Forum Discussion
2 years ago
@Sgt_Sparrowhawk Please. it's not tough, the work is already there.
SABOS Gameplay Mod Version 1.0
OFFICIAL RELEASE
**GENERAL**
-Changed how no huddle works, the AI has to actually audible in to their play instead of just getting to the line and it already being picked
-Redid all float curves win chances to balance it out for both sides of the ball
-Increased AI using fake snaps, flip play chance and audible chance
-Increased Adaptive AI awareness rating minimum from 65 to 80
-Decreased how much actions will move the HFA meter by half
-Decreased effects gameplan boosts has on rating by half
-Turned on Walk to line after breaking a huddle
-Removed all All Madden rating boost/decreases
-Turned on fatigue indicator in coach cam
-Fixed broken tackler assist stat tracker
-Removed all USER bonuses and boosts
-Increased fatigue for all positions
-Increased snap off target chance
-Increase long term injury chance
-Increased all penalty chances
**PLAYBOOKS**
-Replaced what plays get assigned to run/pass defense to make sure the AI has smarter selection on early downs.
-Created a NEW "third own" defense that assigns only certain formations to the situation to help with variety
-Replaced the default under 50 play selection for the AI on 3rd Long/Med to include all shotgun pass plays
-Updated every defensive playbook based on real data usage of their zone, man and blitz percentages.
-Replaced the default play selection for the AI on 1st down & 2nd short to include all 300+ plays
-Replaced 2nd long, short, 3rd short and goal line offense to include mroe short pass concepts
-Removed empty formations from no huddle to prevent broken coverage when audibling
-Changed distance triggers for deep zone defenders in cover 4 and cover 3 match
-Changed how defense handles tight formations in match coverage
-Made sure every play is assigned to at least one situation.
-Updated plays that get called at goal line for defense.
**AI LOGIC**
-Fixed a bunch of errors in the 2 min drill logic that was causing certain scenarios not to trigger
-Added logic for defense to call timeouts in 2nd quarter if offense is 10 yards from endzone to potentially get the ball back before half
-Added logic that will start no huddle at 5 min mark if trailing by two scores
-Added logic that will start no huddle at 10 min mark if trailing by three scores
-Added logic that will start wasting time in 3rd quarter if winning by three scores
-Added logic that allows the AI to potentially go for 2 when trailing by 15 in 4th
-Decreased offensive audible chances
-Changed timeout logic in 4th quarter when the game is tied
-Changed chew clock logic in fourth quarter from being up 15+ to 12+
-Changed down & distance chew clock rules in fourth quarter
-Changed distance for Extra Long playcalling from 11 yards to 14
-Changed inside own five playcalling to 2 yards
-Changed how the AI decides to go for it on 4th down
-Changed when to spike the ball, call timeout and kick field goal in 2 min drill
-Changed AI to be aggressive in two min drill in 2nd quarter regardless of score
-Changed defensive timeouts when trailing from under 2 mins to 3 mins in 4th quarter
-Added logic to defense to preserve their final timeout if the 2 min warning is coming up in the 4th quarter on 4th down
-Changed defensive playcalling with under 20 seconds remaining in each half to go in to prevent
-Changed plays defense picks from when offense is in no huddle
-Changed when defense selects punt block/safe/normal
-Removed AI kicking FG on 4th down if winning and defense has no timeouts
**AI QB LOGIC**
-Removed only bullet passes being thrown on specific routes
-Increased scramble chances for balanced trait
-Increased distances, downs and scenarios the AI can scramble
-Increased timers to delay overreacting to pressure
-Increased their chances to select a take a shot place concept
-Increased timers on how fast can throw the ball to open receiver
-Increased throwing to covered receivers under pressure
-Decreased throw away at end of half with no timeouts from 22 seconds to 16 seconds
-Decreased throw away chances when under pressure
-Decreased throwing across body at unrealsitic angles
-Increased timer on long pass situation when throwing to checkdown
