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Oneback
07-16-2010, 02:23 AM
Gameplay Options:
Skill: All-American
Quarter Length: 8 min
Game Speed: Fast
Player Min Speed Treshold: 0

Game Rules:
Offsides: 70
False Start: 70
Holding: 50
Facemask: 40
Offensive PI: 70
Defensive PI: 70
KR/PR Interference: 90
Clipping: 50
Intentional Grounding: 100
Roughing the Passwe: 80
Roughing the Kicker: 85

Custom AI: (HUM/CPU)
QB Accuracy: 40/45
Pass Blocking: 50/40
WR Catching: 45/45
RB Ability: 40/50
Run Blocking: 60/65
Pass Coverage: 50/55
Pass Rush: 60/55
Intercpetions: 35/35
Rush Defense: 35/40
Tackling: 45/35
FG Power: 5/20
FG Accuracy: 20/65
Punt Power: 30/50
Punt Accuracy: 35/55
Kickoff Power: 30/30

psusnoop
07-16-2010, 07:32 AM
I'll check them out tonight. I'm going to play a game of PSU verse Alabama at bama.

Also are we on AA?

What about the speed differential slider? I started a dynasty with it at 40 (default was 50) but I'm hoping someone else knows much more about this slider then I do. G, have you played with this slider yet?

fsuprime
07-16-2010, 07:57 AM
i would guess 40 is way to much of a difference snoop, that puts it back at ncaa 09 levels if i remember correctly.

Are we on AA with these oneback? What are everyones thoughts on the pass rush?

skipwondah33
07-16-2010, 08:05 AM
i would guess 40 is way to much of a difference snoop, that puts it back at ncaa 09 levels if i remember correctly.

Are we on AA with these oneback? What are everyones thoughts on the pass rush?

I like the pass rush at the default, seems to work for me and others when they pressure me. Of course I have only played user vs user games.

OB are those for HUM or CPU? Reason I ask is because there are already alot of overthrown passes, dropped balls by WR's and dropped int's by defenders

psusnoop
07-16-2010, 08:08 AM
FSU, I agree that I don't want to take a step backwards towards 09 so I was just trying to figure out or gauge what everyone's thought about this slider. I'm confused about it to be honest. I do not want it to easy by any means.

Oneback
07-16-2010, 08:11 AM
I'll check them out tonight. I'm going to play a game of PSU verse Alabama at bama.

Also are we on AA?

What about the speed differential slider? I started a dynasty with it at 40 (default was 50) but I'm hoping someone else knows much more about this slider then I do. G, have you played with this slider yet?


We will be on AA, it just seems to work better for user vs user games.

As for the speed slider I am going to get all the gameplay sliders as realistic as possible then tweak the speed slider to what fits.

In the slider research that I did last year the biggest thing that came out of it is that the sliders are not so much difficulty sliders but yet animation tiggers. For example the biggest role the pass defense slider plays is how quickly a DB breaks on the WR's cut.

Oneback
07-16-2010, 08:20 AM
I like the pass rush at the default, seems to work for me and others when they pressure me. Of course I have only played user vs user games.

OB are those for HUM or CPU? Reason I ask is because there are already alot of overthrown passes, dropped balls by WR's and dropped int's by defenders

Right now these are all sliders in based on watching the animations in practice mode. I haven't played any games with them yet, but have probably thrown 400+ passes looking for certian things.

I am with everyone in not wanting the game to be easy, but I do want it as realisitc as possible.

As for overthrown passes there will be some, but I can take the QB accuracy all the way down to 5 and still complete a good number of timing passes against man coverage (outs, slants, etc.), as for dropped balls where I have it the cut off seems to be a WR catch rating of 80. Below a catch rating of 80 you will see a lot more dropped balls (not frustratingly high) but they will still hang on to the ball in tight spots as well.

The WR Catch rating also controls how quickly a WR gets into and out of their breaks as well. So you can really tell which WR's have a higher route rating with the slider as I have it.

fsuprime
07-16-2010, 08:21 AM
snoop: the speed differential will widen the gap between a speed 99 and a speed 90 player, the lower the number the larger the gap (i believe they use some sort of exponential equation to get a curve as opposed to the old way of using a linear equation, so they can better adjust this gap now).

the gameplay speed thing just slows everything down or speeds it up, i like the default gameplay speed personally

psusnoop
07-16-2010, 08:44 AM
OK now i understand thanks FSU.

OB, yes I want realistic gameplay and I think you have proven yourself in the slider dept. so I'm with anything you say (as for sliders, LOL)

skipwondah33
07-16-2010, 09:01 AM
Right now these are all sliders in based on watching the animations in practice mode. I haven't played any games with them yet, but have probably thrown 400+ passes looking for certian things.

I am with everyone in not wanting the game to be easy, but I do want it as realisitc as possible.

As for overthrown passes there will be some, but I can take the QB accuracy all the way down to 5 and still complete a good number of timing passes against man coverage (outs, slants, etc.), as for dropped balls where I have it the cut off seems to be a WR catch rating of 80. Below a catch rating of 80 you will see a lot more dropped balls (not frustratingly high) but they will still hang on to the ball in tight spots as well.

The WR Catch rating also controls how quickly a WR gets into and out of their breaks as well. So you can really tell which WR's have a higher route rating with the slider as I have it.

Well against man coverage, most passes seem easy to complete IMO. That low of accuracy worries me against zone coverage on the other hand where your passing window may be small. If it was just based on user vs user games, I don't feel we would need to worry about sliders because I have a feeling there will be quite a few tight games with the level of play from everyone. On the other hand we will be playing the CPU so I understand the need completely.

I just remember playing 09 on a tuned slider set and it had Colt Mccoy looking like a 3rd string bum with overly sporadic throws and very inconsistent throwing speeds. That was 09 though

gschwendt
07-16-2010, 09:06 AM
Well against man coverage, most passes seem easy to complete IMO. That low of accuracy worries me against zone coverage on the other hand where your passing window may be small. If it was just based on user vs user games, I don't feel we would need to worry about sliders because I have a feeling there will be quite a few tight games with the level of play from everyone. On the other hand we will be playing the CPU so I understand the need completely.

I just remember playing 09 on a tuned slider set and it had Colt Mccoy looking like a 3rd string bum with overly sporadic throws and very inconsistent throwing speeds. That was 09 though
There has always been debate but my understanding is that in OD games, sliders do not effect HUM vs HUM games since it's essentially an Online game just using OD teams.

I'm sure we could test it though by making some ridiculous sliders that have WRs catching everything and DBs playing horrible coverage.

fsuprime
07-16-2010, 09:26 AM
just to speak in general about WR drops on default, i have looked at the CIT rating of FSUs WRs and some other teams WRs and they are much lower than in years past for the most part. THey are truly trying to define possession wrs against other types i think.

Oneback
07-16-2010, 12:37 PM
I have a preliminary set of sliders. Here are the stats from a game I just played, Nebraska vs Kansas State:


Kansas State Nebraska
0 Score 20
6 First Downs 10
14-89-0 Rushes - Yards - TD 29-122-1
5-14-0 Comp - Yards - TD 5-8-1
24 Passing Yards 80
1 Turnovers 0
4-44.3 Punts - Average 1-43.0

If you compare that to the 2009 game against these two teams things look pretty good: http://sports.espn.go.com/ncf/boxscore?gameId=293250158

My first thought after playing this game was to up the CPU QB Accuracy however once looking at KSU's roster I see why they struggled...they have a bad quarterback and I was better in every matchup in the passing game, plus Mizzou torched me in a game I played last night with the same exact passing sliders.

I will update the first post with the full set of sliders I have right now.

Iron Dragon
07-17-2010, 02:33 PM
I'll give a game with your sliders a shot with 5 minute quarters. I'm not sure if the threshold is posted right so I'll just put it at 40.

Oneback
07-17-2010, 04:29 PM
I'll give a game with your sliders a shot with 5 minute quarters. I'm not sure if the threshold is posted right so I'll just put it at 40.

I've got the threshold at zero. I did quite a bit of testing with WR's that had the same ACC rating but different speed ratings. The difference between Chris Rainey and another player with the same ACC rating but 90 speed was 5 yards over a 40 yard run. This was done against no defense with hot routed streaks so they both ran straight down the field.

Oneback
07-18-2010, 08:50 AM
Here is another Kansas State at Nebraska (me) game:


Kansas State Nebraska
7 Score 17
226 Total Offense 253
27-45-1 Rushes - Yards - TD 29-114-2
12-26-0 Comp - Att - TD 14-30-0
181 Passing Yards 139
3-13 (23%) 3rd Down Conv 4-11 (36%)
0-2 4th Down Conv 0-0
1-1-0 Red Zone - TD - FG 4-2-1 (75%)
0 Turnovers 3
0 Fumbles Lost 0
0 Intercepted 3
6 PR Yards 38
77 KR Yards 81
309 Total Yards 372
7 - 42.0 Punts - Average 5 - 42.4
1 - 9 Penalties - Yards 0 - 0
16:27 T.O.P. 21:00

There were 3 sacks for both teams as well.

Oneback
07-18-2010, 09:29 AM
I was just reminded about the speed conversion chart over on Utopia so I did a bit more testing with the player speed threshold rating.

I took Florida WR Chris Rainey (96 speed, 98 acceleration) and HB Mack Brown (90 speed, 98 acceleration) who according to the speed conversion chart would run a 4.3 and a 4.42. Some quick math tells me Brown would cover 38.91 yards in the amount of time it would take Rainey to cover 40.

So I lined them both up at the 40 yard line, hot routed both to streaks so they would run straight down the field and then watched instant replay right on the goal line to get the results. After a few tries it looks as though a speed threshold rating of 15 will get the best results.

Oneback
07-18-2010, 01:53 PM
Another game Colorado at Nebraska (me) with the update player threshold rating:


Colorado Nebraska
24 Score 28
10 First Downs 22
373 Total Offense 374
15-121-1 Rushes - Yards - TD 47-245-3
19-29-2 Comp - Att - TD 8-23-1
252 Passing Yards 129
2-7 (23%) 3rd Down Conv 8-12 (66%)
0-1 (0%) 4th Down Conv 0-0
2-2-1 (100%) Red Zone - TD - FG 3-3-0 (100%)
1 Turnovers 2
1 Fumbles Lost 1
0 Intercepted 1
3 PR Yards 14
98 KR Yards 86
474 Total Yards 474
3 - 45.0 Punts - Average 4 - 40.8
2 - 15 Penalties - Yards 2 - 24
11:35 T.O.P. 24:27

Passing:

Name Team Comp Att Yards TD INT Sack
Cody Green NU 7 22 127 1 1 0
Zac Lee NU 1 1 2 0 0 2

Tyler Hansen CU 19 29 171 2 0 1

Rushing:

Name Team Att Yards Avg TD Long BTK
Roy Helu Jr NU 29 199 6.8 2 20 8
Rex Burkhead NU 4 33 8.2 0 12 0

Rodney Stewart CU 10 117 11.7 1 66 4

Receiving:

Name Team Rec Yards Avg TD Long Drop
Dreu Young NU 3 53 17.6 0 21 2
Mike McNeil NU 2 22 11.0 0 20 1

Ryan Deehan CU 3 52 17.3 0 20 1
Scotty McKnight CU 3 38 12.6 0 31 0

Iron Dragon
07-18-2010, 02:05 PM
Currently in the 3rd quarter with these sliders and of 22 thrown passes, I've thrown 1 pick, 1 throwaway and had 11 drops by the recievers.. James Rodgers with 90+ CTH shouldn't be dropping four passes in a game.

