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All-Madden Sliders (Parker002)

Post details : AndyP | 9:44 AM | Friday, December 24 2004 | News


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The first time I tried All-Madden, the lack of human pass defense was frustrating. Nothing I did seemed to alleviate it. No matter how bad the QB, no matter how good my CB's, I got torched for 400 yards a game.

So I played on All-Pro for a while using my tweaked version of Playmakers' sliders. They were challenging, and the stats were realistic, but I found the CPU calling just downright assinine plays in crunch time...no matter what I tried, it was just too hard to lose.

So I went back to default on All-Madden and started incorporating things I learned on All-Pro, particularly mark's thoughts on QB accuracy. I also figured out that there's 3 sliders that should NOT be touched on All-Madden, for either the Human or CPU -- pass block, run block, and break block.

They are extremely tough sometimes, as the CPU will pick up on your tendencies in one or two plays. However, it's possible to break big runs and long RAC gains on passes, due to the lowered TKL slider. I just finished a game with the Chiefs against the Broncos where I completed 17-24 passes and Holmes rushed for 137 yards on 28 carries, but I've also had games where I just couldn't get anything going.

The pass defense AI is thoroughly fixed. I have games where the CPU goes 20-25 or gets 300 yards, and I have games where I shut them down. You really have to work to get pressure on the QB. If your D-line isn't top notch, you absolutely have to blitz or find some other way to get pressure.

So, here they are:

All-Madden difficulty
11 min. quarters
accelerated clock on
sub in/out -- 83/88
all penalties maxed
defensive pass assist -- off
offensive catch assist -- off

Hum.....CPU

QBA -- 10.....1
PBK -- 10.....10
WRC -- 10.....8
RBA -- 12.....12
RBK -- 10.....10

AWR -- 12.....12
KDN -- 20.....0
INT -- 10.....5
BRK -- 10.....10
TKL -- 4.....0

FGL -- 10.....9
FGA -- 7.....0
PTL -- 0.....20
PTA -- 0.....20
KOL -- 10.....11
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