-Removed drag routes as a checkdown option to reduce AI spamming it
**PASSING**
-Increased diceroll threshold for QBs 75 and under
-Increased max throw lead distance from 40 to 570
-Increased max lead range 2.5 to 4.25
-Decreased awareness minimum for throw away ability from 80 to 75
-Decreased deep accuracy and throw on run accuracy
-Removed AI QB all madden accuracy bonus
-Redid the effects pressure has based on the sense pressure trait
-Decreased under pressure distance on non engaged defender
-Increased delay for run fit defenders in play action pass
-Increased throw out of sack chances
-Increased QB break sack chances
**OL/DL**
-Revamped all blocking win/superwin chances
-Revamped how the pocket is formed
-Increased chip block success chance
-Increased win chance for outside rushers
-Increased lead blocker distance awareness
-Increased disengage chances on QB scramble
-Increased reach attempt while blocked chances and distances
-Removed non engaged negative modifier on speed/bull rush
-Removed all timers for AI to attempt pass rush move
-Added bonus for elite blockers
-Disabled nano detection
**RUNNING**
-Increased zone defenders breaking on scrambling QB chance
-Removed limit of AI ballcarrier using acceleration and run cuts
-Increased defender reaction if QB keeps ball on read option
-Increased AI using elusive and trucking moves
-Increased prediction time for run defense
-Increased success chance of dive tackles
-Increased run fit reaction times
-Increased break tackle chances
-Increased fumble chances
-Decreased distance AI attempts dive tackle
-Decreased min/max time in run commit
-Decreased AI hitstick usage
**WR/DB**
-Removed 90 speed rating immediately beating press bonus
-Increased distance for sideline catch distances animation
-Increased Good and Elite route rating requirement
-Increased man coverage reaction time
-Increased man coverage win chances
-Increased drop "slow" speed for deep zones
-Increased break on throw chance for all zones
-Increased play ball success for deep zones
-Increased wait time for interceptions
-Decreased knockout catch chance on aggressive catches
-Decreased successful interception catch chances
-Decreased max time delay for break on arm movement
-Decreased max time delay for zone cut reaction
-Increased tip ball catch chances
**SPECIAL TEAMS**
-Fixed issue of AI punting OOB beyond their own 40 yard line
-Increased punt hang-time to 4-5 seconds from 3 seconds
-Increased amount of punts downed inside the 10
-Increased block punt attempt chance
-Decreased yardage AI uses fair catch
-Decreased kick power for field goals
-Revamped kick meter accuracy window size by distance of field goal
-Increased field goal attempt kick range by 3 yards
-Increased AI FG accuracy on kicks longer then 50
-Increased meter speed of kick accuracy and power
-Increased meter speed for overkick penalty
-Increased FG penalty for missing window
-Increased kickoff distance for AI
-Increased AI missing FG chance
**AI QB LOGIC**
-Removed only bullet passes being thrown on specific routes
-Increased scramble chances for balanced trait
-Increased distances, downs and scenarios the AI can scramble
-Increased timers to delay overreacting to pressure
-Increased their chances to select a take a shot place concept
-Increased timers on how fast can throw the ball to open receiver
-Increased throwing to covered receivers under pressure
-Decreased throw away at end of half with no timeouts from 22 seconds to 16 seconds
-Decreased throw away chances when under pressure
-Decreased throwing across body at unrealsitic angles
-Increased timer on long pass situation when throwing to checkdown
-Removed drag routes as a checkdown option to reduce AI spamming it
**PASSING**
-Increased diceroll threshold for QBs 75 and under
-Increased max throw lead distance from 40 to 570
-Increased max lead range 2.5 to 4.25
-Decreased awareness minimum for throw away ability from 80 to 75
-Decreased deep accuracy and throw on run accuracy
-Removed AI QB all madden accuracy bonus
-Redid the effects pressure has based on the sense pressure trait
-Decreased under pressure distance on non engaged defender
-Increased delay for run fit defenders in play action pass
-Increased throw out of sack chances
