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 Madden 25: Important League Info Source

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Bigjimmyaston
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PostSubject: Re: Madden 25: Important League Info Source   Fri Jan 17, 2014 3:11 pm

I played the CPU last night and interestingly still had open dropped passes (Davis) but the amount of dropped passes was minor compared to playing a human. In fact the throwing accuracy seemed to be a lot more realistic too v CPU.

This probably means nothing to no one but thought I'd throw my experience of last night in as the game seemed so much better (probably because I won).
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brza37
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PostSubject: Re: Madden 25: Important League Info Source   Mon Jan 20, 2014 2:16 pm

I edited the following two sliders:
HUM Run Blocking - 50 (EDIT: Lowered from 55 to 50 at before Week 6 since rushing yards per carry were so high)


CPU Pass Blocking - 47 (EDIT: raised from 45 to 47 before Week 6 due to too many sacks vs. CPU. Raising too much leads to Robo QB completing nearly all their passes according to some slider threads on OS.)

I will look at drops more closely but I think drops is also an issue of not enough WRs having high CTH rating and/or also having the Drops Open Passes Trait. I don't want to raise the CTH slider so high that only speed matters for WRs. Right now there is value in having a slower but sure-handed receiver whereas in years past in Madden all you needed to focus on was WR speed because they could all catch. More than half the league is completing over 60% of their passes. In the NFL this season almost all starting QBs were between 60 and 65% with only elite QBs Manning, Brees, Rodgers, Rivers and somehow Ryan and McCown between 65 and 69.5%. So I will look at adjusting CTH soon. I just need to look at some more game stats before making a decision since drops aren't tallied anywhere on the website.

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