Madden 2004 Slider time: CPU vs CPU play 8min quarters give realistic average of about 60 offensive plays per team, or roughly 120 offensive plays per game before over time games. This results in quality sim stats. All-Pro difficulty - I don't know if this matter, but I think the code is set to this as the default, and that matters for things like pursuit speed on defense, whereas All-madden shows a speed bust for chasing players down from behind and other quirks, whereas All-Pro and Rookie have quirks the other way. Penalties: "Everything" at 70/100... except Holding at 60 and Face mask at 65. There have been actual DPI flags thrown, and I am thinking of increasing it to 80 to align more with the NFL. Intentional grounding is set to 25/100 and we have seen the QBs play better football because of it. Special Teams: FG Length 17/20 FG accuracy 2/20 Punt Length & Accuracy 20/20 Kickoff Length 10/20
Explanations: QB Accuracy 7/20 - This was the biggest surprise. We saw at 0/20 20, passes were to wild. 1/20 was better, and 2 out of 20 was so spot of to NFL throws. Some dimes, some just off target/out of reach. However, the QBs were STUPID. For fun, we tried 12/20 and they began to cook, going 90-100% completions and carving defenses up as if it were high school or everyone was prime Dan Marion or that Rich Gannon game. We saw that Accuracy did more than just ball placement, but decision making. We then began to dial it back and found that 7/20 allowed elite QBs to look and play elite while still making some mistakes, and lesser QBs struggled. Maybe 8/20 is more entertaining, but we have liked 7/20 so far.
Pass Blocking 9/20 - We were as low as 3/20 to get NFL pressure, but even by going up to 7/20, we still saw Left and Right tackles just watching defenders run by them unblocked regularly. We eventually settled on 9/20 where guys could get beat, but not look like high school kids, and also not look like a brick wall that gave the QB 5+ seconds each play either.
WR Catching 14/20 - They can still drop passes, but anything lower has been a complete disappointment.
HB Ability 18/20 - this is the other wild one. at 17/20, we still saw elite 95+ovr back running for 1.8ypc and being useless. At 18/20, we saw 150-215 yard games and one could argue is too low in a league where we saw Dillon's single game rushing record get broken by Jamal Lewis at 295 vs the Browns. The fact that we now see elite play from the HB and it still is not just breaking records is very good.
Run Blocking 10/20 - I personally like the push and interactions at 11/20 better, but we dialed it back a bit to 10/20.
CPU Defense Awareness 7/20 - We see that counters and draws have more realistic LB and Safety reaction times on lower awareness ratings. Smarter players with high awareness still read and react fast and lower Awareness players don't play like they are psychic. Defenders drop to their assignments and react once the ball has confirmed to have been handed off - as opposed to a play action - before reacting, but lower awareness players can still get cooked on a play action. this impacts the pass rush and coverage as well.
Knockdowns & Interceptions 0/20 - This is drastically different from Madden 2002, where it was 18/20 knockdowns and 16 interceptions. Also from Madden 2003 which was about 15 and 10. In Madden 2004, they actually try to defend the ball in the air and they will go for interceptions. We still see caught interceptions - including a couple big time ones in the super bowl stream, but now they are not ball hawks punishing every poor throw and resulting in 6+ ints per game. I like a high INT slider vs the human to punish bad choices and poor throws, but not CPU vs CPU sim.
Break Block 10/20 - We tried this all over the place with the run blocking and HB ability and have settled here, back where it all began at 10/20 for run blocking and block shedding. I still personally like 11/20 run blocking and 12/20 block shedding with maybe 19 HB ability but the stream agrees with what we have now and I am not against it.
Tackling 7/20 - We had it as low as 2 and 3 over 20, but we found that defenders would just avoid even trying to engage in a tackle animation. Here we have a set where HBs with 90+ break tackle can run over and through CBs with 60 and lower tackling. Even at 6/20, there was far too much rubbing/grinding and failing to even try to fire off a tackle or break tackle animation.