-Increased QB break sack chances
**OL/DL**
-Revamped all blocking win/superwin chances
-Revamped how the pocket is formed
-Increased chip block success chance
-Increased win chance for outside rushers
-Increased lead blocker distance awareness
-Increased disengage chances on QB scramble
-Increased reach attempt while blocked chances and distances
-Removed non engaged negative modifier on speed/bull rush
-Removed all timers for AI to attempt pass rush move
-Added bonus for elite blockers
-Disabled nano detection
**RUNNING**
-Increased zone defenders breaking on scrambling QB chance
-Removed limit of AI ballcarrier using acceleration and run cuts
-Increased defender reaction if QB keeps ball on read option
-Increased AI using elusive and trucking moves
-Increased prediction time for run defense
-Increased success chance of dive tackles
-Increased run fit reaction times
-Increased break tackle chances
-Increased fumble chances
-Decreased distance AI attempts dive tackle
-Decreased min/max time in run commit
-Decreased AI hitstick usage
**WR/DB**
-Removed 90 speed rating immediately beating press bonus
-Increased distance for sideline catch distances animation
-Increased Good and Elite route rating requirement
-Increased man coverage reaction time
-Increased man coverage win chances
-Increased drop "slow" speed for deep zones
-Increased break on throw chance for all zones
-Increased play ball success for deep zones
-Increased wait time for interceptions
-Decreased knockout catch chance on aggressive catches
-Decreased successful interception catch chances
-Decreased max time delay for break on arm movement
-Decreased max time delay for zone cut reaction
-Increased tip ball catch chances
**SPECIAL TEAMS**
-Fixed issue of AI punting OOB beyond their own 40 yard line
-Increased punt hang-time to 4-5 seconds from 3 seconds
-Increased amount of punts downed inside the 10
-Increased block punt attempt chance
-Decreased yardage AI uses fair catch
-Decreased kick power for field goals
-Revamped kick meter accuracy window size by distance of field goal
-Increased field goal attempt kick range by 3 yards
-Increased AI FG accuracy on kicks longer then 50
-Increased meter speed of kick accuracy and power
-Increased meter speed for overkick penalty
-Increased FG penalty for missing window
-Increased kickoff distance for AI
-Increased AI missing FG chance
SABOS Gameplay Mod Version 1.0
OFFICIAL RELEASE
**GENERAL**
-Changed how no huddle works, the AI has to actually audible in to their play instead of just getting to the line and it already being picked
-Redid all float curves win chances to balance it out for both sides of the ball
-Increased AI using fake snaps, flip play chance and audible chance
-Increased Adaptive AI awareness rating minimum from 65 to 80
-Decreased how much actions will move the HFA meter by half
-Decreased effects gameplan boosts has on rating by half
-Turned on Walk to line after breaking a huddle
-Removed all All Madden rating boost/decreases
-Turned on fatigue indicator in coach cam
-Fixed broken tackler assist stat tracker
-Removed all USER bonuses and boosts
-Increased fatigue for all positions
-Increased snap off target chance
-Increase long term injury chance
-Increased all penalty chances
**PLAYBOOKS**
-Replaced what plays get assigned to run/pass defense to make sure the AI has smarter selection on early downs.
-Created a NEW "third own" defense that assigns only certain formations to the situation to help with variety
-Replaced the default under 50 play selection for the AI on 3rd Long/Med to include all shotgun pass plays
-Updated every defensive playbook based on real data usage of their zone, man and blitz percentages.
-Replaced the default play selection for the AI on 1st down & 2nd short to include all 300+ plays
-Replaced 2nd long, short, 3rd short and goal line offense to include mroe short pass concepts
-Removed empty formations from no huddle to prevent broken coverage when audibling
-Changed distance triggers for deep zone defenders in cover 4 and cover 3 match
-Changed how defense handles tight formations in match coverage
-Made sure every play is assigned to at least one situation.
-Updated plays that get called at goal line for defense.
