Jose21crisis' Classic (Player vs. AI) Sliders

Sliders, settings and other adjustments to make the game more realistic.
MikeWest502
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Joined: Mon Aug 12, 2019 5:36 pm

Re: Jose21crisis' Classic (Player vs. AI) Sliders

Postby MikeWest502 » Fri Jul 10, 2020 12:27 am

BUS36 wrote:Decided to play the Best Rivalry.. Ravens vs Steelers....here is how it went...

Code: Select all

Madden NFL 08 PC v0.0 Game Log - Ravens at Steelers
Game Time: Thu Jul 09 00:22:30 2020
Skill Level: All Pro
Quarter Length: 10 minute(s)

Slider                         Human   CPU
QB Accuracy                       50    50
Pass Blocking                     40    40
Receiver Catching                 50    50
Running Ability                   60    60
Offensive line Run Blocking       40    40
Defensive Awareness               50    50
Defensive line Knockdowns         55    55
Interceptions                     15    10
Defensive Break Blocks            50    50
Tackling                          35    35
Fieldgoal Length                  57    57
Fieldgoal Accuracy                56    56
Punt Length                       56    56
Punt Accuracy                     50    50
Kickoff Length                    65    65

Weather
Forecast: Windy
Wind: 8 mph
Temp: 34 degrees

Team               Q1   Q2   Q3   Q4   OT      FINAL
Ravens              0    7    3    0    0         10
Steelers            7    3    3    6    0         19

Game Statistics:                   Ravens   Steelers
First Downs                             4         15
Third Down Conversions                  3          3
Third Downs                            10         12
Third Down Percentage               30.0%      25.0%
Fourth Down Conversions                 0          1
Fourth Downs                            1          1
Fourth Down Percentage               0.0%     100.0%
Two Pt Conversions Made                 0          0
Two Pt Conversions Attempted            0          0
Two Pt Conversion Percentage         0.0%       0.0%
Offense Redzone Num                     1          5
Offense Redzone TDs                     0          1
Offense Redzone FGs                     1          2
Offense Redzone Percentage         100.0%      60.0%
Rushing Attempts                       18         39
Rushing Yards                          60        177
Rushing Average                       3.3        4.5
Rushing TDs                             0          0
Passing Yards                         112        128
Passing Completions                     4         10
Passing Attempts                       16         20
Completion Percentage               25.0%      50.0%
Passing Average                       7.0        6.4
Passing TDs                             1          1
Offensive Pass Interceptions            1          3
TOTAL OFFENSE                         172        305
Defensive Pass Interceptions            3          1
Punt Return Yards                       0          0
Kick Return Yards                     133         23
Punts                                   5          1
Punt Avg                             51.0       48.0
Fumbles                                 0          0
Fumbles Lost                            0          0
Penalties                               2          0
Penalty Yds                            24          0
Turnovers                               1          3
TIME OF POSSESSION                  12:26      27:06

Individual Stats: Steelers
PASSING                        CMP  ATT  YDS  PCT   YPA SACK   TD  INT LONG RATING
Ben Roethlisbergr               10   20  128   50   6.3    0    1    3   39   47.5

RUSHING                        ATT  YDS   AVG LONG   TD  FUM
James Conner                    34  160   4.7   48    0    0
Benny Snell Jr.                  3   21   7.0   15    0    0
Ben Roethlisbergr                2   -4  -2.0    1    0    0

RECEIVING                      REC  YDS   AVG LONG   TD DROP  YAC
Diontae Johnson                  2   50  25.0   39    0    1    5
Chase Claypool                   2   30  15.0   21    0    0    0
Eric Ebron                       3   29   9.6   16    0    0    4
Derek Watt                       1   11  11.0   11    0    0    8
JuJu Smth-Schuster               2    8   4.0    4    1    0    0
Jaylen Samuels                   0    0   0.0    0    0    1    0

KICKING                        FGM  FGA  PCT FGSBLOCKED  XPA  XPM  PCT XPSBLOCKED KICKOFFS TOUCHBACKS
Chris Boswell                    4    4  100          0    1    1  100          0        6          0

