Tuesday, November 21, 2017 – Blog Comments


Rjrosco on November 21, 2017 at 07:08 AM.
Hey King, man this edition has been frustrating as but after 1.07 Iam finally seems seeing some light at the end of the tunnel.The patch seemed to make the ap setting a little easier imo, however this is only after two games.
I then tried the split level sim expert, am main menu, am start up cfm, then ap inside cfm and have really liked the results personally. All sliders default, I will have to try your penalty sliders to see how they effect the game, especially opi.
Think I will be signing out as well after 1.07 finally getting some good results and can finally get a cfm going.
Always a keen observer of your sliders, appreciate mate.
Cheers
Monday, November 20, 2017 – Blog Comments


KingV2k3 on November 20, 2017 at 06:45 PM.
Hey kp88:Early returns from Trojan Man are quite positive with regard to current patch and it's return to functionality for the 4.5 set...
I'm going to get to take a look tomorrow...
They did this last year...
Opened the game up to no defense / arcade style for their tournament and then restored / improved it afterward, for us sim versus CPU guys...
Let me know what you think, but it looks like we are back in business!
Just make sure you sign out and stay out, if you like how this plays...


kennypowers88 on November 20, 2017 at 03:27 PM.
I literally just went to give this new set a shot and was prompted to download a new patch, so good timing!Hopefully you're able to tame this beast post patch King. If they fixed QB play, it should give you some more flexibility moving forwatd.


KingV2k3 on November 20, 2017 at 11:20 AM.
Thanks for weighing in bakersville!Yup, the two patches after 1.04 blew this up, so I'm HOPING this supposed "Sim / Thanksgiving Patch" returns things to some degree of functionality for this set...
In the meantime?
1) I've never had much luck with edits, but that's not to say it won''t work...khaliib (who's the "go to guy" on such things) actually recommends lowering THP for the USER...
His assertion is that the reduced velocity results in more variety / less accuracy...
Once again: not much personal experience on that from my end, but there ya go!
2) You're right on the $$$ re: QBA slider...on AP it just makes them dumb, along with the OL...
3) Out of the Box suggestion: you can also try changing the level to All Madden in the Main Menu...
In the past, the "split levels" have brought about some really satisfying results...
Me?
I'm going to have to wait for this patch and see if this thing is salvageable...
If not, StefJoeHalt had a really solid All Madden set in the Slider Forum for Coach Mode, that also plays great in HUM v CPU context...
His set is here:
https://forums.operationsports.com/f...ll-madden.html
The tweaks Trojan Man is using for HUM v CPU are here:
https://forums.operationsports.com/f...cks-issue.html


bakersville123 on November 20, 2017 at 10:13 AM.
I played 4 CFM games with the default settings + BH on and wasn't liking what I was seeing. Still unrealistically high pass completion %. What I'm going to try next is keeping everything consistent from the main post here, but LOWERING the Short, Medium and Long Pass Accuracy for the two starting QB's per game. If I can keep sliders the same at default, but control completion % by lowering the accuracy attributes that would be a good win.
I also played 3 CFM games with the QBA slider lowered to 30. While it does indeed result in more inaccuracy it really seems to 'dumb' down the CPU QB pocket awareness, resulting in statue QB, lack of mobility, and lots of sacks.
Friday, November 17, 2017 – Blog Comments


KingV2k3 on November 17, 2017 at 10:05 PM.
Same here bakersville...My stats in the 1.04 era were perfecto...
That pre-release "separate patches" promise sure sounded good in theory...
Too bad (for guys like us) that it didn't end up being their practice...
Anyway:
Let me know how that BH suggestion goes!


bakersville123 on November 17, 2017 at 08:44 PM.
Thanks King. I will try Ballhawk first, leaving everything else alone per your original post. I'll share my experiences after a few games.


bakersville123 on November 17, 2017 at 08:40 PM.
Thanks as always King. I was seeing a nice blend of 60-70% completion prior to the latest patch with these settings and now it's 75%90%.
Real bummer from EA. I thought this whole simulation, competitive multiple modes thing was supposed to isolate crap like this from happening. If they change drop percentage for competitive it shouldn't impact simulation mode.


KingV2k3 on November 17, 2017 at 08:18 PM.
@bakersville:I've thought about this some more and the first thing I'd try is turning Ballhawk: On...
They overplay the ball a bit (as opposed to the receiver), but since the CIT adjustment in 1.05 (which decreases the ball being blasted out by defenders), better they play the ball than the body...