**AI LOGIC**
-Fixed a bunch of errors in the 2 min drill logic that was causing certain scenarios not to trigger
-Added logic for defense to call timeouts in 2nd quarter if offense is 10 yards from endzone to potentially get the ball back before half
-Added logic that will start no huddle at 5 min mark if trailing by two scores
-Added logic that will start no huddle at 10 min mark if trailing by three scores
-Added logic that will start wasting time in 3rd quarter if winning by three scores
-Added logic that allows the AI to potentially go for 2 when trailing by 15 in 4th
-Decreased offensive audible chances
-Changed timeout logic in 4th quarter when the game is tied
-Changed chew clock logic in fourth quarter from being up 15+ to 12+
-Changed down & distance chew clock rules in fourth quarter
-Changed distance for Extra Long playcalling from 11 yards to 14
-Changed inside own five playcalling to 2 yards
-Changed how the AI decides to go for it on 4th down
-Changed when to spike the ball, call timeout and kick field goal in 2 min drill
-Changed AI to be aggressive in two min drill in 2nd quarter regardless of score
-Changed defensive timeouts when trailing from under 2 mins to 3 mins in 4th quarter
-Added logic to defense to preserve their final timeout if the 2 min warning is coming up in the 4th quarter on 4th down
-Changed defensive playcalling with under 20 seconds remaining in each half to go in to prevent
-Changed plays defense picks from when offense is in no huddle
-Changed when defense selects punt block/safe/normal
-Removed AI kicking FG on 4th down if winning and defense has no timeouts
**AI QB LOGIC**
-Removed only bullet passes being thrown on specific routes
-Increased scramble chances for balanced trait
-Increased distances, downs and scenarios the AI can scramble
-Increased timers to delay overreacting to pressure
-Increased their chances to select a take a shot place concept
-Increased timers on how fast can throw the ball to open receiver
-Increased throwing to covered receivers under pressure
-Decreased throw away at end of half with no timeouts from 22 seconds to 16 seconds
-Decreased throw away chances when under pressure
-Decreased throwing across body at unrealsitic angles
-Increased timer on long pass situation when throwing to checkdown
-Removed drag routes as a checkdown option to reduce AI spamming it
**PASSING**
-Increased diceroll threshold for QBs 75 and under
-Increased max throw lead distance from 40 to 570
-Increased max lead range 2.5 to 4.25
-Decreased awareness minimum for throw away ability from 80 to 75
-Decreased deep accuracy and throw on run accuracy
-Removed AI QB all madden accuracy bonus
-Redid the effects pressure has based on the sense pressure trait
-Decreased under pressure distance on non engaged defender
-Increased delay for run fit defenders in play action pass
-Increased throw out of sack chances
-Increased QB break sack chances
**OL/DL**
-Revamped all blocking win/superwin chances
-Revamped how the pocket is formed
-Increased chip block success chance
-Increased win chance for outside rushers
-Increased lead blocker distance awareness
-Increased disengage chances on QB scramble
-Increased reach attempt while blocked chances and distances
-Removed non engaged negative modifier on speed/bull rush
-Removed all timers for AI to attempt pass rush move
-Added bonus for elite blockers
-Disabled nano detection
**RUNNING**
-Increased zone defenders breaking on scrambling QB chance
-Removed limit of AI ballcarrier using acceleration and run cuts
-Increased defender reaction if QB keeps ball on read option
-Increased AI using elusive and trucking moves
-Increased prediction time for run defense
-Increased success chance of dive tackles
-Increased run fit reaction times
-Increased break tackle chances
-Increased fumble chances
-Decreased distance AI attempts dive tackle
-Decreased min/max time in run commit
-Decreased AI hitstick usage
**WR/DB**
-Removed 90 speed rating immediately beating press bonus
-Increased distance for sideline catch distances animation
-Increased Good and Elite route rating requirement
-Increased man coverage reaction time
-Increased man coverage win chances
-Increased drop "slow" speed for deep zones
-Increased break on throw chance for all zones
-Increased play ball success for deep zones
-Increased wait time for interceptions
-Decreased knockout catch chance on aggressive catches
-Decreased successful interception catch chances
-Decreased max time delay for break on arm movement
-Decreased max time delay for zone cut reaction
