Well things are heating up in August. For the first time in many moons I am extremly excited about a new Madden football release. After playing the demo for M25 I can say with confidence we are going to get probably the best Madden package since the last great game in Madden 2005.
I have been playing Madden football since it's inception on the consoles back in 1991. Now to understand my approach to playing this game you need to understand how I play Madden. I am not going to constantly tweak things to perfect this game. And the primary reason is.....it will never be perfect. Penalties do not work....we know this. So why bother crying anymore. It does not work this gen. Certain quirks with the AI.....can't be overcome. The game is what it is.
However.....if you love playing Madden's brand of console football, can follow some simple house rules and approach the game to have a lot of fun and create your own fantasy NFL/Madden Universe.....keep reading.
So let's talk some game. I play Madden with a "No Switch Rule" on defense and a "No User Catching" rule on offense. I do not spam the CPU by calling the same 7-10 plays ever game, every drive. If that is the case....you will never lose. What is the fun in that? I do use Game Flow a lot and I approach it by gameplanning for each game and assigning the Star ratings to my plays for that particualr week. I also will go into my playbook if I am not happy with my gameflow choices for a particular situation...but it is rare when I do. By using the gameflow system you will use a lot of your playbook and keep things balanced vs the weaker CPU. You will get far more realistic sim like results by being disciplined in sticking with the gameflow play calling approach. It also adds the sim element that your relying on your OC/DC's to call plays for you. And as the Head coach you can override them when the situation calls for it. You can even create your own house rules as to how many overrides you get per half or situation. It is entirely up to you.
The "No Switch Rule" on defense is huge.
Select who you want to control pre-snap....and do not ever switch to the closet defender.....ever. Even on passes. Let the CPU and the player ratings determine the dice roll result (on Special Teams switch away and if you really want to after the catch...switch to make a tackle I just think you will have a much better gaming experience with a strict no switch rule). If you can't play that way.....this slider set is not for you.
The "No User Catch" rule
Works like it sounds...once you release the pass...do not use the catch button...let the CPU make the catch. By doing this your completion percentages will be more realistic, and the animations you will get will be awesome.
If your on defense and controlling the CB or FS or a LB....and a pass comes your way...I would say use your ball hawk to make a play.....you deserve to reward yourself for being in the right place at the right time. For me...I always play as a DE, DT or LB. rarely does a pass come my way unless I am in coverage as a LB.
As far as the pass rush goes I would highly suggest once the ball is snapped, if your playin as a RE or DE or even DT.....let the CPU try and penetrate...once they do take control and do your thing. I have found that works great in the pass rush. I have a very hard time using the RS to get through....and with the slider settings...the pass rush will be realistic. Some games you will have a monster sack day...some days nothing. Also remember sacks are not everything....pressure is what you want.
Update**** I am getting great trench battles using my RE or LE and using swim, power or bull rush. The trench wars are amazing this year as interaction and controls are fluid, responsive and work!!!!! Practice and you will see how cool it is this year.
So those are the basics. Bottom line is....don't cheese the CPU if you want to create a simulation type of playing experience. Madden has weak AI already. We know that. But that does not mean this game can't be loads of fun. I would even say for you coach/owner mode players these will probably work really nice.
As far as camera choices....I am going to test out the zoomed camera this year. If it works nice that will be my camera of choice. If not I will use the Legacy camera. I also will experiment with the broadcast camera on defense. I have tried on offense in the past and do not like it. But I can see defense working since I am more of a play caller on defense with the No Switch rule.
On Madden Share - Description Armor & Sword OS 1.2 PSN = Todem
UPDATED 10/26/13 Post Patch 1.02
Values up or down (+/-) indicate clicks from previous settings. When I make tweaks...that is how you know what was changed if you have been using the the first set.
Some people don't make every change if the original settings are working for them.
Skill Level - All-Madden
Quarter Length - 15 Minutes
Play Call Style - GameFlow or Playbook (user choice)
Play Clock - On
Accelerated Clock - On
Minimum Play Clock Time - 18 Seconds
Camera Settings - User Choice (Zoomed)
Auto Strafe- On
Heat Seeker - On
Ball Hawk - On
Switch Assist - On
Injuries - 50 (+30)
Fatigue - 52 (+2)
Game Speed - Slow (Normal works well too)
Player Minimum Threshold - 5 (-5)
Penalties
Offside - 50 (-20)
False Start - 35 (-40)
Holding - 50 (-15)
Facemask - 40
DPI - 1(+1)
OPI - 1(+1)
KR/PR Interference - 50
Clipping - 50 (-7)
Int Grounding - 50 (-15)
Roughing The Passer - 53 (-1)
Roughing the Kicker - 50
AUTO SUBS (Final) UPDATE - Thanks to Kpkpkp I have discovered a new auto subs settings that work. You still should do some manual formation subs for your DL, as well as in game formation subs for your RB's (i.e. plug in your #2 RB in certain formations to get them some carries other than a auto sub in to give a breather to your primary RB) Set these outside of CFM and keep your CFM auto subs at default 50/50) Set fatigue at 52 to challenge yourself to manage your subs with package subs for your DL. Offense- out/in Defense- out/in Special Teams Human/CPU Use human settings for special teams in CFM as it is a universal slider in CFM. In Play Now use values for Human and CPU.
QB 1/2
HB 75/79
WR 75/79
FB/TE 70/74
Oline- 65/70
DT 70/74
DE 70/74
LB 70/74
CB 70/74
S 75/79
FG POW - 50/50
FG ACC - 25/25
Punt POW - 45/45
Punt ACC - 40/60
KO POW - 45/45
Game Sliders (Gold) Hum/CPU
QB ACC 10/15
Pass Blocking 20/35 (-2 hum)
WR Catching 45/45
Run Blocking 25/45 (+15 CPU)
Fumbles 50/50
Reaction Time 55/60
Interceptions 15/30 (-5 hum)
Pass Coverage 65/70 (+5 CPU)
Tackling 60/60
All testing performed in Connected Franchise and playing various matchup's around the league using the most recent default roster as of 9/3/13.
2023 Miami Dolphins Year 1 Franchise News Wire