Raising DPI (and / or Mask) is going to increase pursuit, so I'd look at those after trying Ballhawk: On, first...


KingV2k3 on November 17, 2017 at 02:50 PM.
@bakersville:You could also try Facemask at 45 / 50...
It's either that or / and that DPI 50 / 52 I suggested earlier...
I tend to think it's "either / or", but these patches made quite a mess of what WAS a very solid set...


KingV2k3 on November 17, 2017 at 01:50 PM.
Hey bakersville:1) For reasons only EA call tell us, RTP at 50 / 51 makes the CPU QB more mobile / pocket aware and less likely to throw into triple coverage...
At 50 / 50 they tend to lock on to the primary and ignore the rush...
It DOES increase the pass rush slightly, but that's part of the reason Facemask (tackle / block shed / pursuit) is below default...
2) Lowering CTH just makes them less aware / lousy route runners, more than it increases drops...
I would TRY bumping DPI to 50 / 52 to decrease separation, but that also has some pursuit / ball awareness to it, which may increase the rush and some run defense...
Unfortunately, there's too few tools that have too many affects tied to them, so it's hard to strike a balance...
Esp, when they keep opening up the offence for the online crowd, via patches...
On a somewhat related note:
My disc won't load until I sign on and DL 1.06 for some reason, so I may be joining you in trying to tweak this set to current / post 1.06 status...
Or, I may try out of the box / reinstall or take a shot at AM or...just call it a day...
Pretty disgusted with EA today...
Forcing me / us to play the game "their way" is B.S., IMHO...



bakersville123 on November 17, 2017 at 01:26 PM.
Hey King, thanks for the slider guidance. There are some real gems in this thread. Couple questions...
1) How exactly does roughing the passer slider work? Does raising the slider increase def pursuit? I have been playing at 51 and like seeing the occasional roughing the passer call, but I don't want it at the expense of increased sacks and run defense.
2) What are the consequences of lowering WR Catching slider?
As you noted patch 1.05 has made QB comp % to high. I don't want to do anything with QBA and INT sliders but am looking for any other means to lower it a bit.
Thanks!
Sunday, November 12, 2017 – Blog Comments


KingV2k3 on November 12, 2017 at 10:36 PM.
Unfortunately, although that proposed Facemask adjustment in the previous post helps, it doesn't completely solve all the issues that 1.05 created...By decreasing drops for the online crowd, they loosened coverage and now also allow to many completions that were previously being knocked out of the receiver's hands...
The CPU completion percentages are back to being unrealistically high, as a result...
With the few tools available, it's tough to mitigate all that, without having to turn things into a sackfest, by continuing to raise the CFM mask value...
Regrettable, but historically typical...
Once again, this sort of thing is why I sign out and stay out early...
This year, it was after 1.04 and before 1.05...
Not practical or possible for most, but that's the only option that we're currently left with...


KingV2k3 on November 12, 2017 at 01:52 PM.
Looks like patch 1.05 decreased some of the tackle sliders "value behind the value", resulting in a little too little defensive related aspects of gameplay...Simply boosting Facemask one click to 45 / 50 is bringing things back into focus...
Friday, November 10, 2017 – Blog Comments


KingV2k3 on November 10, 2017 at 10:20 PM.
That's generally the case with patches...It's too late in the cycle to rewrite code, so the "fix" usually involves altering the "sliders behind the sliders"...
Like, a previous 45 or 55 value becomes the "new" 50...


kennypowers88 on November 10, 2017 at 06:31 PM.
What's odd is that I tried default to see if I could replicate it, and saw excellent coverage for the most part. So it seems like a patch has messed with one of the sliders.


KingV2k3 on November 10, 2017 at 06:25 PM.
Thanks for the heads up, kp88!THIS is a prime example of why I signed out after 1.04...
"Unintended Consequences" still rife with these patches...


kennypowers88 on November 10, 2017 at 05:15 PM.
Hey King,I've been noticing some really strange behavior from LBs on short zone assignments. Run some stick concepts or any hooks over the middle and you'll probably see what I mean. I tested this against Kuechly and the Panthers to make sure it wasn't a ratings issue and it was no different. I should mention that I'm on the new patch, but thought I'd bring it up.
Sunday, November 5, 2017 – Blog Comments


KingV2k3 on November 5, 2017 at 06:56 PM.
The only reliable way to lessen block shed is by reducing the Facemask slider...Jacking up injury values just makes players "play faster" and more "chaotically", in an effort to trigger more injuries...
Injury also influences fatigue and injury and fatigue (in consort) influence block shed...
Raising False Start will result in linemen firing off the line disproportionately to the defenders that they are supposed to engage...


