discovered after altering the Penalty sliders. Keep in mind, that if I don't know how much a slider affects the gameplay, because the effect is negligible or I haven't tested it, I will post what it does in Madden NFL 12. Sure, it is a different game engine, but let's be honest. It's EA and the Madden NFL franchise, they use the least amount of money possible and that means reusing code. Not all of it, but some.

If you think you can help, open up Madden NFL 08 and change the penalty sliders following my descriptions right here.

As of this writing, I only did one test in the Practice Mode.

  • False Start
    This should be "False Start/Encroachment". This naturally alters how likely is the O-Line to jump when you use the Hard Count (HUT!). It also alters how likely is the blitzers to come in and cause offsides or encroachment, but not as drastically as the false starts. The reason is that the O-Line is trying to get set up quicker on their blocks. A Higher setting will make the O-Line drop back in Pass Blocking faster, and start pushing the D-Line during Run Blocking. Lower makes them react slower when you snap the ball. This might or might not affect how good is the pass/run block. I'd say keep this mid-high, like 75.
  • Holding
    This alters the blocking power of the O-Line and everyone else. A high setting makes everyone block better because it triggers more blocking animations. The drawback is that when the blocking is just TOO good, say, your highest rated O-Lineman is blocking someone, the refs will call the holding. A low setting reduces the holding calls because the blockings are not TOO good. The drawback is that it is easier for anyone to slip out of blocks, which could be a problem if your O-Linemen are not the best blockers in the league. This one works in line with the Pass Blocking, Run Blocking sliders, Pass Block and Run Block stats to determine how good is a block. Put this one pretty high, on 85. Although if you prefer, you could use something lower to see defenders getting out of block better, say at 65-75. If you do this, you might want to raise Run/Pass Block
  • Facemask
    So far, haven't noticed any big change other than the lack of facemasking animations during my tests. According to what I read, this effects the aggressiveness the AI has when making tackles, specifically, the use of the Hit Stick and the Strip Ball. My theory is that, at higher settings, the Strip Ball animation will always trigger a facemasking animation, but the AI is coded so that they try to go for the strip every now and then, and they end up with a hand full of mask. At lower settings, it will not happen everytime you go for a Strip. I'll use this at 55 for my next game.
  • Clipping
    Is Clipping the same as Illegal Block in the Back? Anyway, this alters the aggressiveness of the offense when it comes to looking for someone to block. At high settings, the offense will be more careful when it comes to blocking, they maight hold back in case they trigger a block in the back and make the officials blow the whistle. At lower settings, you will basically see the "Beast Quake", the O-Line going down the field blocking for their ball carrier. Maybe the QB too. I honestly find the lower settings a bit more realistic, as the O-Line looks to block more aggressively during plays, which can increase the effectiveness of the running game, specially on trap/sweep/power plays. I'll test this at 35 and see how it goes.
  • Roughing the Passer
    This seems to alter the effectiveness of the Pass Rush. Higher makes them more careful when it comes to reaching the QB, somewhat slowing them down, lower they simply become bulldozer and try their hardest to go and kill the QB. Interestingly enough, they don't seem to go and tackle the QB more when he threw the ball away. I don't really see a difference in the late hits between 99 and 40. I will use 40 for this next game.
  • Roughing the Kicker
    I have not tested any Special Teams play for now. But the effect this has is how aggressively and smartly the defense pursuits the ball carrier. At higher settings during some plays, I saw defenders taking a while to reach the ball carrier. At the lower settings, they go all out to reach taht ball carrier, as soon as you become the ball carrier, they will be hunting you down and will be getting a better pursuit from what I gathered. Why this is "Roughing the Kicker" I guess because they go more aggressively for the ball carrier, which includes the holder dutring FGs and the punter during punts? Don't know. I will use 40. Maybe this will trigger a blocked FG?
  • Offensive Pass Interference
    This seems to alter how aggressively the receiver will go for the football. At higher settings, the receiver will seem to have a more passive attempt at the ball. At lower, they will go all out for the ball. Now, I really didn't notice a difference just yet, but that's because I need to play a game. I will use this at 40
  • Defensive Pass Interference
    This seems to alter how aggressively the defender will go for the football. At higher settings, the defnder will seem to have a more passive attempt at the ball. At lower, they will go all out for the ball. Yes, I copied and pasted that. This can have 2 results. One, the defender will try to go for the swat or INT more often with lower settings, on the other hand if he completely misses due to his aggressiveness, then that defender will be burned. I will use this at 85, because I want to see the receiver go for the football more than the defender.
  • Punt Catch Interference
    This seems to alters the aggressiveness of the coverage. Higher means that as soon as the ball is in the air, as soon as the ball carrier gets the ball, or a move is made, the defender will go get it. Lower means they'll actually read and react. If they see a handoff, they'll wait a bit to see if it is play action, when the ball is in the air, they'll wait a bit too see what's going to happen. This can be good or bad. At higher settings, the defense might be easily fooled by PA passes, counters, end-around, reverses. At lower settings, they'll wait in their zones if you are scrambling, which can result in a big gain before they go "He's on the run!" I'll do a test with 75 and see how it goes. I'll also do some serious testing running some reverses and end arounds.
  • Intentional Grounding
    A very interesting setting. This alters the patience the CPU QBs have when it comes to having the ball. Higher makes them throw the ball if there is no one open in 1 second. Lower makes them wait to see if someone gets open, which includes buying time by scrambling. You could alter this to match how patient is the QB you are up against. I like this one at 65.