PUNTING                        ATT  YDS   AVG LONG BLOCKS IN20 TOUCHBACKS
Jordan Berry                     1   48  48.0   48      0    0          1

KICK RETURNS                   ATT  YDS   AVG   TD LONG
Kerrith Whyte Jr.                1   23  23.0    0   23

PUNT RETURNS                   ATT  YDS   AVG LONG   TD
Kerrith Whyte Jr.                0    0   0.0    0    0

DEFENSE                        TOT LOSS SACK   FF FREC  YDS   TD  INT  RET   AVG DEFLECTIONS SAFETIES CTH ALLOW BIG HITS
Devin Bush                       6    1    0    0    0    0    0    0    0   0.0           0        0         1        0
Bud Dupree                       5    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Steven Nelson                    3    0    0    0    0    0    0    1    3   3.0           4        0         2        0
Cameron Heyward                  3    1    0    0    0    0    0    0    0   0.0           0        0         0        0
T. J. Watt                       3    0    2    0    0    0    0    0    0   0.0           0        0         0        0
Chukwuma Okorafor                2    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Minkah Fitzpatrick               2    0    0    0    0    0    0    0    0   0.0           1        0         0        0
Vince Williams                   2    0    0    0    0    0    0    0    0   0.0           2        0         0        0
Antoine Brooks                   1    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Terrell Edmunds                  1    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Matt Feiler                      1    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Stephon Tuitt                    1    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Marcus Allen                     1    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Mike Hilton                      0    0    0    0    0    0    0    0    0   0.0           1        0         0        0
Joe Haden                        0    0    0    0    0    0    0    0    0   0.0           0        0         1        0

BLOCKING                      PANCAKES SACKS ALLOWED
David DeCastro                       6             0
Alejandro Villanueva                 6             0
Derek Watt                           4             0
Vance McDonald                       4             0
Maurkice Pouncey                     3             0
Eric Ebron                           3             0
Matt Feiler                          2             0
Chukwuma Okorafor                    1             0


Individual Stats: Ravens
PASSING                        CMP  ATT  YDS  PCT   YPA SACK   TD  INT LONG RATING
Lamar Jackson                    4   16  119   25   7.4    2    1    1   71   52.8

RUSHING                        ATT  YDS   AVG LONG   TD  FUM
Mark Ingram                     16   51   3.1    9    0    0
Lamar Jackson                    2    9   4.5    7    0    0

RECEIVING                      REC  YDS   AVG LONG   TD DROP  YAC
Marquise Brown                   1   71  71.0   71    1    0   51
Miles Boykin                     2   42  21.0   31    0    0   21
Mark Andrews                     1    6   6.0    6    0    0    3

KICKING                        FGM  FGA  PCT FGSBLOCKED  XPA  XPM  PCT XPSBLOCKED KICKOFFS TOUCHBACKS
Justin Tucker                    1    1  100          0    1    1  100          0        3          2

PUNTING                        ATT  YDS   AVG LONG BLOCKS IN20 TOUCHBACKS
Sam Koch                         5  255  51.0   66      0    2          1

KICK RETURNS                   ATT  YDS   AVG   TD LONG
Willie Snead                     1   24  24.0    0   24
Justice Hill                     5  109  21.7    0   28

PUNT RETURNS                   ATT  YDS   AVG LONG   TD
Justice Hill                     0    0   0.0    0    0
Willie Snead                     0    0   0.0    0    0

DEFENSE                        TOT LOSS SACK   FF FREC  YDS   TD  INT  RET   AVG DEFLECTIONS SAFETIES CTH ALLOW BIG HITS
Patrick Queen                    8    1    0    0    0    0    0    0    0   0.0           0        0         2        0
Chuck Clark                      7    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Pernell McPhee                   5    1    0    0    0    0    0    0    0   0.0           0        0         0        0
Marlon Humphrey                  4    0    0    0    0    0    0    0    0   0.0           2        0         1        0
Malik Harrison                   4    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Earl Thomas III                  3    0    0    0    0    0    0    2   25  12.5           3        0         1        0
Derek Wolfe                      3    1    0    0    0    0    0    0    0   0.0           0        0         0        0
Marcus Peters                    3    1    0    0    0    0    0    1    5   5.0           3        0         2        0
Calais Campbell                  2    1    0    0    0    0    0    0    0   0.0           0        0         0        0
Matt Judon                       2    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Brandon Williams                 2    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Tavon Young                      2    0    0    0    0    0    0    0    0   0.0           0        0         1        0
Daylon Mack                      1    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Willie Snead                     1    0    0    0    0    0    0    0    0   0.0           0        0         0        0
Jimmy Smith                      1    0    0    0    0    0    0    0    0   0.0           0        0         0        0