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Paul Gaither
Madden 2004 Slider time:
CPU vs CPU play
8min quarters give realistic average of about 60 offensive plays per team, or roughly 120 offensive plays per game before over time games. This results in quality sim stats.
All-Pro difficulty - I don't know if this matter, but I think the code is set to this as the default, and that matters for things like pursuit speed on defense, whereas All-madden shows a speed bust for chasing players down from behind and other quirks, whereas All-Pro and Rookie have quirks the other way.
Penalties:
"Everything" at 70/100... except Holding at 60 and Face mask at 65. There have been actual DPI flags thrown, and I am thinking of increasing it to 80 to align more with the NFL. Intentional grounding is set to 25/100 and we have seen the QBs play better football because of it.
Special Teams:
FG Length 17/20
FG accuracy 2/20
Punt Length & Accuracy 20/20
Kickoff Length 10/20
CPU - Offense
07 - 09 - 14 - 18 - 10
CPU Defense
07 - 00 - 00 - 10 - 07
Explanations:
QB Accuracy 7/20 - This was the biggest surprise. We saw at 0/20 20, passes were to wild. 1/20 was better, and 2 out of 20 was so spot of to NFL throws. Some dimes, some just off target/out of reach. However, the QBs were STUPID. For fun, we tried 12/20 and they began to cook, going 90-100% completions and carving defenses up as if it were high school or everyone was prime Dan Marion or that Rich Gannon game. We saw that Accuracy did more than just ball placement, but decision making. We then began to dial it back and found that 7/20 allowed elite QBs to look and play elite while still making some mistakes, and lesser QBs struggled. Maybe 8/20 is more entertaining, but we have liked 7/20 so far.
Pass Blocking 9/20 - We were as low as 3/20 to get NFL pressure, but even by going up to 7/20, we still saw Left and Right tackles just watching defenders run by them unblocked regularly. We eventually settled on 9/20 where guys could get beat, but not look like high school kids, and also not look like a brick wall that gave the QB 5+ seconds each play either.
WR Catching 14/20 - They can still drop passes, but anything lower has been a complete disappointment.
HB Ability 18/20 - this is the other wild one. at 17/20, we still saw elite 95+ovr back running for 1.8ypc and being useless. At 18/20, we saw 150-215 yard games and one could argue is too low in a league where we saw Dillon's single game rushing record get broken by Jamal Lewis at 295 vs the Browns. The fact that we now see elite play from the HB and it still is not just breaking records is very good.
Run Blocking 10/20 - I personally like the push and interactions at 11/20 better, but we dialed it back a bit to 10/20.
CPU Defense
Awareness 7/20 - We see that counters and draws have more realistic LB and Safety reaction times on lower awareness ratings. Smarter players with high awareness still read and react fast and lower Awareness players don't play like they are psychic. Defenders drop to their assignments and react once the ball has confirmed to have been handed off - as opposed to a play action - before reacting, but lower awareness players can still get cooked on a play action. this impacts the pass rush and coverage as well.
Knockdowns & Interceptions 0/20 - This is drastically different from Madden 2002, where it was 18/20 knockdowns and 16 interceptions. Also from Madden 2003 which was about 15 and 10. In Madden 2004, they actually try to defend the ball in the air and they will go for interceptions. We still see caught interceptions - including a couple big time ones in the super bowl stream, but now they are not ball hawks punishing every poor throw and resulting in 6+ ints per game. I like a high INT slider vs the human to punish bad choices and poor throws, but not CPU vs CPU sim.
Break Block 10/20 - We tried this all over the place with the run blocking and HB ability and have settled here, back where it all began at 10/20 for run blocking and block shedding. I still personally like 11/20 run blocking and 12/20 block shedding with maybe 19 HB ability but the stream agrees with what we have now and I am not against it.
Tackling 7/20 - We had it as low as 2 and 3 over 20, but we found that defenders would just avoid even trying to engage in a tackle animation. Here we have a set where HBs with 90+ break tackle can run over and through CBs with 60 and lower tackling. Even at 6/20, there was far too much rubbing/grinding and failing to even try to fire off a tackle or break tackle animation.
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