I'd say user catching needs to go up to 40. After this game, I'll try one with 40 user catching and 35 for the CPU.

Iron Dragon
07-18-2010, 02:21 PM
UCLA at Oregon State (me).. B- vs B+, I believe?

Oregon State had 11 dropped passes, UCLA five. Besides, that the results were good, if you count the drops as completions.

UCLA||Oregon State
14|Score|34
8|First Downs|13
266|Offense|363
29-103-1|Rushing|30-186-4
13(17)-24-1|Passing|9(20)-26-0
163|Pass Yards|177
6-15|3rd downs|2-10
0-1|4th downs|3-4*
3-2-0|Redzone|5-3-1
1|Turnovers|3
0|Fumbles|1
1|Picks|2
6-43.0|Punts|2-40.0
16:29|T.O.P|16:31

*all were 4th & <3 on UCLA's side of the field or near mid-field.

Quizz Rodgers 21 carries 159 yards 2 TD
James Rodgers Carry 26 yards TD overturned, 1 rec, 22 yards, 4 drops (with 90 CTH)

About to play another game with catch up to 40/35.

Iron Dragon
07-18-2010, 02:53 PM
6 drops in the 1st half on 24 throws. Way too many. Went 13-for-24 though. Maybe QB accuracy to 30 and WR Catching to like 55?

Oneback
07-18-2010, 03:06 PM
6 drops in the 1st half on 24 throws. Way too many. Went 13-for-24 though. Maybe QB accuracy to 30 and WR Catching to like 55?

When are these drops happening? I agree that Quizz shouldn't drop a lot of passes but is he dropping these balls in traffic? His CIT rating is only 79.

Looking at it there isn't a reciever on your team that has a CIT rating above 79, everyone else is 72 or lower. This could explain why you are seeing a lot of dropped balls.

Iron Dragon
07-18-2010, 03:10 PM
His drops were happening when he is near the sidelines calling for the ball, once when he had his man beat motioned out as a WR. James Rodgers were in multiple areas. In 57 throws, I've had 17 drops, far too many.

Oneback
07-18-2010, 03:21 PM
His drops were happening when he is near the sidelines calling for the ball, once when he had his man beat motioned out as a WR. James Rodgers were in multiple areas. In 57 throws, I've had 17 drops, far too many.

Do me a favor, try playing with Arkansas, same playbook even same opponent and let me know if you have the same problem.

Iron Dragon
07-18-2010, 03:23 PM
OK, I'll try it. With the setting on 30/50, I threw 15 passes and only one was dropped and I went 9-15 passing. Alot better.

Iron Dragon
07-18-2010, 03:30 PM
First two passes were dropped, both were wide open, the one was Arkansas' impact WR and the other was DJ Williams.

Iron Dragon
07-18-2010, 03:32 PM
Try out 25 QB accuracy and 50 WR catching.

Oneback
07-18-2010, 06:25 PM
Here are the stats from another game after updating the user qb acc and wr catch sliders: Nebraska (me) at Alabama.


Nebraska Alabama
17 Score 14
12 First Downs 12
323 Total Offense 239
35-144-2 Rushes - Yards - TD 25-97-1
13-18-0 Comp - Att - TD 13-29-1
179 Passing Yards 142
3-10 (30%) 3rd Down Conv 5-12 (41%)
0-1 (0%) 4th Down Conv 0-1 (0%)
1-1-0 (100%) Red Zone - TD - FG 2-2-0 (100%)
2 Turnovers 1
2 Fumbles Lost 1
0 Intercepted 0
5 PR Yards 10
42 KR Yards 55
370 Total Yards 304
3 - 50.7 Punts - Average 6 - 32.3
1 - 15 Penalties - Yards 2 - 15
21:47 T.O.P. 15:37

Passing:

Name Team Comp Att Yards TD INT Sack
Cody Green NU 13 18 179 0 0 4

Greg McElroy BAMA 13 28 142 1 0 3
AJ McCarron BAMA 0 1 0 0 0 0

Rushing:

Name Team Att Yards Avg TD Long BTK
Roy Helu Jr NU 12 41 3.4 0 13 1
Rex Burkhead NU 12 14 1.1 0 8 0
Niles Paul NU 2 94 47.0 1 95 1

Mark Ingram BAMA 20 119 5.9 1 20 7
Greg McElroy BAMA 5 -22 -4.4 0 0 0

Receiving:

Name Team Rec Yards Avg TD Long Drop
Niles Paul NU 3 21 7.0 0 11 0
Brandon Kinnie NU 3 24 8.0 0 16 0
Mike McNeill NU 3 40 13.3 0 15 0

Julio Jones BAMA 3 37 12.3 0 17 1
Darius Hanks BAMA 3 36 12.0 1 12 1
Marquis Maze BAMA 3 35 11.6 0 23 0

This game was played on a wet field and once I saw Bama's recievers slipping all over the place and them having problems throwing the ball because of this I started to focus heavily on shutting down their running game. My rushing stats are inflated because of a run by WR Niles Paul on a WR quick out of Ace - Normal where once the defense lined up I knew it was going to atleast go for a big gain. I however did not have Helu for the second half. I was down most of the game, however I was able to scrap and claw my way to a lead with 38 seconds left in the game.

I have updated the sliders as well.

Papa LoneStar
07-18-2010, 10:37 PM
I played with the sliders that were updated today at 6:25pm.

Notre Dame @ Michigan

Score: 13 -- 34
Total Offense: 238 -- 440
Rushes/Yards: 14/-5 -- 48/259
Passing Yards : 243 -- 181
3rd Down: 3-11 -- 4-10
Turnovers: 1 -- 1
T.O.P.: 10:27 -- 29:18

Michigan

QB Forcier: 11-22 181 yards 1 TD 0 INT; 12 car 61 yards 1 TD

RB Shaw: 24 car 105 yards 1 TD

RB Smith: 10 car 81 yards 1 TD

WR Hemingway: 3 rec 63 yards 1 TD

DE Roh: 7 tackles (4 TFL), 1 sack

CB Woolfork: 1 INT, 2 tackles

Notre Dame

QB Crist: 14-31 243 yards 1 TD 1 INT

RB Allen, Jr.: 8 car 11 yards

WR Floyd: 4 rec 125 yards 1 TD

WR Evans: 6 rec 70 yards

FS Slaughter: 13 tackles (1 TFL)

DE Neal: 6 tackles (1 TFL), 1 sack

SS Smith: 8 tackles

Notre Dame had 8 drops....3 by TE Rudolph (88 cth, 87 cit) and WR Evans (78 cth, 74 cit)....2 by TE Ragone (79 cth, 76 cit)

Michigan had 1 drop by WR Odoms (77 cth, 86 cit)

Game seemed to drag....but maybe it's because I'm not worth a plum nickel physically after moving from a 3rd floor apartment this weekend.

I can't wait 'till we get going....should be FUN.

Kingpin32
07-18-2010, 10:40 PM
I'll try the sliders when I get off work tonight. I was gonna do it earlier, but I just got back in town so I was drained earlier.

fsuprime
07-18-2010, 10:47 PM
oneback:


I really like this game and the recruiting, but I've noticed a potential major problem with recruiting: Kickers and punters are basically awful. I'm sorry if this has been posted elsewhere, but I looked on a bunch of sites and didn't see it.

Basically, if you look at a recruiting class, most of the specialists have C- or lower in KPW and KAC. I simmed through a season quickly and, sure enough, most punters and kickers from the first recruiting class came in with KPW and KAC in the 60s. Or worse. Colorado signed a kicker prospect with 40 KPW and 41 KAC. Why not just put in any random player at kicker at that point?

The problem is that these ratings are way, way out of whack with the default rosters. Only 6 kickers and 1 punter had KPW less than 70 on the default rosters. But in dynasty, nearly every recruit is coming in at under 70.

Has anyone else noticed this? There is a solution which is just to create a bunch of special teams prospects, but that's a lot of effort. If I'm not imagining this, I hope that EA is aware.

can we take this into account once many/most/all of our kickers have graduated? your sliders would be silly with those ratings at major programs :)

Iron Dragon
07-18-2010, 11:18 PM
I'm going to suggest CPU catching up to 35 or 40.

Oneback
07-19-2010, 06:05 AM
I'm going to suggest CPU catching up to 35 or 40.

I forgot that I had upped the CPU passing sliders as well. I'l post them when I get home from work this evening (yes, my week of doing nothing but play NCAA is over).

Oneback
07-19-2010, 06:07 AM
Looking at Papa's stats I am going to look at Notre Dame's offensive line and possibly up the CPU run game some more.

Oneback
07-19-2010, 06:10 AM
oneback:



can we take this into account once many/most/all of our kickers have graduated? your sliders would be silly with those ratings at major programs :)

Yeah, I saw that. I was planning on starting a dynasty this week to see if there are any issues with the sliders. From what I hear with KPW and KAC in the 60's it seems like EA was trying to make up for their default sliders.

Who knows by the time we start there may be a patch that fixes the issue.

fsuprime
07-19-2010, 08:19 AM
true, i know i missed a 38 yarder well short with temples kicker with your sliders and no wind.

skipwondah33
07-19-2010, 08:29 AM
Looking at Papa's stats I am going to look at Notre Dame's offensive line and possibly up the CPU run game some more.

FWIW ND runs a new "air the ball out" offense don't they? Not sure they would run much anyway

Papa LoneStar
07-19-2010, 08:56 AM
Yep....they were running spread with no huddle sometimes....I guess I should've provided how many sacks I had.

Oneback
07-19-2010, 10:26 AM
true, i know i missed a 38 yarder well short with temples kicker with your sliders and no wind.

Without knowing the kickers ratings (at work) I don't have much to go off of.

What I did however was took UCLA's Kai Forbath who won the Groza award last year and who has a career long of 54 yards. I set it so he could kick a 57 yarder just clearing the crossbars with no wind in the indoor practice field. I tested with both myself kicking and with the CPU kicking. Once I had that set I tested 10 other kickers on length/accuracy to get the CPU kick accuracy slider dialed in.

Oneback
07-19-2010, 10:27 AM
FWIW ND runs a new "air the ball out" offense don't they? Not sure they would run much anyway

I agree but Allen had 11 yards on 8 carries.

fsuprime
07-19-2010, 11:37 AM
yea oneback, im not worried about current kickers (and temples should suck), im worried about when all of our kickers have KPW 20 points lower than everyone, even if they patch 'recruiting' so K and P are fixed, if our OD is started after the patch ,it might not affect our OD

Oneback
07-19-2010, 12:00 PM
yea oneback, im not worried about current kickers (and temples should suck), im worried about when all of our kickers have KPW 20 points lower than everyone, even if they patch 'recruiting' so K and P are fixed, if our OD is started after the patch ,it might not affect our OD

I know. That is why I am going to start playing around with an offline dynasty this week. If we are unable to get the issues with specialists fixed the sliders will be adjusted obviously.