Raniel3 on November 5, 2017 at 04:59 PM.
Really, DPI influences the run game?? That's crazy. So is there ANY slider / option I can change to improve the run game (basically YPC) for both me and the CPU, without influencing passing? The false start slider maybe? Main problem is block sheds occurring too fast (mostly for the DTs) and therefore a lot of 0 yards runs. I remember Josh stated that a too low injury slider makes the line play too loose. So maybe raising the injury slider to 30 or 40 is an option...? It just seems like with Sabos Playbooks (which I love BTW) the CPU (and me too) uses a greater variety of run plays and therefore also more "broken/ hardly working" run plays


KingV2k3 on November 5, 2017 at 04:38 PM.
Hmmm...I remember you (obviously), but I had no idea we were discussing Play Now, which I've never touched...
Ever...
Anyway:
Raising DPI will decrease separation in coverage, but also will jack up universal pursuit in pass rush and run defense...
Ball Hawk:On makes the defenders overplay the ball and leads to worse coverage, overall...
I hope that helps!



Raniel3 on November 5, 2017 at 01:41 PM.
About play now, we've been discussing that back on M16 if you remember. All in all in my experience it's the same gameplay as in CFM except for the confidence stuff. Sliders sets I've used were working as good or as bad as they work in CFM. So a slider set for CFM that e.g. had WR catching at 40 resulted in a lot more drops in Play Now too. As you pointed out in the beginning, Auto Subs do as much harm in Play Now as in CFM etc.Anyway I changed Facemask to 50, as at 45 it made my and the CPU's passing game too easy, seemed like DBs stopped playing the dreceiver at all, that is every pass that came near a receiver was a completion or an interception. On 50 it is better, even though it might impede the CPU running game (maybe false start at 55 could mitigate that?) Two questions: Would DPI at 55 have any other consequence than improving coverage? (Which I'd like). Secondly, is there a reason you have balk hawk OFF? IIRC most slider gurus think it helps with more pass reflections (I've even read it reduces suction tackling, which should improve the running game...) anyway i am having good balanced and challenging games with your set, keep it uo


KingV2k3 on November 5, 2017 at 09:28 AM.
Just so you guys know:The sliders DON'T work.
At all.
Period.
It was confirmed by Clint from EA and I can most certainly confirm that as well, after TM and I beat our heads against that wall for the first couple months of this iteration.
@michdb88:
The reason you're percentages are high is because when you turn sliders down, the AI tells the CPU "they can't pass the ball" and they "defend against it", like the just don't care.
Coverage and pass rush get soft and the completions mount.
@TheWood56:
Values like 52 aren't going to rock the engine as hard as the previous example, but they still have a negative effect, cumulatively.
We had the QBA slider set as high as 60 for a while, to see what that did and it was a mess.
For some reason, tackles took on an arcade-ish "de-cleater" quality and the CPU suddenly started sucssefully kicking 65+ yard FGs.
Makes ZERO sense, but that's what happened.
I've been making slider sets for this game since 2003, and trust me:
They are mislabeled, entangled and clearly broken.
ZERO functionality.
I'm not going to tell you guys how to play YOUR game, but I would suggest you play this set "as is" and compare to what you're currently using.
I'd be VERY interested in your take(s) on THAT.

Regards!


michdb8 on November 5, 2017 at 04:52 AM.
yes this game is a chaos on CPU , I think they should start a new madden cpu AI gameplay for button because the slider sets and CPU ai it works different for each people, cause even in all pro with 40 % on QB acu, 43 WR catch all QB makes more than 80 % complete, one reason is also cause is have some bug in some zones defenses which makes a lot of receivers always free like cover 2 etc