-Increased tip ball catch chances
**SPECIAL TEAMS**
-Fixed issue of AI punting OOB beyond their own 40 yard line
-Increased punt hang-time to 4-5 seconds from 3 seconds
-Increased amount of punts downed inside the 10
-Increased block punt attempt chance
-Decreased yardage AI uses fair catch
-Decreased kick power for field goals
-Revamped kick meter accuracy window size by distance of field goal
-Increased field goal attempt kick range by 3 yards
-Increased AI FG accuracy on kicks longer then 50
-Increased meter speed of kick accuracy and power
-Increased meter speed for overkick penalty
-Increased FG penalty for missing window
-Increased kickoff distance for AI
-Increased AI missing FG chance
**AI QB LOGIC**
-Removed only bullet passes being thrown on specific routes
-Increased scramble chances for balanced trait
-Increased distances, downs and scenarios the AI can scramble
-Increased timers to delay overreacting to pressure
-Increased their chances to select a take a shot place concept
-Increased timers on how fast can throw the ball to open receiver
-Increased throwing to covered receivers under pressure
-Decreased throw away at end of half with no timeouts from 22 seconds to 16 seconds
-Decreased throw away chances when under pressure
-Decreased throwing across body at unrealsitic angles
-Increased timer on long pass situation when throwing to checkdown
-Removed drag routes as a checkdown option to reduce AI spamming it
**PASSING**
-Increased diceroll threshold for QBs 75 and under
-Increased max throw lead distance from 40 to 570
-Increased max lead range 2.5 to 4.25
-Decreased awareness minimum for throw away ability from 80 to 75
-Decreased deep accuracy and throw on run accuracy
-Removed AI QB all madden accuracy bonus
-Redid the effects pressure has based on the sense pressure trait
-Decreased under pressure distance on non engaged defender
-Increased delay for run fit defenders in play action pass
-Increased throw out of sack chances
-Increased QB break sack chances
**OL/DL**
-Revamped all blocking win/superwin chances
-Revamped how the pocket is formed
-Increased chip block success chance
-Increased win chance for outside rushers
-Increased lead blocker distance awareness
-Increased disengage chances on QB scramble
-Increased reach attempt while blocked chances and distances
-Removed non engaged negative modifier on speed/bull rush
-Removed all timers for AI to attempt pass rush move
-Added bonus for elite blockers
-Disabled nano detection
**RUNNING**
-Increased zone defenders breaking on scrambling QB chance
-Removed limit of AI ballcarrier using acceleration and run cuts
-Increased defender reaction if QB keeps ball on read option
-Increased AI using elusive and trucking moves
-Increased prediction time for run defense
-Increased success chance of dive tackles
-Increased run fit reaction times
-Increased break tackle chances
-Increased fumble chances
-Decreased distance AI attempts dive tackle
-Decreased min/max time in run commit
-Decreased AI hitstick usage
**WR/DB**
-Removed 90 speed rating immediately beating press bonus
-Increased distance for sideline catch distances animation
-Increased Good and Elite route rating requirement
-Increased man coverage reaction time
-Increased man coverage win chances
-Increased drop "slow" speed for deep zones
-Increased break on throw chance for all zones
-Increased play ball success for deep zones
-Increased wait time for interceptions
-Decreased knockout catch chance on aggressive catches
-Decreased successful interception catch chances
-Decreased max time delay for break on arm movement
-Decreased max time delay for zone cut reaction
-Increased tip ball catch chances
**SPECIAL TEAMS**
-Fixed issue of AI punting OOB beyond their own 40 yard line
-Increased punt hang-time to 4-5 seconds from 3 seconds
-Increased amount of punts downed inside the 10
-Increased block punt attempt chance
-Decreased yardage AI uses fair catch
-Decreased kick power for field goals
-Revamped kick meter accuracy window size by distance of field goal
-Increased field goal attempt kick range by 3 yards
-Increased AI FG accuracy on kicks longer then 50
-Increased meter speed of kick accuracy and power
-Increased meter speed for overkick penalty
-Increased FG penalty for missing window
-Increased kickoff distance for AI
-Increased AI missing FG chance
About Madden NFL 24 General Discussion
Join the community on the forums and talk about your passion for Madden NFL 24.4,267 PostsLatest Activity: 2 years ago
Recent Discussions
Undeserved Ban mut24
Solved2 days ago- 2 months ago