Papa LoneStar
07-19-2010, 06:36 PM
Only had time for the 1st half before I went to work

Michigan @ Ohio State

Score: 14 -- 13
Total Offense: 221 -- 203
Rushes/Yards: 13/41 -- 16/127
Passing Yards : 180 -- 76
3rd Down: 3-5 -- 4-8
Turnovers: 1 -- 0
T.O.P.: 8:45 -- 10:34

Scoring Summary

1st
5:53 - Michigan - 39 yard pass (Forcier to Roundtree)
4:51 - Ohio State - 52 yard run (Saine)
0:10 - Michigan - 7 yard run (Shaw)

2nd
5:00 - Ohio State - 22 yard FG (Barclay)
0:03 - Ohio State - 35 yard FG (Barclay)

Michigan

QB Forcier: 8-14 for 180 yards 1 TD 1 INT; 5 car 13 yards (sacked once)
RB Shaw: 5 car 15 yards 1 TD
RB Smith: 3 car 13 yards
WR Hemingway: 4 rec 78 yards
WR Roundtree: 2 rec 64 yards 1 TD
OLB Hawthorne: 3 tackles (1 TFL) 1 sack

Ohio State

QB Pryor: 7-13 for 57 yards; 2 car 4 yards (sacked once)
QB Bauserman: 2-4 for 19 yards
RB Saine: 14 car 131 yards 1 TD
WR Posey: 3 rec 35 yards
FS Hines: 6 tackles
CB Torrence: 3 tackles 1 INT

Oneback
07-19-2010, 07:13 PM
Just updated the sliders in the first post.

JeffHCross
07-19-2010, 09:21 PM
That's a lot of Sliders info that could be going into the Sliders forum ;)

Oneback
07-20-2010, 06:06 AM
That's a lot of Sliders info that could be going into the Sliders forum ;)

Once I get a chance to sit down and put it all together I am thinking about writing a Oneback's Guide to Making a Slider Set.

Papa LoneStar
07-20-2010, 03:04 PM
Sliders updated 7/19 7:13pm

Texas vs Alabama (at the Sugar Bowl)

Score: 35 -- 21
Total Offense: 341 -- 310
Rushes/Yards: 22/76 -- 35/119
Passing Yards : 265 -- 191
3rd Down: 3-8 -- 3-11
Turnovers: 4 -- 2
T.O.P.: 19:05 -- 21:05

Scoring Summary

Texas: 0 21 0 14 - 35
Alabama: 3 0 7 11 - 21

1st
4:28 - Alabama: 26 yd FG by J. Shelley

2nd
7:58 - Texas: 2 yd run by C. Whaley
3:15 - Texas: 12 yd pass by C. Wood to G. Smith
0:39 - Texas: 27 yd pass by C. Wood to J. Chiles

3rd
2:47 - Alabama: 10 yd pass by G. McElroy to B. Gibson

4th
7:50 - Alabama: 37 yd FG by J. Shelley
1:28 - Texas: 43 yd INT return by C. Byndom
1:06 - Texas: 37 yd INT return by Ch. Brown
0:02 - Alabama: 5 yd run by T. Richardson (2pt good)

Texas

QB C. Wood: 15-24 216 yards 2 TD 1 INT
QB G. Gilbert: 3-5 49 yards 0 TD 2 INT
RB C. Whaley: 16 car 72 yards 1 TD; 2 rec 11 yards
TE G. Smith: 7 rec 132 yards 1 TD
WR J. Chiles: 3 rec 53 yards 1 TD
MLB D. Earnest: 8 tackles (3 TFL)
CB C. Byndom: 1 INT TD, 1 tackle
CB Ch. Brown: 1 INT TD, 1 tackle

Alabama
QB G. McElroy: 13-26 191 yards 1 TD 2 INT
RB T. Richardson: 20 car 61 yards 1 TD; 2 rec 17 yards
RB M. Ingram: 13 car 52 yards; 3 rec 33 yards
WR D. Hanks: 3 rec 74 yards
TE M. Williams: 3 rec 53 yards
FS R. Green: 10 tackles
DT J. Chapman: 5 tackles (1 TFL)
CB D. Kirkpatrick: 2 INT, 2 tackles

QB controversy brewing in Austin, TX....

Escobar
07-20-2010, 10:44 PM
I just played a game in my Dynasty as Tulsa.
OVR OFF DEF
Tulsa C C+ C
Tulane D+ C- C-

Tulsa (Me-Home) vs. Tulane

Score: 32 -- 21
Total Offense: 446 -- 331
Rushes/Yards: 36/227-2TD's -- 23/57
Passing Yards : 219 -- 274
3rd Down: 5-13 -- 6-11
Turnovers: 2 -- 3
T.O.P.: 21:40 -- 16:25

Scoring Summary

Tulane: 7 0 7 7 - 21
Tulsa: 0 11 7 14 - 32

1st
5:02 Tulane: A. Mitchell, 38 yd pass from R. Griffin

2nd
5:16 Tulane sacked for a Safety
1:27 Tulsa: 67 yd run by S. Beaver
0:00 Tulsa: 32 yd FG

3rd
3:14 Tulane: A. Mitchell, 24 yd pass from R. Griffin
1:05 Tulsa: 0 yd run by S. Beaver

4th
4:12 Tulane: P. Jason, 20 yd pass from R. Griffin
1:02 Tulsa: C. Sears, 41 yd pass from G. Kinne
0:41 Tulsa: D. Johnson, 21 yd pass from S. Beaver

Tulsa

QB S. Beaver: 13-24 175 yds 1 TD 1 INT
QB G. Kinne: 2-3 44 yds 1 TD
QB S. Beaver: 16 carries for 89 yds and 2 TD's
RB J. Williams: 13 carries for 60 yds
RB J. Douglas: 4 carries for 28 yds
WR A. Whitmore: 3 carries for 50 yds
WR D. Johnson: 5 catches for 82 yds and 1 TD

Tulane

QB R. Griffin: 20-32 274yds 3 TD's 2 IINT's
RB P. Jason: 16 carries for 67yds
QB R. Griffin: 4 carries for -26yds
RB A. Williams: 3 carries for 16yds
WR D. Figaro: 7 catches for 82 yards
RB P. Jason: 4 catches for 60 yards and 1 TD
WR A. Mitchell: 3 catches for 69 yards and 2 TD's

Oneback
07-21-2010, 06:16 AM
Escobar,

What did you think of the sliders?

Escobar
07-21-2010, 03:46 PM
I like them, you can really notice more now who your playmakers are because of their speed. The next game I won 42-21 against Notre Dame, but it was more because Notre Dame doesn't have the personnel for the spread yet. You could tell they seemed out of sync. The reason I won by so much is because Crist kept throwing picks on Curls or Outs that I ran back for TD's. Also Floyd was out for the game. They're 3-4 slowed down my outside running game. I had to gain yardage by using screens. Which is realistic since they kept blitzing me to stop the run. I am using these in my Dynasty from now on.

Iron Dragon
07-22-2010, 09:01 AM
Just played a game on these sliders and loved it, despite the fact that my top 2 QBs got hurt and made my third string try to win it for us and he almost did.. but lost 27-21 (Wyoming @ Louisiana Tech (me))

The game was pretty crazy, third string QB Steven Ensminger finds true freshman Carey Fortson with 17 seconds to go to score the go-ahead TD only for the line to be called for a useless holding penalty.. the holding took place just before I threw the ball, the dude was the LT and I had rolled right. Then we had another shot at getting big yardage but Ensminger overshot an open man by five yards and if he hadn't, it would have been six. Oh well.

LTech 371 total offense 250 Wyoming
LTech 26-152-1 rushing 24-75-0 Wyo
LTech 20-46-2 (3 QBs) passing 13-30-2 Wyo
219 pass yards 175
3-16 3rd downs 2-14
3 Turnovers 0
8-39.7 Punts 7-37.4

Scoring Summary
1stQ Wyo Gipson 93 yard INT return
1stQ Ian Watts 28 yard FG

2ndQ LTech RJ Stuart 77 yard run
2ndQ Wyo Easton 13 yard pass from Carta-Samuels
2ndQ LTech Williams 42 yard pass from Cameron

3rdQ LTech Stuart 18 yard pass from Cameron

4thQ Wyo Alexander 6 yard pass from Carta-Samuels
4thQ Ian Watts 43 yard FG

LTECH
Colby Cameron (inj. 3 mins in the 4th): 10/22 passing, 126 yards, 2 TD
Ross Jenkins (inj. early 2nd): 7/16 passing, 75 yards, INT
Steven Ensminger (third string): 3/8 passing, 18 yards, INT (final play)
Lennon Creer: 16 carries, 97 yards, 12 rec yards
RP Stuart: 1 carry, 77 yards, TD, 2 rec, 26 yards, TD
Cruz Williams: 3 rec, 107 yards, TD

Wyoming
Austyn Carta-Samuels (started 0-7, wyoming went deep early and it took three drives for them to complete a pass.. very odd start): 13-for-30 passing, 175 yards, 2 TD
Alvester Alexander: 18 carries, 70 yards
Tashaun Gipson: 93 yard pick-six

JeffHCross
07-23-2010, 12:10 AM
So, this is weird. Either AWR or KAC has a huge effect on kickoff. I wanted to have 2 kickers on my 1995 roster, but the base roster, of course, didn't have two. So I created one as a QB. He's got 88 KPW and 74 KAC. My punter is my Kickoff Specialist otherwise, and he had 84 KPW and 79 KAC.

When the K/QB kicks off, the kicks don't go past the 25. When my punter kicks off, they go to the 10.

Wtf.

Oneback
07-23-2010, 05:55 AM
My guess would be the AWR. I've seen other kickers with 88 KPW and 74 KAC kick off fine.

JeffHCross
07-23-2010, 10:04 PM
Well, it's not technically AWR ... 'cause for whatever reason, on the Depth Chart my QB/K is shown as having his regular awareness despite it being out of position.

However, it's definitely the position. I changed a couple players on the default roster, and the QB was regularly kicking it to the 20. The K was regularly kicking it to the 5.

Sigh. Guess I'll use my P for a season and then position change my QB to K in the off season.

JeffHCross
07-24-2010, 02:51 PM
Oneback, what Penalty sliders are we using?

Oneback
07-24-2010, 03:03 PM
I just put them on the first page.

JeffHCross
07-24-2010, 03:35 PM
Got 'em, thanks.

texacotea
07-24-2010, 05:14 PM
ULL||ULL
47|Score|17
27|First Downs|8
547|Offense|266
33-155-0|Rushing|29-45-1
30-50-4|Passing|15-22-1
412|Pass Yards|221
2|Turnovers|1
15:20|T.O.P|22:27


Pressure felt good throughout the game,but seemed like I didnt have to do much on defense to stop them.

