

Injuries, fatigue, penalty sliders are being label as well. *Any Setting that's not posted here, is optional and sliders are the same for both human and CPU.ĭifficulty - All-Pro (My preference. You could run mainly zone or man but call various types of coverages when possible. ・Most definitely no switch and hit stick. It means, run various run plays and complete passed to various routes. If you don't like the look of the defensive alignment against your play call, audible into another play. ・Only "hot route" to call for extra blockers (RBs and TEs). *There are recommended rules when playing against CPU, however. About the Gameplay: You will go on different space adventures in 3 different levels: Asteroid. And one other thing: you'll feel really cool Game has been tested only for Oculus Quest. Its an immersive experience with unique levels, soundtracks and abilities. I believe we could balance this out pretty realistically. In this game you have ninja supers and destroy asteroids in space. When certain sliders are set too high, defenders start reacting too fast and even gets a speed boost to get in a better position to make the play which isn't realistic of course. At default setting, receivers are well favored on one on ones and man coverage. ・Realistic separation and body positioning between receivers and defenders. ・Defenders' ability to recognize the play and react and passing off incoming receivers to other defenders against pass plays. At default, TEs get easy push on big DEs with 85ish strength and block shedding and when it's set too low, Ss and even some CBs sheds blocks too easy. Below are some of the key areas I've paid extra attention during the testing. Next up, is replicating realistic one on one matches all over the field. Match up is always a huge factor when it comes to stats. For example, a team with 3 sacks per game rate may sack the QB 6,7 times in a game against a weak offense, or may only manage to sack the QB once or none at all in a game vs a better offense. The number usually vary depending on opponent. *** "Average" doesn't mean teams produce that number consistently week in and week out. Below, you could find average stats of key categories per team and per game from the last season.

This year, I am focusing on replicating 2014-2015 NFL stats. I am looking forward to evaluate this version of madden and hopefully providing you with a solid set of sliders for you sim players to base off your own preferred set. It's that time again and I am back for another year. Last updated on 10/09, WR catching to 44(from 42) Defensive holding to 54(from 50)