BLOCKING                      PANCAKES SACKS ALLOWED
Orlando Brown                        4             2
Patrick Ricard                       2             0
Mark Andrews                         2             0
D. J. Fluker                         2             0
Ronnie Stanley                       2             0
Matt Skura                           1             0


Game Log Ends
------------------------------------------------------------


I ran with the extra OL, but forced 3 INTs that I just should not have thrown.


Imo the CPU sliders for QB Accuracy, Pass Blocking, Receiver Catching, Interceptions, Tackling, Offensive line Run Blocking, and Defensive Break block are too low! The Raven's are one of the top scoring teams who dominate the clock via the run! They are aggressive and a solid defensive group, actually better than your Steeler's! Your penalties sliders need major tweaking if there were only 2 in the entire game. Real NFL games Steelers average 6.9 and the Ravens 6.8 penalties! Zero fumbles is off too, Steelers average 1.9, Ravens 1.1. Turn up tackling to hit-stick level! At least your scoring was on, but the Raven's lead the league last season with 31 points per game! Technically, the cpu Ravens should beat you soundly! Tweak it coach!

Re: Jose21crisis' Classic (Player vs. AI) Sliders

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jose21crisis
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Re: Jose21crisis' Classic (Player vs. AI) Sliders

Postby jose21crisis » Mon Jul 13, 2020 10:00 pm

MikeWest502 wrote:Imo the CPU sliders for QB Accuracy, Pass Blocking, Receiver Catching, Interceptions, Tackling, Offensive line Run Blocking, and Defensive Break block are too low! The Raven's are one of the top scoring teams who dominate the clock via the run! They are aggressive and a solid defensive group, actually better than your Steeler's!

Now that I look at these sliders with some perspective and new knowledge, I can agree that some of these sliders are too low. Mostly the Blocking, Catching, INT and Break Block sliders. I usually play with PB, RB and BB in the 60s or 70s now, as I want to 1) Counter the VERY BAD blocking AI by means of suction blocking (Necessary evil in this case) and 2) Balance out other aspects of the game (The return game, for instance). Catching COULD go up to 60 or so, but that means 1) Less pass defense and higher completions and 2) An INCREASE in interceptions.
MikeWest502 wrote:Your penalties sliders need major tweaking if there were only 2 in the entire game. Real NFL games Steelers average 6.9 and the Ravens 6.8 penalties

Ehhh ... I'd be very careful with tweaking penalty sliders. You could try to get a few more penalties, but at the cost of some other aspects. For example, raising "False Start" results in the O-Line not generating a lot of push, while lower actually makes Draws work. Raising "KR/PR Interference" makes the Defense react absurdly fast, which COULD increase the effects of trick plays (PAs, Reverses, Counters).
MikeWest502 wrote:Zero fumbles is off too, Steelers average 1.9, Ravens 1.1. Turn up tackling to hit-stick level!

Problem with raising Tackling is that low tackle players can become way too effective at tackling high break tackle players, plus tackling doesn't affect fumbles as much as RB Ability does. Lowering RB Ability increases fumbles, at the cost of ACC, AGI, BTK and CPU running game awareness (Counterable by lowering False Start). It's really a balancing act. 0 RB Ability is fun to try.

There are A LOT of things to tweak here. I'd honestly prefer to tweak so that player ratings create a results, rather than forcing stats realism.
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BUS36
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Re: Jose21crisis' Classic (Player vs. AI) Sliders

Postby BUS36 » Mon Jul 13, 2020 10:46 pm

I like hearing on what my sliders do...or don't. But the more I have been playing games, I will open running the ball at a 4.6 - 5.8 yards per carry, then the CPU adjusts and I can't run at all. So this last game I opened up passing and I saw the passing game go the same way. I threw all 3 ints in the second half trying to force the ball in. So then a went to a heavy run game and ate up clock time...Conner's big run( 48 yards) came in the 4th quarter.
I am going with these in my next game....