JeffHCross
07-25-2010, 12:48 AM
We may need to look at the Max Speed slider a little more. I was just able to easily stay away (started with a 5 yard lead, ended with a 4 yard lead) from a 84 SPD/92 ACC HB with a 77/80 DE over a 50 yard distance.

fsuprime
07-25-2010, 10:23 AM
lets give it some more time, id rather not get into the idea of only recruiting speed again.

JeffHCross
07-25-2010, 11:11 AM
lets give it some more time, id rather not get into the idea of only recruiting speed again.Well, that's not going to be case no matter what. Locomotion has more than taken care of that. But the Max Speed Deferential slider, the way we've got it right now, there isn't much difference in speed between guys. That HB should have at least come close to catching up to me.

fsuprime
07-25-2010, 11:18 AM
couldn't it have to do with how tired each player was before the play started? i dunno, i just think ill break bigger plays than ever before if we lower it.

JeffHCross
07-25-2010, 11:35 AM
couldn't it have to do with how tired each player was before the play started?That's possible, of course. I was just surprised.

As for breaking big plays ... it works both ways. Based on what I saw last night ... once a player gets in the open field, it doesn't particularly matter what SPD he has ... he won't be caught. That doesn't seem fully right to me. So while raising the slider will mean high SPD players might break bigger plays ... it also means that lower SPD players will be more easily caught.

I certainly wouldn't advocate changing based on a single game. But it's something we should take a look at long-term. Maybe just move it back closer to the default.

fsuprime
07-25-2010, 11:40 AM
hmmm, that makes sense to, did not think of it that way, but moving it closer to default will make players speed matter less (and i am not for that :p)...the lower the number the higher the degree of separation.

skipwondah33
07-25-2010, 12:12 PM
That's possible, of course. I was just surprised.

As for breaking big plays ... it works both ways. Based on what I saw last night ... once a player gets in the open field, it doesn't particularly matter what SPD he has ... he won't be caught. That doesn't seem fully right to me.

That wasn't the case for me. Williams broke loose twice and was caught both times when in all honesty I felt he shouldn't have. That was my first game playing the CPU though so I don't know, I can't base it off one game.

JeffHCross
07-25-2010, 12:37 PM
hmmm, that makes sense to, did not think of it that way, but moving it closer to default will make players speed matter lessLmao. I had the slider completely switched in my head. I was thinking 100 was maximum difference, and 0 was minimum difference.

Ignore all of this dialog then. Leave it where it is as far as I'm concerned.

JeffHCross
07-25-2010, 12:53 PM
Recommend looking at reducing the Clipping slider. By far the most common penalty I'm seeing, though that could be since I'm playing with a low-rated team in my Dynasty. Stanford had 3 clipping calls in a row in my last game.

Oneback
07-27-2010, 05:39 AM
Now that we are a couple weeks in what are some issues you are seeing?

skipwondah33
07-27-2010, 07:19 AM
CPU breaks alot of tackles regardless of their BTK rating, everyone seems hard to tackle. I'm talking TE's, WR's and HB's. It may be just me but the speed threshold doesn't seem to effect them.

The CPU's pass rush is isane. Sure its easy to beat if you batter them with screens or quick hitters but damn their quick and this is with sub-par defenses.

My pass rush is actually pretty good and I'm getting pressure without blitzing alot or ever setting my d-line to aggressive, so I haven't seen an issue with that although my rush never gets in as quick as the CPU's

JeffHCross
07-27-2010, 07:27 AM
Agree with Skip on each of the first two, for CPU games.

psusnoop
07-27-2010, 07:38 AM
I think rushing is a little to easy for Hum. I ran exclusively out of the I form and while my opponents have been lacking I did play Bama and posted up some big numbers on their D as well.

I'd agree with the clipping call. Maybe a reduction of 5 but I can go either way on that. I like seeing the flags thrown around a bit. Adds to the game as long as it is not overdone.

Oneback
07-27-2010, 08:07 AM
CPU breaks alot of tackles regardless of their BTK rating, everyone seems hard to tackle. I'm talking TE's, WR's and HB's. It may be just me but the speed threshold doesn't seem to effect them.

The CPU's pass rush is isane. Sure its easy to beat if you batter them with screens or quick hitters but damn their quick and this is with sub-par defenses.

My pass rush is actually pretty good and I'm getting pressure without blitzing alot or ever setting my d-line to aggressive, so I haven't seen an issue with that although my rush never gets in as quick as the CPU's

I agree that the CPU pass rush is pretty quick and it makes the play-action game pretty useless unless you block it up. I haven't had a lot of trouble with the pass rush but thats only because I usually hot route a back to block which buys me some extra time, however with that being said I've been thinking about bumping the HUM Pass Block slider up. The thing that I've noticed is that the CPU brings a lot more blitzes than I'd like to see and they have the defensive line on aggressive which means they are jumping the snap every play.

As for the breaking of tackles I had to do something to help out the CPU running game. I don't know if its the angles they take to the hole or just that they don't see the hole but I'm not finding it a problem to slow down the CPU's running game. Granted I haven't played a team yet that has attempted to establish the running game however. We may bump the HUM Rush Defense up 5 to see if that helps without totally shutting the CPU running game down.

Oneback
07-27-2010, 08:09 AM
I think rushing is a little to easy for Hum. I ran exclusively out of the I form and while my opponents have been lacking I did play Bama and posted up some big numbers on their D as well.

I'd agree with the clipping call. Maybe a reduction of 5 but I can go either way on that. I like seeing the flags thrown around a bit. Adds to the game as long as it is not overdone.

After seeing everyone's rushing stats I agree and am going to make some changes to the HUM Rush/CPU Rush Def sliders to see if I can tone it down a bit.

The sliders will see some adjustment this year but we'll get there. One of the things I am watching is the Stats Leaders on the Dynasty Wire to make sure we are not getting out of whack with the CPU controlled teams.

psusnoop
07-27-2010, 08:37 AM
No worries here, glad that everyone helps chime in on the sliders as the final product will be well worth it.

skipwondah33
07-27-2010, 08:49 AM
As for the breaking of tackles I had to do something to help out the CPU running game. I don't know if its the angles they take to the hole or just that they don't see the hole but I'm not finding it a problem to slow down the CPU's running game. Granted I haven't played a team yet that has attempted to establish the running game however. We may bump the HUM Rush Defense up 5 to see if that helps without totally shutting the CPU running game down.

Its not really the CPU rush game that is breaking the tackles. Its their ability to dodge and break tackles in general. When the WR's catch the ball they instantlly run through tackles propelling them forwards and into overdrive. Its like once they catch the ball their elusiveness goes to 99. I think RB ability has to do with that even though it not only is RB's that are bouncing around dodging everything but WR's and TE's also.

I've tried just about everything from setting the tackle and strip to convervative and trying to tackle in groups, but 75% of the time one person doesn't bring down the CPU ball carrier.


And I agree with the HUM run game being easy

psusnoop
07-27-2010, 09:06 AM
Through 3 games:

Royster -28 carries 480 yards 8 TD's, averaging 17 yards a carry
Green- 23 carries 428 yards 3 TD's, averaging 18 yards a carry
Dukes- 21 carries 307 yards 2 TD's, averaging 14 yards a carry
Suhey (FB)- 18 carries 104 yards 2 TD's, averaging 6 yards a carry

Through those 3 games that is a ton of yards rushing. I spent most of the last game just running I Form ISO's just so I would break anything to big.

Oneback
07-27-2010, 09:51 AM
Through 3 games:

Royster -28 carries 480 yards 8 TD's, averaging 17 yards a carry
Green- 23 carries 428 yards 3 TD's, averaging 18 yards a carry
Dukes- 21 carries 307 yards 2 TD's, averaging 14 yards a carry
Suhey (FB)- 18 carries 104 yards 2 TD's, averaging 6 yards a carry

Through those 3 games that is a ton of yards rushing. I spent most of the last game just running I Form ISO's just so I would break anything to big.

Your rushing stats are the main reason why I am making it harder. Although most of us are averaging 7+ yards a carry which is a bit unrealistic. I am going to play with the sliders a little when I get home tonight and will update before we advance.

JeffHCross
07-27-2010, 10:16 AM
Oneback, again Skip has hit the nail on the head. It's not the actual CPU rushing game that's difficult (they only got 25 yards on me last night on 20 carries, though a fair amount of that was sacks and other horribly blocked plays), but the broken tackles are a very high frequency. It's pretty much just like last year when you would see a CPU TE or WR get a pass outside and you could practically guarantee he would slip the first tackle. It's exacerbated because now the HB is slipping the first tackle too. In my game against Ohio last night, more often than not, I only brought players down with gang tackles. Very rarely did I get a one-on-one tackle.

I'd be okay with upping the CPU Run Block slider to compensate, but either we need a slight bump in tackling or a slight reduction in CPU RB Ability. In fact, you could probably bump the CPU Run Block a couple pegs, though my experience has been against horrible teams.

Snoop, what did you see against Bama? That's probably one of the best running games in the game. How was their blocking?

I'm not sure what to think of the rushing totals that Snoop is putting up. I would believe I'm running practically the same plays he is, and I'm not breaking nearly as many runs as he is. I mean, I got 9.5 yards per carry last night against Ohio, but that's nothing close to the 20+ Snoop got last night. We could probably get some reductions there too, but not too heavily ... the blocking seems about right to me, considering who we're playing.

skipwondah33
07-27-2010, 10:23 AM
Yeah its not the actual blocking, hell sometimes they don't have any blocking at all but it won't matter because they are running through/around the first tacklers. I know I'm screwed if the QB throws the ball near the sideline to a waiting receiver not even in stride, because he will most likely not be tackled by the first wave (2-3 defenders).

I'm not nearly putting up the rushing numbers PSU is, hell his 3rd string back has more than my starting RB I believe lol. I am averaging 8-9 yards a carry though with both almost. Its just a relief to not solely have to focus on the passing game this year since the blocking AI is better. Now its a pain to try to throw the ball because of the zone coverage ability and pass rush of the defense.

psusnoop
07-27-2010, 10:42 AM
For me I felt like Bama was balanced. I knew going in that the only way I would beat them was to force them to pass so I stuck with my 3-4 defense and stacked the line. I blitzed pretty much 6-7 on almost every play. Ingram and Richardson combined for 80yards rushing on 17 carries so those numbers are good (could be low, but again I stacked the line and played the run hard). For me I understand what you guys are saying about the break tackles as it seems anytime you are one on one you stand a very slim chance to make the tackle. I've found that happens alot for the Human as well and one reason why I'm breaking so many runs. I uploaded a video of Green breaking off a 40yd run against Kent State last night that I think sums up what Skip and Jeff are seeing but coming from the CPU. That first shrug and then I was off to the races, then a picture perfect spin move and pay dirt.

For me I think after that game and what I have saw, you could up the CPU RB Ability, and Run Block and then Improve HUM Tackling. Then I would lower HUM RB Ability, and Hum Run Block. Just my 2 cents

Oneback
07-27-2010, 10:55 AM
Oneback, again Skip has hit the nail on the head. It's not the actual CPU rushing game that's difficult (they only got 25 yards on me last night on 20 carries, though a fair amount of that was sacks and other horribly blocked plays), but the broken tackles are a very high frequency. It's pretty much just like last year when you would see a CPU TE or WR get a pass outside and you could practically guarantee he would slip the first tackle. It's exacerbated because now the HB is slipping the first tackle too. In my game against Ohio last night, more often than not, I only brought players down with gang tackles. Very rarely did I get a one-on-one tackle.