TheWood56 on November 5, 2017 at 03:19 AM.
Interesting OPI theory. May have to try it myself.It’s funny, I hear everyone complaining about QB’s being too accuracy, completion % being too high, etc. I’m on all-pro and have actaully raised the CPU QB accuracy and WR catch slider. Right now I’ve got them both 52 and I routinely see errant throws, dropped passes, timing between QB-WR off, etc. I’m 10 games into my CFM can’t recall a QB throwing much higher than 70% against me.
Saturday, November 4, 2017 – Blog Comments


KingV2k3 on November 4, 2017 at 11:25 PM.
I'm referring to O and D schemes...Altering them, usually results in inferior play calling by the CPU, even when using custom playbooks...
Player Types in the Team Scheme menu can't be changed for the CPU, unless you do 32 team control...
They don't stick otherwise...
When you "Retire HC" before the game, they revert...whereas Formation Subs stick...


kennypowers88 on November 4, 2017 at 08:53 PM.
Hey King,Just wanted to clear what you meant about schemes. Does that mean tweaking coach schemes causes problems, or were you referring to changing things like player type and QB style?


KingV2k3 on November 4, 2017 at 12:32 PM.
I put the backup HBs in a few formations that make sense for their skill set...For instance, when I play PHI, I put Sproles in some Gun Sets...
If the backup is a Power Back, I put him in a couple / few 2 TE sets...
On defense?
If they have a Speed Rusher on the bench, I put him in some Dime / Quarter sets in place of a slower DE...
And, since the LLOB comes off the field for Nickel sets in Madden, I put him at ROLB in Nickel, if he's replacing a lower rated player...
Good example there is GB / Clay Matthews...
Just set them up as you would your own team, to maximize their talent, get some rotation and keep their best players playing when possible...
Lastly:
I get NFL average stats for yardage and point totals...
Some games are defensive battles and some are higher scoring (like the NFL), but they average out accordingly...


michdb8 on November 4, 2017 at 11:39 AM.
what Formation Subs do you edit on the CPU team before a cfm match? I put the sliders of WR catch at 43 and QB at 40 and coverage at 55 to reduce the yards and point, how many points and yard does the match end on the matches you play?


KingV2k3 on November 4, 2017 at 09:36 AM.
Hey Wood:Turning that off makes the "catch radius" bigger / less precise and leads to more drops / balls knocked out by defenders, etc.
That results in keeping the completion percentages more realistic...
Receiver animations are also more varied and organic...
With it "on", the ball usually hits them in the ideal part of their bodies and at the ideal point in the route...
That less precise ball placement ALSO keeps RAC down, which results in more accurate YPC / Total Yards Passing / Total Yards, etc...
So?
It does a LOT, in a subtle way...



TheWood56 on November 4, 2017 at 04:42 AM.
Great to see you back at it again King.One quick question, what’s the idea behind OPI being turned OFF? Not that it ever gets called when ON anyway.
Friday, November 3, 2017 – Blog Comments


KingV2k3 on November 3, 2017 at 04:02 PM.
Play Now is a VERY different animal that I have ZERO experience with, so your results are not going to mirror mine.All those penalty settings that you have to "round off" to increments of five are going to be a big part that generates that different result.
That being said:
According to adembrowski, who worked at EA when traits were implemented, the "Throw the Ball Away" thing isn't so much "reversed" as it means the opposite of what is commonly thought.
Throw Ball Away: No is actually more likely to make them bail on the play.
I don't recall what thread that's in, but it's from this fall.
Regardless, in my experience, editing ANY trait throws off the "balance" and players play worse.
Traits aren't your issue, having to round off the penalties is.
Everything in this game results in a tradeoff or series of tradeoffs, so...


Raniel3 on November 3, 2017 at 02:58 PM.
Okay played one game, Falcons vs Panthers (me), on Play Now with your suggested settings. It's just one game, but I tend to agree that Auto Subs do more harm than good: The running game was really different for both teams, all in all there were 300 yards of rushing (200 for the falcons, had two big 50+ yards runs with Freeman, other than that they were stopped for 1-2 yard gains most of the time). Rushing really felt more natural than with Auto Subs on, even though outside runs are still not effective at all.I had 130 plays, which is good for me.
Passing was balanced, except for Ryan completing 77% of the passes. But the average yards per pass were on spot, so I will continue monitoring that.
Only thing that stood out stats wise were the 10 sacks combined for both teams (6 against Ryan, 4 against me). Most sacks against Ryan were coverage sacks, so no scrambling seen here. That brings me to another point: I used to edit every QB to "throws ball away YES", which brought down sacks and completion rates for certain QBs, Ryan is one of them who has set this to NO on default. Do you think it would help to set it to YES for every QB, or could this have some negative effect? Most QBs do have this by default, so I don't see a problem changing it for the rest, too.