Code: Select all

Madden NFL 08 PC v0.0 Game Log - Ravens at Steelers
Game Time: Sun Jul 12 19:53:43 2020
Skill Level: All Pro
Quarter Length: 10 minute(s)

Slider                         Human   CPU
QB Accuracy                       50    55
Pass Blocking                     40    45
Receiver Catching                 50    55
Running Ability                   60    60
Offensive line Run Blocking       40    45
Defensive Awareness               50    50
Defensive line Knockdowns         55    55
Interceptions                     15    15
Defensive Break Blocks            50    55
Tackling                          35    40
Fieldgoal Length                  57    57
Fieldgoal Accuracy                56    56
Punt Length                       56    56
Punt Accuracy                     50    50
Kickoff Length                    65    65
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Re: Jose21crisis' Classic (Player vs. AI) Sliders

Postby MikeWest502 » Tue Jul 14, 2020 12:17 am

jose21crisis wrote:
MikeWest502 wrote:Imo the CPU sliders for QB Accuracy, Pass Blocking, Receiver Catching, Interceptions, Tackling, Offensive line Run Blocking, and Defensive Break block are too low! The Raven's are one of the top scoring teams who dominate the clock via the run! They are aggressive and a solid defensive group, actually better than your Steeler's!

Now that I look at these sliders with some perspective and new knowledge, I can agree that some of these sliders are too low. Mostly the Blocking, Catching, INT and Break Block sliders. I usually play with PB, RB and BB in the 60s or 70s now, as I want to 1) Counter the VERY BAD blocking AI by means of suction blocking (Necessary evil in this case) and 2) Balance out other aspects of the game (The return game, for instance). Catching COULD go up to 60 or so, but that means 1) Less pass defense and higher completions and 2) An INCREASE in interceptions.
MikeWest502 wrote:Your penalties sliders need major tweaking if there were only 2 in the entire game. Real NFL games Steelers average 6.9 and the Ravens 6.8 penalties

Ehhh ... I'd be very careful with tweaking penalty sliders. You could try to get a few more penalties, but at the cost of some other aspects. For example, raising "False Start" results in the O-Line not generating a lot of push, while lower actually makes Draws work. Raising "KR/PR Interference" makes the Defense react absurdly fast, which COULD increase the effects of trick plays (PAs, Reverses, Counters).
MikeWest502 wrote:Zero fumbles is off too, Steelers average 1.9, Ravens 1.1. Turn up tackling to hit-stick level!

Problem with raising Tackling is that low tackle players can become way too effective at tackling high break tackle players, plus tackling doesn't affect fumbles as much as RB Ability does. Lowering RB Ability increases fumbles, at the cost of ACC, AGI, BTK and CPU running game awareness (Counterable by lowering False Start). It's really a balancing act. 0 RB Ability is fun to try.

There are A LOT of things to tweak here. I'd honestly prefer to tweak so that player ratings create a results, rather than forcing stats realism.


Ohh boy, new knowledge!!!!! Please share!

I agree to tweak so the player ratings create the results. It is a balancing act to get reasonable realism! Stat realism comes from the ratings doing what they are supposed to do along with the reasonably set sliders to create the balance! Player's make the plays and the numbers should fit! Like the Run/Pass Blocking vs. Break Blk should be balanced so the ratings of the player perform as they should! Adjusting the defensive awareness put the player in "better" position to make a play, even if he get's trucked or makes the tackle, he's in position to allow his tackle+agility ratings vs the RB's Brk Tkl+Agility to get a worthy result! How many times have you hit analog stick to juke, or truck, but the CPU hit'sticks you? And if you have a RB with a PowerBack Role, hit the analog stick, he trucks the defender correctly. Same for Elusive back, analog stick will perform juke to evade, not truck the tackler!