I'd be okay with upping the CPU Run Block slider to compensate, but either we need a slight bump in tackling or a slight reduction in CPU RB Ability. In fact, you could probably bump the CPU Run Block a couple pegs, though my experience has been against horrible teams.

Snoop, what did you see against Bama? That's probably one of the best running games in the game. How was their blocking?

I'm not sure what to think of the rushing totals that Snoop is putting up. I would believe I'm running practically the same plays he is, and I'm not breaking nearly as many runs as he is. I mean, I got 9.5 yards per carry last night against Ohio, but that's nothing close to the 20+ Snoop got last night. We could probably get some reductions there too, but not too heavily ... the blocking seems about right to me, considering who we're playing.

I am not going to change HUM Run Blocking, just HUM Run Ability.

gschwendt
07-27-2010, 11:06 AM
I am not going to change HUM Run Blocking, just HUM Run Ability.
I would really prefer we didn't do too much to HUM Run Ability. The reason is that it cripples all HB abilities, including speed. I remember last year when we had it down to 30 or so and 80SPD defenders were chasing down a 90SPD HB in a foot race.

fsuprime
07-27-2010, 11:12 AM
yea id rather lower runblock than RB ability, feels like your feet are stuck in mud :/

or raise CPU rush D or somethnig.

Oneback
07-27-2010, 11:15 AM
I would really prefer we didn't do too much to HUM Run Ability. The reason is that it cripples all HB abilities, including speed. I remember last year when we had it down to 30 or so and 80SPD defenders were chasing down a 90SPD HB in a foot race.

The lowest I would go is 35, which felt pretty good (not great) when testing, I was thinking more along the lines of 40. I'm not going to make big changes, just one click one way or the other then we will adjust from there after talking about it.

skipwondah33
07-27-2010, 11:33 AM
For me I think after that game and what I have saw, you could up the CPU RB Ability, and Run Block and then Improve HUM Tackling. Then I would lower HUM RB Ability, and Hum Run Block. Just my 2 cents

That is what I think is making them so insanely good at breaking tackles or making all of their players look like Barry Sanders in a bottle.

On a flip side I rarely break one on one tackles against the CPU. I'm talking last man to beat tackles with my 90-BTK rated bruiser running full speed. And if I do break the tackle its because they have 2 or 3 players waiting to clean me up.

psusnoop
07-27-2010, 11:54 AM
See I'm not really seeing that Skip and after I did what I did to Ingram and Richardson at Alabama leds me to the CPU needing a boast or the Hum needing a little adjustment.

One thing that I've noticed between my 3 dynasties thus far is the difference to me between Heisman and AA. While they both have their flaws one fun part for me this year on Heisman is the CPU adaptability that they have. On AA I was running HB Iso the whole second half and they never "caught on" to what I was doing. When I try that on Heisman I get abused because the CPU seems to spot that tendency from the Human much much faster. For my style that forces me to the air more often which results in a steep drop of production since I stink so bad at passing the ball. Have you thought about Heisman with adjusted sliders? Maybe not change now, but something for you to toy around with to see if the same things that pushed you away before are still there now?

skipwondah33
07-27-2010, 12:15 PM
See I'm not really seeing that Skip and after I did what I did to Ingram and Richardson at Alabama leds me to the CPU needing a boast or the Hum needing a little adjustment.

Yeah but you also said you were blitzing 6-7 people on almost every play against them. I don't want to resort to that. I mean I know ways I can stop them from doing just about anything productive but I would rather not play that way as it will be just like it has been the last two years and feel arcadey. This is the first dynasty I have ever played on AA, always played the game on Heisman which tends to enhance the CPU's super powers.

JeffHCross
07-27-2010, 12:22 PM
Snoop, based on what you saw and what skip and I have seen, I'd say a boost to CPU Run Ability wouldn't help things. Improve the blocking and improve the HUM tackling and I think we have a very good combination.

Oneback
07-27-2010, 12:23 PM
I am not opposed to going to Heisman but everyone would need to agree to it. I'm sure I can tweak sliders to make Heisman enjoyable but make us sweat.

JeffHCross
07-27-2010, 12:30 PM
I think if we spend some time working on Heisman sliders, like doing it offline as we go through this season, we could certainly look at switching to Heisman in the offseason.

fsuprime
07-27-2010, 12:54 PM
here are the sliders from my traditionfootball OD, people are losing to the CPU (the horror, the horror ;0) I have not lost yet, but i am GT and their schedule is weak...hardest game was vs UNC but they were a user team. Feel free to check them out.

difficulty: heisman
speed thrshold: 15
time: 7 minutes
game speed: normal

Human CPU
40 35
50 50
50 50
50 50
50 50
50 40
50 40
50 50
30 50
45 50
55 35
45 50
50 50
50 55
50 60




these have been difficult, and people are having a tough time passing with them against good teams (the guy with UF got beat pretty bad by Bama, this bama team has not been re-rated like iron dragons rosters so its still way better than any other team)

here is my last game vs UVA (a very bad team)


stat UVA (C+) @ GTech
score 0 41
first dwn 12 11
total O 253 327
rush 23-88-0 29-209-2
pass 19-27-0 6-12-1
pass yds 165 118
3rd dwn 5-12 4-8
4th 0-0 1-1
Turnover 5 3
FMBL 3 1
INT 2 2


vs wake it was a different story, WFU has a B offense and B defense even though their ST takes em down to a b- OVR


stat WFU @ GTech
score 10 24
first dwn 10 13
total O 253 308
rush 27-76-1 35-153-0
pass 9-21-0 9-20-3
pass yds 123 155
3rd dwn 4-12 6-12
4th 1-1 0-0
Turnover 2 2
FMBL 1 2
INT 1 0



here is UF vs Alabama played by the commish of the league, not me, BAMA is a A+ juggaurnaut who has not been fixed in this OD)


stat UF BAMA
score 17 41
first dwn 15 10
total O 313 354
rush 15-27-1 26-159-1
pass 22-46-1 11-22-2
pass yds 286 195
3rd dwn 3-12 4-11
4th 0-3 0-0
Turnover 4 3
FMBL 0 2
INT 4 1

these seem like a good starting point, i dont pass much and use Airforce PB since i am GT, but others say the pass rush is to fast for them.

*edit* damn, have to figure out tables :/

Escobar
07-27-2010, 01:04 PM
On a flip side I rarely break one on one tackles against the CPU. I'm talking last man to beat tackles with my 90-BTK rated bruiser running full speed. And if I do break the tackle its because they have 2 or 3 players waiting to clean me up.

One of the producers or developers said last year that BTK has no effect on you when playing the game. It's there for sim purposes. When you play the game the Truck rating and Elusiveness rating are what determine whether you break a tackle and how you break it. Also the same goes for PBK and RBK. PBS, PBF, RBS, and RBF determine blocking succesfulness when the user is playing the game.

skipwondah33
07-27-2010, 01:05 PM
I know what could solve this all, if we were in the same conferences :)


One of the producers or developers said last year that BTK has no effect on you when playing the game. It's there for sim purposes. When you play the game the Truck rating and Elusiveness rating are what determine whether you break a tackle and how you break it. Also the same goes for PBK and RBK. PBS, PBF, RBS, and RBF determine blocking succesfulness when the user is playing the game.

Well he's stil an 87 and 80 in those categories respectively. But ECU's Brandon Jackson sports two 80's and was running like a bulldozer lol. Same for UCONN's Todman, of course he has a 89 elusiveness rating. Its not only the backs though, its the WR's mostly

fsuprime
07-27-2010, 01:10 PM
it would be funny to see most of us end up with 3* prestige programs ;)

JeffHCross
07-27-2010, 01:43 PM
One of the producers or developers said last year that BTK has no effect on you when playing the game. It's there for sim purposes. It was actually one of the QA guys, Wisey.

And he did say PBK and RBK are there for more than sim. PBK and RBK are related to the blocker's ability/knowledge to get into the right position to make the block. I view it as PBK/RBK are technique. PBF/RBF are the ability to shuffle/move during a block. PBS/RBS are the power of the block.

gschwendt
07-27-2010, 01:52 PM
It was actually one of the QA guys, Wisey.

And he did say PBK and RBK are there for more than sim. PBK and RBK are related to the blocker's ability/knowledge to get into the right position to make the block. I view it as PBK/RBK are technique. PBF/RBF are the ability to shuffle/move during a block. PBS/RBS are the power of the block.
From a discussion with Russ, Footwork is their ability against Finesse Move defenders, Strength is their ability against Power Move defenders. And yes, RBK & PBK do matter in-game.

psusnoop
07-27-2010, 04:40 PM
Yeah but you also said you were blitzing 6-7 people on almost every play against them. I don't want to resort to that. I mean I know ways I can stop them from doing just about anything productive but I would rather not play that way as it will be just like it has been the last two years and feel arcadey. This is the first dynasty I have ever played on AA, always played the game on Heisman which tends to enhance the CPU's super powers.

I understand what you are thinking, but I don't think I'm taking advantage of the CPU by bringing that many people on running downs. Honestly if the CPU comes out in 5 wide I'm not bringing more then 4 guys with an occasional 5 and a very rare 6 guys for pressure because I want the coverage behind the line. To me that isn't taking advantage of the CPU but forcing their hand a little bit. I knew if I took away their running game, McElroy wasn't going to beat me passing the ball. This is just like real life in my opinion. I've been trying to tell our conditioning coach all summer to hammer those guys on the fact that Ingram and Richardson thinks they are weak in the hopes that they come out with a nice chip on their should and play the run tough which should open up things for our secondary to make some plays maybe. We all know Newsome isn't going to win many games for us, but if he can not Lose a game then we have something.

skipwondah33
07-27-2010, 05:59 PM
Shit u play for Penn State? What's an easy way to get tickets man lol haha

psusnoop
07-27-2010, 07:09 PM
NO I don't play for PSU, just my neighbor is the conditioning coach and it's very fun having someone like him next to us.

I can get you tickets to pretty much any game any time. I have a great friend that works at the Jordan Center for the Nittany Lion Club and she has never left me down. I remember the game for Notre Dame at South Bend I called her Wednesday of the game that week and she called me Thursday at lunch to confirm I had 3 together. I told the wife my friends and I were going out that night and even though PSU played poorly that day the trip was a blast. Let me know I can hook you up with tickets. I usually just buy them from a few of my scalper friends that work PSU games. I love to swindle beside them.

Oneback
07-27-2010, 07:34 PM
So here is what I did:

Upped HUM Pass Blocking 5 to 35, Lowered HUM RB Ability 5 to 40, Lowered HUM Run Blocking 5 to 45, Upped HUM Rush Defense 5 to 35, Upped HUM Tackling 5 to 40, upped CPU Run Blocking 5 to 50 and lowered Clipping 5 to 50.

