Madden 17 CFM Sliders and Settings (1st Edition)

It’s that time of year once again.  Time for everyone to bring their Madden clicks to NoobTubeTV for our sliders and settings.  This year is going to be a bit different in a few ways.  First, it is going to involve an initial shift to All Pro for our sliders.  This is due to numerous statements from the developers and EA Game Changers that All Pro is the best difficulty to use if you want the more balanced/realistic gameplay.  Personally, I’m starting to wonder if the statements of balanced gameplay and realism rely more on the player instituting house rules for sim play against the CPU.

I have noticed (like the rest of the Madden 17 players that there is a preponderance of fumbles and injuries (especially while simming). 

It seems that EA Tiburon has stepped up their game and will be supporting the Madden experience more than we have seen in years.  I will be doing the same with these sliders and settings for CFM. Expect updates and tuning over the next couple months.  I usually create sliders with the intent of realistic substitutions, stats, and challenge.  I find that gameplay/player animations have a tendency of dictating weird situations and morphing on the field.  It isn’t my prerogative to go through every game like Sim Football Critic does on YouTube.  I have recently started watching his videos with more regularity and highly recommend tuning into his channel if you enjoy watching gameplay and hearing coherent commentary.  Also, I tend to agree with his philosophy that messing with the sliders too much will severely alter the performance of the game and your experience playing it.

Here’s the first iteration of our CFM Sliders for Madden 17.

Player Skill:

QB Accuracy

40

Pass Blocking

50

WR Catching

52

Run Blocking

48

Fumbles

50

Pass Def. Reaction

70

Interceptions

50

Pass Coverage

80

Tackling

55

 

CPU Skill:

QB Accuracy

27

Pass Blocking

43

WR Catching

45

Run Blocking

47

Fumbles

50

Pass Def. Reaction

50

Interceptions

50

Pass Coverage

52

Tackling

53

 

Special Teams – Keep All At 50

Injuries – 50

Fatigue – 57

Speed Threshold – 49

Penalties –

Def. Pass Interference – 80

(Keep all others at default)

SETTINGS

Skill – All Pro

Quarter Length – 12 Minutes

Acc Clock – ON (15 Seconds)

User Team Help – OFF (All of them)

Game Speed – Normal

Trade Type – Enable All

League Type – All

Relocation – Users Only

INJURY NOTE – This setting is totally up to the individual. You need to decide how you want to begin your franchise mode.  Do you want to start with Week 1 Rosters?  You might want to wait until the official Week 1 roster drops.  Start your Franchise with injuries turned OFF and start your Franchise at Week 1 instead of Pre-Season.

My personal settings are going to feature the latest roster update (as of August 26)… this means I will need to trade Mingo to New England for a 5thRound Pick.  I will start with Pre-Existing Injuries Turned On with Pre-Season Injuries Turned Off.  I want to start realistically with players out for 2016 that are injuried now, but I also want a chance to build my own team and deal with my own alternate Madden universe.

Injury – On

Pre-Existing Injury – On (this is totally up to you)

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Madden 25 – Six Months Out

Now that the NFL Combine has started there will be a few weeks of excitement before the actual NFL Draft and the announcement of who will be on the cover of Madden 25.  Until that time comes, we are going to take a look at what this game looks like from the standpoint of ‘what is already known’.

Simms

The first aspect of Madden that most fans are interested in is whether Connected Careers Mode will be updated and fixed.  CCM was a step in a somewhat new direction for Madden and while it provided many gamers with a new wave of interest in playing multiple seasons it also presented new problems and brought into focus (yet, again) some of the biggest short-comings of Madden.

  • Trades Are Still Broken – In case you haven’t noticed, you can trade away your draft picks and easily get between seven and ten future first round draft picks.  Player for player trades are a bit more difficult to pull off but that isn’t enough to save the atrocious draft pick trade logic that still plagues this game.
  • O-Line/D-Line Interaction – Every time I play Madden it feels more like I am playing Tecmo Super Bowl and the linemen are going through the suction motions.  This is certainly one aspect of gameplay that 2K mastered back in NFL2K5 and All Pro Football 2K8.
  • Commentary – Phil Simms is a jack-ass.  Okay, this isn’t something limited to Madden (as he exhibits this in every broadcast in ‘real life’) but his commentary is often out of place and even hypocritical.  When a Quarterback gets sacked from the blind side (Enter your Sandra Bullock joke here) he will say one of two phrases “Boy do they hurt” and then he will say a few plays later “They don’t hurt at all”.  Which is it Phil?…  or rather – Madden Devs?
  • Injuries – One of the most annoying aspects of Madden is that it doesn’t have realistic injuries.  While the NFL is trying to make it seem like football is safe, we know otherwise.  EA needs to make a decision as to whether they are going to make a representation of real football or some sort of football farce.

Keep your eyes and ears open as Madden 25 starts the annual hype machine.  You are destined to get excited and eventually let down by the beginning of September.  If you want a sports game that will make you feel like Madden is lacking – go get MLB 13 the show next week.

Why RG3’s Injury Points A Finger At Madden For More Realism

Robert Griffin III essentially ripped his knee in half during the Redskins’ loss to the Seahawks.  He is now out for at least 6-8 months and outside of the discussion about whether he should have been playing in real life we are asking if it is ‘In The Game’.

Madden Football has continuously disappointed in the realm of realistic injuries ever since Roger Goodell became the Commissioner.  While they may have some limitations because of their exclusive monopoly license with the league it is still a major issue that is rearing it’s head as one of the most popular players is possibly facing a career ending/altering injury.

In Madden, James Harrison would have been the one getting hurt on this play.

Hit detection in Madden has always been spotty at best.  Almost everything in the game is pre-determined by animations that are being triggered.  There is a specific animation for face mask penalties, fumbles and interceptions.  All the while they are marketing Madden’s ‘new’ physics engine as groundbreaking and amazing.  EA pushed for consumers to see that “No tackle will ever be the same”… play the game for a couple days and you will see this is false.  Physics have improved immensely between Madden 12 and Madden 13, but the biggest part of football has been missing or random at best.

Injuries occur in Madden 13 if you turn up the injury slider.  However, the biggest problem with this is that every injury in Madden is random and is certainly not determined by physics or tackles on players.  Take a look at some of the sacks that occur in Madden 13 and witness your own defender getting hurt during a sack and the QB never getting hurt.  Is this a sign that under the hood EA has added injury prevention to QBs?

After seeing RG3 get hurt and then tear his LCL and ACL on a play where he didn’t get touched, it makes Madden fans wonder where the injury realism is in the game… and if it will ever be ‘In The Game’.