Tweaks are surely needed! And someone mentioned the Team's OVR having an effect, it does! Lower team OVR result's in that team's in-game miscues, penalties 3rd dwn %! And Coach knowledge rating plays a part too! Too low the coach calls the wrong play on 3rd down, properly set, they open up the playbook and trick you! It's all one big happy GUI relational database! As for lowering the RB's ability, watch what happens when they hit the hole! If it's right, they get skinny to squeeze though, or make a blitzing player miss in the backfield and get positive yards! If set to low, none of that happens! In that 0 RB Ability, if you set all sliders to 0 does that mean the results are purely based on ratings?

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Re: Jose21crisis' Classic (Player vs. AI) Sliders

Postby MikeWest502 » Tue Jul 14, 2020 1:19 am

BUS36 wrote:I like hearing on what my sliders do...or don't. But the more I have been playing games, I will open running the ball at a 4.6 - 5.8 yards per carry, then the CPU adjusts and I can't run at all. So this last game I opened up passing and I saw the passing game go the same way. I threw all 3 ints in the second half trying to force the ball in. So then a went to a heavy run game and ate up clock time...Conner's big run( 48 yards) came in the 4th quarter.
I am going with these in my next game....

Code: Select all

Madden NFL 08 PC v0.0 Game Log - Ravens at Steelers
Game Time: Sun Jul 12 19:53:43 2020
Skill Level: All Pro
Quarter Length: 10 minute(s)

Slider                         Human   CPU
QB Accuracy                       50    55
Pass Blocking                     40    45
Receiver Catching                 50    55
Running Ability                   60    60
Offensive line Run Blocking       40    45
Defensive Awareness               50    50
Defensive line Knockdowns         55    55
Interceptions                     15    15
Defensive Break Blocks            50    55
Tackling                          35    40
Fieldgoal Length                  57    57
Fieldgoal Accuracy                56    56
Punt Length                       56    56
Punt Accuracy                     50    50
Kickoff Length                    65    65


How many drives did the cpu have 7 plays or more? 1, 0 or none?

CPU Run BLock - No holes to run through, and you made the tackle after 1st or 2nd contact because your BRK BLK is 10 points higher!
CPU Pass Blocking - They gave up 2 sacks
CPU Break Block - They get no sacks
Tackle - They cause no fumbles or TFL (tackle for loss), you avg 4-5 yrd per carry and controlled the clock!
QB accuracy - They only had 25% completion avg
InT - They only got those 3 because you forced the pass, not because they actively out smarted you!
Def Awr - They make the play only after you make a good gain!
No fumbles, no penalties. INT's had no value to the game, the didn't capitalize because CPU QB Acc. is mediocre!
WR Catch - 3rd downs, the cpu WR's didn't make any plays to sustain drives!

I'm just a analyst, giving my feedback based on the raw numbers that resulted!

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BUS36
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Re: Jose21crisis' Classic (Player vs. AI) Sliders

Postby BUS36 » Tue Jul 14, 2020 10:35 am

MikeWest502 wrote:
How many drives did the cpu have 7 plays or more? 1, 0 or none?

CPU Run BLock - No holes to run through, and you made the tackle after 1st or 2nd contact because your BRK BLK is 10 points higher!
CPU Pass Blocking - They gave up 2 sacks
CPU Break Block - They get no sacks
Tackle - They cause no fumbles or TFL (tackle for loss), you avg 4-5 yrd per carry and controlled the clock!
QB accuracy - They only had 25% completion avg
InT - They only got those 3 because you forced the pass, not because they actively out smarted you!
Def Awr - They make the play only after you make a good gain!
No fumbles, no penalties. INT's had no value to the game, the didn't capitalize because CPU QB Acc. is mediocre!
WR Catch - 3rd downs, the cpu WR's didn't make any plays to sustain drives!


I actually have not yet played a game with those new numbers.. I been at Football practice running drills( No equipment and social distancing). hope to play soon. I just started the game to get the AI
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Re: Jose21crisis' Classic (Player vs. AI) Sliders

Postby MikeWest502 » Tue Jul 14, 2020 1:54 pm

BUS36 wrote:
MikeWest502 wrote:
How many drives did the cpu have 7 plays or more? 1, 0 or none?