Everything else is the same.

skipwondah33
07-27-2010, 08:34 PM
I can get you tickets to pretty much any game any time. I have a great friend that works at the Jordan Center for the Nittany Lion Club and she has never left me down. I remember the game for Notre Dame at South Bend I called her Wednesday of the game that week and she called me Thursday at lunch to confirm I had 3 together. I told the wife my friends and I were going out that night and even though PSU played poorly that day the trip was a blast. Let me know I can hook you up with tickets. I usually just buy them from a few of my scalper friends that work PSU games. I love to swindle beside them.

Hell yeah I'd be interested in some tickets (atleast 2), definitely would appreciate it. My cousin is a huge PSU fan and I just want to be there to experience it to be honest. The games look amazing on TV. How early or often do I need to let you know? Long as I give him a decent heads up.

Sorry OB I know this isn't the thread for this lol

JeffHCross
07-27-2010, 09:06 PM
Sounds good Oneback

fsuprime
07-27-2010, 10:37 PM
you were not kidding about RB ability lowering speed lol, Jermaine thomas was like a slug, longest run was on an option pitch from ponder which gave me half my rushing yards ;)

Oneback
07-27-2010, 10:43 PM
I still averaged 10.1 yard per carry with Cox, although for the game I averaged 6.1 yards.

fsuprime
07-27-2010, 10:46 PM
yea it could have been WFU's D was good, he finished with 83 yards/15 carries so right around 5.3, which is fine, i was just talking about how he felt which was like a slug :), luckily ponder went off for 330 and 4 TDs.

JeffHCross
07-27-2010, 10:46 PM
I didn't notice really any lower speed, at least not significantly.

Given I was playing against possibly the worst team in the game (and I thought San Jose State was bad), I can't really say too much about my game. Overall, it felt about like it should. The holes were there for George, though sometimes the EMU players were able to collapse down. The EMU RB only slipped a couple tackles, and more often than not went down one-on-one. That's expected behavior with that kind of talent difference.

skipwondah33
07-27-2010, 10:49 PM
Game felt good, my RB's got hawked a few times when they broke loose but my backs don't have blazing speed anyway. The CPU didn't break a boatload of tackles every carry or reception, they tackles they did break were legit and weren't insane.

Like the changes

Now I just wish they had a "give us a damn chance" punt return slider lol

psusnoop
07-27-2010, 10:50 PM
Felt better for me numbers wise, but agree FSU it does seem sluggish for a RB. But if the end results does help get the numbers we need I'm ok. Still posted sick numbers but it was Temple.

gschwendt
07-27-2010, 10:52 PM
Granted it was against CMU, but my opening drive produced a 57 yard TD run by my HB with no one around him.
Watch the only video attached this news posting:
http://www.easports.com/dynasty#module=moduleStoryView&story=$00248d24c17e_12427_69F75724&dynid=74791&sku=661A0001&sid=0&wknum=3

fsuprime
07-27-2010, 10:54 PM
Game felt good, my RB's got hawked a few times when they broke loose but my backs don't have blazing speed anyway. The CPU didn't break a boatload of tackles every carry or reception, they tackles they did break were legit and weren't insane.

Like the changes

Now I just wish they had a "give us a damn chance" punt return slider lol

haha, not with this RB ability setting i think, i am glad i got a KO return in last week!

i do like the changes overall, but would still say we should take a look at some heisman sliders for next season, the ones in my GT OD feel nice.

psusnoop
07-27-2010, 10:57 PM
Very nice blocking from #1 there G.

I averaged 8.2yds a carry with Royster and 7.8 with Green and 6.0 with Dukes so the numbers are better aligned that way. It felt like the CPU adjusted better against me this game as well. I actaully had a couple of negative carries as well.

skipwondah33
07-27-2010, 11:11 PM
Very nice blocking from #1 there G.
It felt like the CPU adjusted better against me this game as well. I actaully had a couple of negative carries as well.

Yeah it was a great block by his receiver.

That is the way my game felt. I still had a decent run game but it was definitely tougher and I got stuffed a good bit. When we get into playing better teams we will notice

JeffHCross
07-29-2010, 10:37 AM
I am not opposed to going to Heisman but everyone would need to agree to it. I'm sure I can tweak sliders to make Heisman enjoyable but make us sweat.Based on what I saw last night, I don't think we really need to discuss this, not yet. It could have been lack of familiarity with the teams, but I was getting killed by Boise with Bama last night.

JeffHCross
07-30-2010, 11:37 PM
here are the sliders from my traditionfootball OD, people are losing to the CPU (the horror, the horror ;0) I have not lost yet, but i am GT and their schedule is weak...hardest game was vs UNC but they were a user team. Feel free to check them out.FYI, FSU, but you have an extra line somewhere in your sliders. One more slider than in the game.

fsuprime
07-31-2010, 12:33 AM
thats the mystery

fsuprime
07-31-2010, 09:14 AM
Human CPU
40 35
50 50
50 50
50 50
50 50
50 40
50 40
50 50
30 50
45 50
55 35
45 50
50 50
50 55
50 60

to many drinks to figure it out last night, but i had an extra 50 and 60 below kickoff power.

JeffHCross
07-31-2010, 11:01 AM
Thanks.

Oneback
08-02-2010, 06:42 PM
Now that we are through another 3 weeks give me an update on the sliders? Anything you would like to see changed?

skipwondah33
08-02-2010, 06:59 PM
I keep getting consecutive holding calls (like 3 in a row) my past two games. Other than that it is refreshing to actually see it called both ways so I have no complaints just wanted to put that out there lol.

gschwendt
08-02-2010, 07:15 PM
Now that we are through another 3 weeks give me an update on the sliders? Anything you would like to see changed?
For the past two weeks, my run blockers seem idiotic. After last nights game, I couldn't decide if it was because I was hitting sprint too soon or if they just are legitimately that stupid... just seems as though they're missing easy blocks and then not holding onto ones that they should. It could always be that I run the ball so much that the CPU adjusts but eh, worth mentioning at least.

Escobar
08-03-2010, 05:46 AM
For the past two weeks, my run blockers seem idiotic. After last nights game, I couldn't decide if it was because I was hitting sprint too soon or if they just are legitimately that stupid... just seems as though they're missing easy blocks and then not holding onto ones that they should. It could always be that I run the ball so much that the CPU adjusts but eh, worth mentioning at least.

Same here. Everytime I try to run Normal Flex Wing - HB Zone, the DT from the opposing team blows the play up, sometimes through double teams.

Oneback
08-03-2010, 06:36 AM
I upped both HUM Run Blocking and HUM Pass Blocking by 5. Let me know if things are out of whack and I will up the CPU defense some as well before next week.

Escobar
08-03-2010, 01:58 PM
can you update the sliders in the first post. I use them for my Dynasty, and will use them when I start an OD.

Oneback
08-03-2010, 02:22 PM
can you update the sliders in the first post. I use them for my Dynasty, and will use them when I start an OD.

Sure will. I'll get them updated for you once I get home tonight.

gschwendt
08-12-2010, 02:59 PM
I was using a modified slider set of Oneback's sliders in SBCOL so I thought I'd share my slider changes post patch


Slider User CPU
QB Accuracy 25 40
Pass Blocking 35 30
WR Catching 45 45
RB Ability 45 50
Run Blocking 45 50
Pass Converage 45 45
Pass Rush 50 45
Interceptions 35 35
Rush Defense 35 40
Tackling 35 40
FG Power 40 40
FG Accuracy 20 55
Punt Power 50 55
Punt Accuracy 40 50
Kickoff Power 20 20

In the one live game I've played in dynasty, I thought my 70THA QB had too easy of a time throwing the ball. Granted they were pretty much all standing-tall type passes and the one or two throwing-on-the-run passes were errant, but still thought he was too accurate for that low of a rating. He finished the game 11/21 for 135yds. The incompletions were pretty much the defense making a play (or me forcing a pass).

Oneback
08-12-2010, 03:13 PM
I didn't get a lot of time to play around with sliders last night and may not have a lot of time tonight (Open house at my sons school and Cowboys preseason). But I plan on having something put together by Friday night. I'll test out what you've got g and see where that gets me.

fsuprime
08-12-2010, 03:20 PM
anyone tried out heisman sliders yet? i kind of like the ones ive been using in this league, http://www.traditionfootball.com/forums/forumdisplay.php?f=113 most users finished around 10-3, i finished 12-2 losing to 1 CPU (clemson in accg with gt)

Title game was 11-1 (nebrasker user) vs tSOU (cpu), and tOSU won the title.

might be worth looking into if we wanted a chance of losing to the cpu, if not im fine with our current set up :)

Oneback
08-12-2010, 03:57 PM
Don't worry FSU, you won't finish the season undefeated anyway. :P

gschwendt
08-12-2010, 04:18 PM
Looks like setting QB Accuracy at 10 is what I'll be using in SBCOL. With that, the worst THA QB will hit around 70% of his intended targets (not completions but just throw where he's supposed to), the best THA QB hits around 90% of his intended targets.

Interesting enough, setting it at 5 sees drastic differences with the best THA QB hitting roughly 60%.

skipwondah33
08-12-2010, 04:35 PM
The setting we use now has my QB Taylor over throwing passes sometimes by 15-20 yards with no one around at all around my WR. Just simple little 15-yd crossing routes.

fsuprime
08-12-2010, 06:11 PM
Don't worry FSU, you won't finish the season undefeated anyway. :P

haha, maybe ill meet michigan in the Hertz rent-a-car bowl in detroit...if i tank the rest of the way.

Oneback
08-12-2010, 06:21 PM
I think I have a better chance of meeting Texas in the National Championship game...maybe next year. :)

fsuprime
08-12-2010, 06:26 PM
lol, i think u should beat me in a game before being so confident.

Oneback
08-12-2010, 06:29 PM
LOL - I got to talk some smack. Sitting here about to head to my sons open house trying to kill time.

fsuprime
08-12-2010, 06:31 PM
ugh, one of the many things i wont be looking forward to when i start a family.

psusnoop
08-12-2010, 07:15 PM
Enjoy your time in the clouds now because next year the storms will be rolling on of the Lakes and it will sound like Lions roaring all year long.......

fsuprime
08-12-2010, 07:19 PM
http://www.youtube.com/watch?v=KXs8OS6EdAE

boo this msg board sucks for posting youtubes have to type out long chains

thanks g.

gschwendt
08-12-2010, 07:24 PM
http://www.youtube.com/watch?v=KXs8OS6EdAE


boo this msg board sucks for posting youtubes.Just hit the filmstrip icon, then paste the URL in the window that pops up.

JeffHCross
08-14-2010, 11:17 AM
Post patch 2, the CPU running game needs a little help. But we need to do a lot of offline testing, because some guys are reporting that the rushing sliders are absolute crap post patch #2.

Adam Robinson only got 53 yards on 15 carries against my D. His stats were inflated by a single rush that he broke for 74.

skipwondah33
08-14-2010, 01:31 PM
North Carolina didn't have a problem, breaking and running around tackles with absolute ease to the tune of 162 rushing yards. Every single run they had was forward and never stopped for a loss and they had some of the best blocking I've seen so far.

fsuprime
08-14-2010, 02:22 PM
yea, D. Megget backup RB for UMD had 124 or so on 21 carries with 9 btk's, even the WRs are falling forward for 2 and 3 more yards than normal.