KingV2k3 on November 3, 2017 at 12:03 PM.
Hey Raniel3:1) 13 "should" be fine?

I get 120 to 125 out of 15, so I'm not sure why that's not the case for you. On offence, I snap below the 5 second mark, so that may be the disconnect.
2) Don't mess with Auto Subs.
For instance, jacking up HB subs turns ALL of them into downhill / straight line runners, who don't use special moves or have decent vision. They tend to hit a less optimal hole at a less optimal point in the play. Use formation subs. Period.
3) Never played Play Now and neither 45 or 50 are going to be ideal, but I'd try 45 first.
At default the block shed and pursuit of defenders is too strong and results in too many sacks and tackles for loss. Also nukes the CPU's ability to run.
I hope this helps!


Raniel3 on November 3, 2017 at 11:53 AM.
Oh yeah, considering how awfully programmed this year's Madden is, I was afraid you wouldn't come up with a set. I'll try that ASAP tonight. Just three quick questions: 1. I was using 13 minutes and 20 secs run off, as with 15 mins you get too many plays and therefore scores and stats go up too much (I am a bit stats-obsessed I admit). You think 13 minutes could destroy that house of cards?
2. I was using Wiz's auto subs (which is basically only changing the RB's autosubs to 96/99 IIRC), as he claimed to have tested that it would not have detrimental sideeffects to the gameplay. Do you have contrary evidence?
3. As I only do Play Now games: Should I put Facemask to 45 or to 50? I suppose 45 increases the amount of broken tackles and decreases the pursuit of the QB, both of which should help with CPU run game and sacks. So you say I should go with 45?
Thanks again for you work!
Thursday, November 2, 2017 – Blog Comments


RoyceDa59 on November 2, 2017 at 09:38 AM.
Nice blog Miggy, could you share your other Celtics edits with me as well. 
Thursday, October 26, 2017 – Blog Comments


vannwolfhawk on October 26, 2017 at 12:21 PM.
Thanks Guys! @ataman5 I agree with you man, OS used to be people sharing findings, info, etc. Now everyone keeps a lot of that close to the vest until they release a roster or something. What's the point? I'm all about sharing so others can do the same thing and understand the logic behind what I'm doing. I do look at a few things others might not notice though as a basketball coach as I can't even watch a game without watching everything going on off ball... Glad you appreciate the depth and work! Enjoy!
Wednesday, October 18, 2017 – Blog Comments


ataman5 on October 18, 2017 at 08:50 AM.
As always unbelievable work and dedication thanks for your time and effort and knowledge share, you make me remember what os were and hopefully will stay as like that..
Monday, October 16, 2017 – Blog Comments


Agame on October 16, 2017 at 04:12 AM.
Best READ EVER! In the history of Operation Sports.Love it. Turning on 2k now downloading your labor of Fun.
Wednesday, October 11, 2017 – Blog Comments
Thursday, October 5, 2017 – Blog Comments
Thursday, September 28, 2017 – Blog Comments


WTF on September 28, 2017 at 06:47 AM.
Excellent work on these. Could you try a full Andrew Wiggins sig edit?
Saturday, September 23, 2017 – Blog Comments


drabberplane on September 23, 2017 at 03:28 PM.
Man, that some next level attention to detail! Could you also do breakdown of one of my favorite player D-Wade?
Friday, September 22, 2017 – Blog Comments
Thursday, September 21, 2017 – Blog Comments
Monday, September 18, 2017 – Blog Comments


fc155 on September 18, 2017 at 11:21 PM.
Sup man, sorry if no credit was given in the previous ones. I'll make it a point to give em in the NBA 2k18 one. Been noticing your work and really appreciate it man.


NBA2K Genius on September 18, 2017 at 09:11 PM.
Hey, great post. I'm actually seeing a lot of forms on here that I've posted on my signature spreadsheet since like 2k16 and no credit given :/, but its all good guess I gotta start posting in the thread every time I find someones Jump shot...
Console: XBOXONE
GamerTag/Twitch: THEREAL2KGENIUS
Roster: ***2KG Official Roster***
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NBA 2K17 Signature Shot Edits