CPU Run BLock - No holes to run through, and you made the tackle after 1st or 2nd contact because your BRK BLK is 10 points higher!
CPU Pass Blocking - They gave up 2 sacks
CPU Break Block - They get no sacks
Tackle - They cause no fumbles or TFL (tackle for loss), you avg 4-5 yrd per carry and controlled the clock!
QB accuracy - They only had 25% completion avg
InT - They only got those 3 because you forced the pass, not because they actively out smarted you!
Def Awr - They make the play only after you make a good gain!
No fumbles, no penalties. INT's had no value to the game, the didn't capitalize because CPU QB Acc. is mediocre!
WR Catch - 3rd downs, the cpu WR's didn't make any plays to sustain drives!


I actually have not yet played a game with those new numbers.. I been at Football practice running drills( No equipment and social distancing). hope to play soon. I just started the game to get the AI


That's great coach! I know you were chompin at the bit to get out there! Be safe, mask at all times. 4am this morning reports show virus spores are lingering and can be contracted air-born! Please be safe coach!

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Re: Jose21crisis' Classic (Player vs. AI) Sliders

Postby BUS36 » Tue Jul 14, 2020 9:27 pm

Thanks..we get temperature checks and questioned before we even get started.
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Re: Jose21crisis' Classic (Player vs. AI) Sliders

Postby jose21crisis » Wed Jul 15, 2020 5:49 pm

MikeWest502 wrote:Ohh boy, new knowledge!!!!! Please share!

Well, I think I've posted this somewhere else, but might as well post it again:
QB Accuracy: Definitely affects accuracy for ALL throws, but also throw velocity. So higher increases accuracy and velocity, which also increases range, and slightly increases overthrows. It MIGHT affect QB Awareness, which means QBs become dumber the lower this is, but I haven't confirmed anything. In summary, it affects passer THP and THA, maybe AWR.
Pass Blocking: Adjusts pass blocking ability. Say, ability to actually block the defender and not get pancaked and the ability to stop pass rush moves. Since QB pressure definitely makes the AI do bad decisions, making this too low kills the passing game. This is another to look at when it comes to completion% and overall offense. It also affects blocking "range". Making it too low means there's no suction blocking, at the cost of blockers not doing a good job in blocking.
WR Catching: Affects catching, naturally. But also is a general modifier for the passing game. Setting it high means less drops, sure. But it also affects the ball's flight path so it is less likely to be deflected. It generally rises completion%. That said, it affects the catching ability of EVERYONE, which means that defenders are more likely to get INTs with this at, say, 65.
RB Ability: Affects Awareness, Carrying, Break Tackle, Agility and Acceleration. That means setting it low means less moves (Like going skinny to go through a hole), less effective moves and more fumbles. I'm pretty sure this affects ALL ball carriers, not just RBs, but I wonder if this affects even non-ballcarriers, so lowering this makes DBs have less acceleration.
Run Blocking: Adjusts run blocking ability, similar to Pass Blocking. This one also affects the blocking "range". Just like pass blocking, this should be at something like 60 or so, to compensate for the AI's inability to properly block.
Defensive Awareness: Affects defensive AWR, makes defenders react faster to plays. Now, there are two sliders that alter defensive reaction. This one and KR/PR Interference. This one has more effect, since it affects how fast defenders react to what happens around them, like WRs making cuts or entering their zones, or holes on the line they need to cover.
Knockdowns: Honestly, I'm not 100% sure about what this does. It's called Defensive Line Knockdowns in the logs. This might affects the CPU's ability to defend the pass and it sure fits the bill. Higher means the AI will do it's best to defend the pass, including high jumps and dives.
Interceptions: This plainly affects the chances that a defender gets an INT, along with WR Catching. That said, just like with every other slider, this COULD affect AI decision making. So with high INT slider, they prefer going for the pick instead of the deflection.
Break Block: Generally affects the defense's ability to shed blocks. Naturally, interacts with Pass/Run Block. This MIGHT affect the likehood of the defender getting pancaked, but it DEFINITELY affects the success rate of block shed moves. Setting this too low means that defenders making a move will fail.
Tackling: Affects tackle success rate and hit power, and it naturally interacts with RB Ability. And from what I can tell, it also affects the likehood of CPU Big Hit/Hit Stick attempts. Again, another case of sliders affecting AI strategy and decision making.
FG Power: This one, naturally, affects the kicking power of anyone that attempts an FG. But it also alters the CPU defensive strategy, making them more aggressive as they reach the "theorical" FG range.
As for the other Special Teams sliders, I'm not sure.