So there you have it. Go do some tests and see if you get any different result from what I posted, I will do some as well.

Effects of the Penalty Sliders on Gameplay

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NickyJ
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Re: Effects of the Penalty Sliders on Gameplay

Postby NickyJ » Fri Jan 12, 2018 12:23 pm

Fascinating stuff. The first three sliders you listed were almost spot-on with what mine already are. I generally tried to max out the settings because 50 sliders rarely gave me even one penalty per game. Holding and facemask would get called way to often for my liking though, so I kept those at your levels. It'll be interesting to see how the offensive lines are with these new settings.
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kkende112233
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Re: Effects of the Penalty Sliders on Gameplay

Postby kkende112233 » Fri Jan 12, 2018 3:30 pm

thanks for sharing! I have all my penalties maxed but if what you say is true I will have to try experimenting with the sliders. clipping, intentional grounding, roughing the passer, and pass interference sound interesting.

jose21crisis
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Re: Effects of the Penalty Sliders on Gameplay

Postby jose21crisis » Fri Jan 12, 2018 3:32 pm

All right, completed a full game, here is what I experienced

  • False Start: Definitely more false start calls if you use the Hard Count, otherwise, don't see any difference. Maybe the O-Line drops back in pass block faster
  • Holding: A fair amount of holding calls thanks to my very underrated Left Tackle Alejandro Villanueva and my Tight End Jesse James (That was a catch). Even with Pass and Run Blocking sliders at 20, the I-Line could mantain blocking for a fair amount of time. But, they actually had to touch whoever they tried to block. A scenario I saw a few times is that, if the D calls for a MLB Blitz and the O-Line is busy, the MLB will go through the gap and get the QB. That also happens on any given Sunday, so I like it.
  • Facemask: There were lots of Hit Sticks. And I wasn't using the CPU Extreme Hitstick script if you must ask. I didn't see any Strip Ball animations other thant he ones I pull off. There was once a facemasking animations, but the refs weren't looking (This also happens on any given Sunday, but not so much)
  • Clipping: The blockers were more aggressive in looking for someone to block. That doesn't mean that they blocked them more, at times they didn't got close enough to trigger the block anim. Also, I still got a Clipping penalty when one of my O-Linemen tried to be too cute, run over everyone and ended up pushing a guy in the back.
  • Roughing the Passer: The defense is a bit more aggressive when pass rusing so this is correct.
  • Roughing the Kicker: The defense seems to be more aggressive when pursuing. Depsite the lower Clipping, I still couldn't get a punt/kick return for TD ... yet. But it is nigh impossible now. And I got called for a "Roughing the Kicker" during a punt.
  • Offensive Pass Interference: Didn't notice a difference, but at times on the lower settings, the WRs would try and use the one-hand catch anim a bit too much
  • Defensive Pass Interference: Did notice a difference with this one. Picks didn't increase, but ball swats did.
  • Punt Catch Interference: Interestingly enough, in the game the biggest run was WR Reverse. The damn thing actually worked. Maybe it is a combination of low "Roughing the Kicker" and "Mid High "Punt Catch Interference" that makes them overcommit to the running back, then he hands it off and when the cameraturns to the WR is that they realize that he has the ball, and he found a big wide open field in front of him
  • Intentional Grounding, the same as in the OP

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kkende112233
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Re: Effects of the Penalty Sliders on Gameplay

Postby kkende112233 » Fri Jan 12, 2018 3:35 pm

jose21crisis wrote:[*]Facemask
So far, haven't noticed any big change other than the lack of facemasking animations during my tests. According to what I read, this effects the aggressiveness the AI has when making tackles, specifically, the use of the Hit Stick and the Strip Ball.


so how do you make them more aggressive? lower it or raise it?

jose21crisis
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Re: Effects of the Penalty Sliders on Gameplay

Postby jose21crisis » Fri Jan 12, 2018 3:38 pm

kkende112233 wrote:
jose21crisis wrote:[*]Facemask
So far, haven't noticed any big change other than the lack of facemasking animations during my tests. According to what I read, this effects the aggressiveness the AI has when making tackles, specifically, the use of the Hit Stick and the Strip Ball.


so how do you make them more aggressive? lower it or raise it?


Lower it. That seems to increase the use of the Hit Stick by the CPU.

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kkende112233
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Re: Effects of the Penalty Sliders on Gameplay

Postby kkende112233 » Fri Jan 12, 2018 3:40 pm

jose21crisis wrote:Lower it. That seems to increase the use of the Hit Stick by the CPU.


without testing this yet I fully believe you're right. I have mine maxed and I NEVER see hit stick tackles, and always wondered why. I will test this myself - thank you again

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Col. Trautman
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Re: Effects of the Penalty Sliders on Gameplay

Postby Col. Trautman » Fri Jan 12, 2018 3:41 pm

Thanks for sharing this info. I plan to try them out too!


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