JeffHCross
08-14-2010, 06:25 PM
:: shrug :: I guess it's one of those "your mileage may vary" things.

Though he is a Meggett ;)

fsuprime
08-15-2010, 12:43 AM
haha

Oneback
08-24-2010, 08:08 PM
Now that we have played a few weeks with these sliders after the tuning update what are everyone's thoughts? Anything need to be changed?

psuexv
08-27-2010, 04:06 PM
Not sure if it was just my kicker or not but the Human Kick accuracy seemed a little off. My Kicker was mid 80s with Kick Power and Accuracy and anything over 30 yards he was tailing off one way or the other and missing. Even on my XPs it would tail at the end and I actually missed 2.

fsuprime
08-27-2010, 06:06 PM
sounds like you aren't hitting the stick right

Escobar
08-27-2010, 06:36 PM
I noticed you have to hold the stick where you want it to be, because the game still reads it after you let it go from pushing forward.

JeffHCross
08-27-2010, 06:42 PM
Yep. The game is even more sensative to reading after the kick this year. Definitely have to hold it.

psuexv
08-28-2010, 11:05 AM
Yeah the only thing is I have Duke in our other dynasty and I don't seem to have that problem. I'll have to go into practice mode and play around.

JeffHCross
08-28-2010, 11:15 AM
Well, my K was low-to-mid 80s in both KPW and KAC, and I certainly didn't come close to missing any XPs. FGs I certainly pulled some (just ask snoop), but it honestly felt about right.

skipwondah33
08-28-2010, 07:45 PM
Yeah I didn't have any issues with kicking as I didn't miss any kicks all season. I could comfortably hit from 48-yards out. That was with a decent kicker..I don't remember his ratings but he left early. This year my kick game is going to hurt bad with two walkons

psusnoop
08-31-2010, 08:46 AM
I had an issues with my R stick last year where I always had to aim a little left because it was messing up. I've since bought a new controller and it works just fine. I had this problem with all my kickers though which doesn't seem to be the case as you mentioned it works fine with Duke.

Papa LoneStar
09-03-2010, 12:30 PM
Yea....I need to get another controller, too....I have one that has a little "getting stuck" problem with the right thumbstick due to the MASSIVE HOURS I spent playin' College Hoops 2K8

JeffHCross
09-03-2010, 07:35 PM
I think I have four controllers now :D

JeffHCross
09-05-2010, 07:52 PM
After the patch and tuner set hit on Tuesday, I'd encourage everyone to try a Play Now game or two against an impressive rushing offense and see what you get ... using our Sliders. The more CPU games I play, the less I like the CPU rushing in our sliders. I know some of you said you saw good CPU rushing last season, but I'm not seeing it at all. Way too many rushes stopped in the backfield, for one.

So, what I'm wondering is how much of that is the 'ineffective' CPU rushing sliders. Hopefully the patch will restore it to decent effect.

skipwondah33
09-06-2010, 11:31 PM
I dislike playing the CPU period, there is nothing that can't do against when they really want it.

What is our slider for roughing the passer? The QB hits me late EVERY single time I throw, I'm talking about the ball being gone a good 1.5 second before the hit

JeffHCross
09-07-2010, 08:51 PM
I think it's still set at 70. I could certainty stand to see it a little higher. I'm probably guilty of late hits as much as anyone, but never get punished for it.

Played against Iowa, and I wasn't particularly impressed by their running game. Other than a couple plays that caught me out of position, they barely gained anything.

fsuprime
09-07-2010, 10:55 PM
i had some plays where the cpu would get their TE in the flat and my LB would be out of bounds he was so far away from him lol, aslo had alot of CPU outs and button hooks where the defender would keep back pedaling about 8 yards. Other than that i did not notice the CPU pass D much affected, if anything it might be better but its hard to tell with WFU and my QB who is 70 overall.

JeffHCross
09-09-2010, 11:17 PM
I honestly think we need to completely re-evaluate the sliders at this point. I'm not saying start from scratch, but I'm not sure that continuing forward with the current sliders is a good plan without some heavy evaluation.

I realize that I played a Top 20 team and I have almost no Home Field Advantage (unlike the rest of you), but that was ridiculous. They had quality man and zone defense, whereas I had crap for either down the stretch.

Oneback
09-10-2010, 07:32 AM
I honestly think we need to completely re-evaluate the sliders at this point. I'm not saying start from scratch, but I'm not sure that continuing forward with the current sliders is a good plan without some heavy evaluation.

I realize that I played a Top 20 team and I have almost no Home Field Advantage (unlike the rest of you), but that was ridiculous. They had quality man and zone defense, whereas I had crap for either down the stretch.

I am working on changes. I am hoping to finish up tonight.

Papa LoneStar
09-10-2010, 07:47 AM
When I read the game update email last night after work....that's a game I wish Oneback or G played, because I would LOVE to see a 10 minute video of that game....anytime 20+ points are scored by each team in OT....you know it's an instant classic. I would NOT want to play in it though....lol

fsuprime
09-10-2010, 08:08 AM
ah good, against wfu my CBs as i said before were playing like kids in basketball shoes trying to guard guys in cleats

Oneback
09-10-2010, 09:41 PM
I have updated the first post with what I have so far....let me know what you think.

JeffHCross
09-11-2010, 07:47 AM
I'll switch to them in my offline dynasty tomorrow, Oneback. I've got Michigan to end the season at The Big House, so it should be a great test.

JeffHCross
09-11-2010, 09:00 AM
I noticed you have to hold the stick where you want it to be, because the game still reads it after you let it go from pushing forward.

Not sure if it was just my kicker or not but the Human Kick accuracy seemed a little off. My Kicker was mid 80s with Kick Power and Accuracy and anything over 30 yards he was tailing off one way or the other and missing. Even on my XPs it would tail at the end and I actually missed 2.Thought I'd share something I've figured out. Last year, and for most of this year's title so far, I'd been flicking the right stick upwards, like you would when scrolling through the menus (at least when I do). I've found that on this year's title (and it probably would have helped last year), if I push the stick up with authority, like you would when controlling your RB with the left stick, the interface for kicking disappears a lot more quickly, and it doesn't read after the kick. That really cut down on my moments where I hit it forward but it read more diagonal.

JeffHCross
09-11-2010, 09:09 AM
OB, not sure if you already did this (haven't had a chance for a slider comparison), but CPU Kick Accuracy should get a huge bump. Minnesota's kicker has missed two XPs, both wide, and he's got a 62 KAC. Not great, obviously, but he should still be able to hit a freaking XP.

More importantly, he's 100% on XPs in sims, so we should probably try to reflect that.

Oneback
09-11-2010, 09:36 AM
OB, not sure if you already did this (haven't had a chance for a slider comparison), but CPU Kick Accuracy should get a huge bump. Minnesota's kicker has missed two XPs, both wide, and he's got a 62 KAC. Not great, obviously, but he should still be able to hit a freaking XP.

More importantly, he's 100% on XPs in sims, so we should probably try to reflect that.

I expect that once the bad kickers from the first class cycle through/progression ups their ratings this won't be a problem. I mean if you've got horrible kick accuracy no matter where you are kicking from it should be an adventure. Through testing early on those settings produced the most realistic kicking results both for the user and CPU based upon real life stats. I am open to changing them but I think it will only cause bad kickers to become usable.

JeffHCross
09-11-2010, 09:45 AM
Well, what I was thinking as I typed that is that I've often been one that argued that kicking for the CPU should be essentially automatic, at least in terms of accuracy. But that was in years when myself, G, and others were all having 100% FG seasons.

This year it's definitely more difficult/sensative for users, so the CPU kickers probably shouldn't have an easy time either. But personally it bugs me to see anybody miss a XP wide.

That said, I swear another team I played had a 40 OVR kicker and yet they were at least able to put it through the uprights. Maybe this is another case of the stupid wind having too much influence on kicks.

Oneback
09-13-2010, 12:02 PM
Any feedback on the new sliders? I plan on updating the sliders before advancing. Speak now....

fsuprime
09-13-2010, 12:47 PM
i had a bye week ;)

and have not tried them out in play now so i cant comment either way, it seems like the cpu did not win this week so thats fine with me.

Oneback
09-13-2010, 12:48 PM
i had a bye week ;)

and have not tried them out in play now so i cant comment either way, it seems like the cpu did not win this week so thats fine with me.

I haven't made the cahnges yet in the OD...I was wanting people to test in play now or some such.

Escobar
09-13-2010, 05:21 PM
I tested them in my offline Dynasty with Tulsa, and they are working well. I played against Washington State and you could really tell who were the elite players on the lines. I think they play better than the first set of sliders before the 2nd patch.

JeffHCross
09-13-2010, 08:35 PM
Didn't have a chance to test them in offline, OB. Didn't feel like playing Michigan this weekend, I guess. After trying them in today's game against Indiana, I really like them. I'll be interested to see how a team with a more stout opponent fares.

JeffHCross
10-04-2010, 08:56 PM
I think we need to give at least a +5 bump to Kickoff Power. I appreciate that you want to keep kickoffs in the yard, Oneback, but when you have a 99 KPW kicker, you should at least be able to get some touchbacks ...

Oneback
10-04-2010, 09:11 PM
Let me see what I can do, I was thinking about playing with the running game sliders as well.

texacotea
10-04-2010, 09:22 PM
My Oline has been abused, both by FAU and BC. Mainly my guards getting beat by DTs in the 80s

Iron Dragon
10-04-2010, 09:24 PM
I think CPU pass rush needs a drop.

Oneback
10-04-2010, 09:49 PM
I will look into that as well, maybe one tick to 55.

JeffHCross
10-21-2010, 08:58 PM
I think we need to give at least a +5 bump to Kickoff Power. I appreciate that you want to keep kickoffs in the yard, Oneback, but when you have a 99 KPW kicker, you should at least be able to get some touchbacks ...Don't recall you posting if you made any changes to this ... I definitely still think we need it. Bad kickers are hooooooorrrriiiibbbllleeee ... and guys that should be incredible are lucky to get it 2 yards into the end zone, against the CPU.

Oneback
10-21-2010, 09:07 PM
I haven't made any changes, I keep forgetting to when advancing.

psuexv
10-29-2010, 03:10 PM
Don't recall you posting if you made any changes to this ... I definitely still think we need it. Bad kickers are hooooooorrrriiiibbbllleeee ... and guys that should be incredible are lucky to get it 2 yards into the end zone, against the CPU.

I don't know if this has been adjusted or not but I think wherever it's set at now is pretty good. Both ID and Papa were consistently putting KOs in the endzones for touchbacks in our games. Unless the sliders aren't the same for some reason in user games.

Papa LoneStar
10-29-2010, 04:06 PM
Yea....sliders are on default for user games....I have a 99 powered kicker and I only get touchbacks against the cpu about 25% of the time.

JeffHCross
10-29-2010, 08:14 PM
I don't know if this has been adjusted or not but I think wherever it's set at now is pretty good. Both ID and Papa were consistently putting KOs in the endzones for touchbacks in our games. Unless the sliders aren't the same for some reason in user games.Bingo. They're not.