As for the Penalty sliders:
False Start: As I've mentioned, setting this lower means that the O-Line will get a better initial push, improving the running game. Is as if, when FS is higher, the OL is scared of getting a penalty and they don't try to jump the snap. High seems to glitch up a bit the Line interaction as well.
Holding: Aside from making Hold animations getting called Holding more often AND phantom holds to appear, raising this makes blocks last longer.
Facemask: Makes more likely that "Face masking" animations and strip ball attempts are called as Facemask. In other Maddens, it can alter the tackling aggressiveness (wrap-up vs. Hit Stick), but I can't confirm anything.
Clipping: I'm still not 100% sure of what this one does. I think, from research, that it alters blocker AI, higher meaning better blocking, but I haven't tested enough. What I do know is that it does alter chances that block in the back and clipping calls are called.
Intentional grounding: This suposedly alters QB Patience vs. the pass rush. In theory, lower means a more patient QB, while higher results in a far jumpier QB that will throw a pass away as soon as a rusher gets in. Maybe it alters the likehood of a scramble?
Roughing the Passer: Seems to alter 1) Pass rush aggressiveness and 2) for how long it is safe to hit the QB after the play. Set it low, and the QB can be hit a LONG time after the play. BUT higher SEEMS to make the pass rush more aggressive. I honestly just set it high to limit QB hits.
Roughing the Kicker: This alters the CPU run defense and pursuit (Lower = more aggressive pursuit).
Pass Interference: Both Offensive and Defensive alter the pass game. Higher Offensive makes the receivers more aggressive in trying to catch the ball. Higher Defensive makes the DBs more aggressive in trying to defend the pass. Both interact with eachother as well. A "wrong" combination (Way too high OPI) means that DBs will be unaware when the pass goes over them while the receiver catches it. Too low, and the defense will swat everything.
KR/PR Interference: This one's the funnest slider to mess with. Higher makes the defensive AI more "attacking". If there's a handoff, they'll attack inmediatly. However, if it is a play action play, they'll react, get fooled, and open them up for a big play. Lower means they'll try to read the play. They'll wait up until they can recognize the play and react accordingly. So on the PA play, they'll wait a bit more, notice it is a fake, and keep covering the receivers. But, if it is a handoff, the safeties will take a while coming down, and the LBs will also take while crashing on the holes, depending on their AWR rating. This doesn't just include PAs, they also include all kinds of trick plays. Draws, Counters, End Arounds, Reverses, Flea Flickers, Double Passes, etc, etc.

MikeWest502 wrote:As for lowering the RB's ability, watch what happens when they hit the hole! If it's right, they get skinny to squeeze though, or make a blitzing player miss in the backfield and get positive yards! If set to low, none of that happens! In that 0 RB Ability, if you set all sliders to 0 does that mean the results are purely based on ratings?

No, bad. Never set any slider at 0 (Except maybe User Kick Accuracy and Punt Accuracy. Maybe). 0 lowers the involved ratings, making them less effective. Going skinny is a result of good RB AWR. Rookie HBs with 50s and 60s AWR do them far less than a 90+ AWR HB, a distinction that blurs with low RB Ability. It should be ratings that differentiates the players (Good blockers vs. bad blockers, for instance), instead of the difference being blurred by heavily skewed sliders and the results being forced by said sliders.
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Re: Jose21crisis' Classic (Player vs. AI) Sliders

Postby joegreenlight10 » Wed Jul 15, 2020 7:35 pm

It feels like (though I can't prove this) that raising the tackling slider simply opens up more tackling animation possibilities, and the modifier of the intensity/frequency of those animations *is* the Facemask slider.


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