I haven't had a single kickoff this year that didn't go for a touchback against a user, whereas I've had practically none that were touchbacks against the CPU. Even with a 12 mph wind and the ball 5 yards deep in the endzone, the CPU still brought it out last night.

jaymo76
11-07-2010, 06:03 PM
After a chaotic Sept/Oct I am back to playing 3-4 dynasty games per week. I'm still on AA and though I would like a little more Cpu RB success, I can live with it (it's not the first time the cpu run game has been suspect at times). However, after all of the patches the ROBO QB is alive and well in my sliders. I have been reading that post patch three most people now have the cpu down to 15-20 range. I am going to try this myself and see. I was using 40 but the yards in the air by the cpu QB are just insane.

JeffHCross
11-14-2010, 12:18 PM
Finally getting around to playing my offline dynasty game that uses Oneback's new(er) sliders.

First play from scrimmage, I get called for roughing the passer. I've had much more egregious hits in our OD that have never gotten flagged. Wtf.

gschwendt
11-23-2010, 01:02 PM
Kickoff Power still needs to be adjusted. My 99 KPW kicker only made it 2 yards deep with a 10mph wind behind him.

Also, not sure if we want to look at adjusting it but the Nebraska kicker badly missed two XPs and a short FG. His KAC is 64.

psuexv
11-23-2010, 01:29 PM
I've also noticed the CPU kickers missing XPs and FGs. I haven't honestly looked at their KAC but nobody should really miss an XP.

Oneback
11-27-2010, 04:15 PM
I am working on a updated set of sliders as we speak.

Oneback
11-27-2010, 04:52 PM
I think I am satisfied with the changes I have made. I have upped the kick off strength and made some changes that will help those of you that like to run a spread offense/run from the shotgun. I will say the game speed will be a lot faster however, this was done in an attempt to speed up the mesh and make it more realistic. I'll post the sliders here in a sec, I've gone back to watching the FSU/Florida game, but I hope to have the sliders in place for week 4.

Oneback
11-27-2010, 05:38 PM
Here are the purposed sliders:

Game Speed: Very Fasy
Player Min Speed Threshold: 0

Game Rules:
Offisdes: 70
False Start: 70
Holding: 50
Facemask: 40
Off PI: 70
Def PU: 70
KR/Pr Interference: 90
Clipping: 50
Int Grounding: 100
Rough Pass: 80
Rough Kicker: 85

AI:
QBA: 35/30
PBL: 35/35
WRC: 40/35
RBA: 40/50
RBLK: 55/40
PCOV: 50/50
PRSH: 60/55
INT: 35/35
RDEF: 35/40
TAK: 45/35
FGP: 5/20
FGA: 20/55
PPOW: 30/50
PACC: 35/55
KOP: 30/30

JeffHCross
11-27-2010, 06:58 PM
this was done in an attempt to speed up the mesh and make it more realistic.Yeah, but won't this make everything else borderline unrealistic?

Oneback
11-27-2010, 07:26 PM
I played a few games with it this afternoon and it seemed pretty good, I could probably knock it down to High but let me know what you guy's think.

JeffHCross
11-27-2010, 11:35 PM
My first thought is that we need a little bit more time to evaluate the Game Speed change before implementing it. I'll post more thoughts momentarily (in a try-out game right now), but I can tell initially that this has a lot of implications to change. Under Center playcalling is particularly affected.

Oneback
11-27-2010, 11:51 PM
I will say now that I have stepped away from it and am not wide awake the game speed does seem REALLY fast. Not sure if thats because I am tired but it seems a lot faster than it did this afternoon.

JeffHCross
11-28-2010, 12:48 AM
I think your perception of the game speed is affected by the type of offense you're running. Though I will say that, while I was changing between High and Normal during the game, there were a couple plays where I was just like "Oh, this is just too fast" and later discovered that it was on Normal at the time, lol. One play can alter your perception of another drastically.

I played the 1st and 4th quarters on Normal, with the 2nd on High and the 3rd on Very High.

Initial impressions:
Overall, High seems more realistic than Normal. I actually like it and may start using it offline. Ball seems to get to the receivers quicker, plays in general happen faster ... it's nice. That said, it's not all rosy.
Most animations run faster with High and Very High, as they should. However, I don't think the WR Release animations (i.e. Press) do run faster. Once the WRs release, they get into open field faster, obviously, but they spend what appears to be much too long at the LoS.
Defensive pressure is decidedly faster. There were a few plays where my LT was beaten so badly, he didn't even get a block on the defensive end. I think AGI/ACC/SPD advantages are more pronounced with the Game Speed increase. This is good for when we're on defense ... worse for when we're on offense. Unless you're the type that drops back 10+ yards on most pass plays, or you do a lot of shotgun passing and don't get pressured, this is likely to effect you.
The running game is ... interesting. Blocks and releases happen faster, as do jukes and everything else. So there was definitely a little bit of "hold forward and hope for good". When blocks are broken up front, you have very little time to react.

That segues nicely into my major impression ... reaction times are cut drastically. Those of you that are used to fast shooters (i.e. not me) will probably be right at home. Stick skills and your ability to process everything quickly is now at a premium. I rarely had time to make more than two reads on a pass play, especially at Very High. I found myself running for my life out of the pocket a lot more too.

I also think players who use the stick for defense are likely to find themselves out of position a lot more. The margin for error is a lot smaller because of how much faster everyone else is running. Obviously you're running at the same speed too, but a false step could be killer.

I'd be curious to see impressions from G, since he does a lot of under center, and Papa, since I know he loves to play the MLB. Escobar's Tulsa offense might also be interesting because of the effect of speed on the running game. QB running might be ... interesting.

Oneback
11-28-2010, 07:11 AM
In the end I can fix the pass blocking issues on the higher game speeds, as for speed of the players the Speed Threshold is effecting that as well. I was and still am hesitant to change the game speed as in user v user games it will have zero effect and I would hate to get used to the game speed against the CPU then turn around and play more meaningful games at a lower speed.

Oneback
11-28-2010, 09:21 AM
I think Fast may be the way to go, I'll need to tweak the pass blocking sliders a bit however.

JeffHCross
11-28-2010, 10:46 AM
as in user v user games it will have zero effectI was talking with some other guys about this a few weeks ago. I actually think that the Game Speed might carry over to user/user games. If it doesn't, then neither would the Min Speed threshold. Definitely something we'd need to look at, because I agree that would be frustrating. I want to say that the other dynasty hadn't noticed it before I brought up the sliders, and I would think you would notice Very High in CPU games versus Normal in User games.

Oneback
11-28-2010, 01:57 PM
Updated:

Gameplay Options:
Skill: All-American
Quarter Length: 8 min
Game Speed: Fast
Player Min Speed Treshold: 0

Game Rules:
Offsides: 70
False Start: 70
Holding: 50
Facemask: 40
Offensive PI: 70
Defensive PI: 70
KR/PR Interference: 90
Clipping: 50
Intentional Grounding: 100
Roughing the Passwe: 80
Roughing the Kicker: 85

Custom AI: (HUM/CPU)
QB Accuracy: 35/30
Pass Blocking: 40/35
WR Catching: 40/40
RB Ability: 40/50
Run Blocking: 55/40
Pass Coverage: 50/50
Pass Rush: 60/55
Intercpetions: 35/35
Rush Defense: 35/40
Tackling: 45/35
FG Power: 5/20
FG Accuracy: 20/55
Punt Power: 30/50
Punt Accuracy: 35/55
Kickoff Power: 30/30

Escobar
11-28-2010, 10:38 PM
I'll get on after I eat, and play my game to see how the sliders work with my Spread offense.

JeffHCross
11-28-2010, 10:43 PM
Sliders haven't been put in the OD yet. Have to test with Play Now or offline dynasty.

Escobar
11-28-2010, 10:48 PM
ok. I am running an offline dynasty with Tulsa, lol. I'm in Year 4, my first season after Shavodrick Beaver graduated.

Escobar
11-29-2010, 06:43 AM
......OVR, OFF, DEF
Tulsa: C-, C, C-
Iowa St: C, C+, C

http://s248.photobucket.com/albums/gg194/BlackLightning3/Tulsa%20vs%20Iowa%20State%20Stats/

I really like these sliders. At first I noticed a difference in the upped game speed, but that's only with the really fast players. My RB has 96 speed. Besides that it feels like it plays like the PS2 days when they finally perfected the gameplay before moving fully to next gen. The mesh for the read options is definitely smoother and helps me get into the flow of my offense more. Now I can really run my offense. Think of it as a blend between Oregon's real life offense, and the offense I ran w/ TCU playbook last season w/ Clemson and Tajh Boyd. The throwing game was a little suspect as you can see. There were numerous overthrows, and just plain misses, but that may be because of the low quality of QB passing ability or increased pressure from the pass rush.

I used the sliders in this post. http://www.thegamingtailgate.com/forums/showthread.php?587-Sliders&p=32672&viewfull=1#post32672

Papa LoneStar
11-29-2010, 12:51 PM
I played a game as Arkansas (B+ overall, A offense, B defense) against LSU (A- everything) at Cowboys Stadium (AT&T Cotton Bowl) using ID latest roster update. I used the Arkansas playbook.

****

Arkansas won 48-0. LSU's Patrick Peterson got drilled on the opening kickoff and we returned the fumble for a TD....the Tigers seem to lay down after that punch in the mouth.

****

Arkansas:

410 offensive yards (211 air, 199 ground)
21 first downs
5 TDs and 1 FG in 6 redzone trips

QB Ryan Mallet, JrRS: 13-18 211 yards 2 TD 0 INT

RB Ronnie Wingo Jr, So: 25 car 129 yards 2 TD

RB Knile Davis, So: 15 car 87 yards 1 TD

WR Joe Adams, Jr: 5 rec 99 yards 1 TD

WR Greg Childs, Jr: 6 rec 85 yards 1 TD

DE Jake Bequette, JrRS: 3 TFL, 2 sacks

K Zack Hocker, Fr: 2-2 FG (33, 47)

****

LSU:

114 offensive yards
5 first downs
0-9 3rd down conversions
2 turnovers (fumbles)

QB Jordan Jefferson, Jr: 8-21 87 yards

RB Stevan Ridley, JrRS: 13 car 42 yards

WR Russell Shepard, So: 2 rec 42 yards

MLB Kelvin Sheppard, SrRS: 11 tackles (2 TFL), 1 pass deflection

DT Lazarius Levingston, SrRS: 4 tackles (2 TFL), 1 sack

P Derek Helton, Sr: 7 punts 44.1 avg

****

I agree with Escobar....the speed reminded me of NCAA on PS2....I like it, but only if the game speed works in user vs user games. I'm glad I did this test....made me fall in love with Arkansas' playbook again.

Oneback
11-29-2010, 01:12 PM
Looks like the user offense/CPU defense may be good but I need to work on the CPU offense. What do you think Papa?

Papa LoneStar
11-29-2010, 01:36 PM
The cpu passing game could use some work....Arkansas' DBs are athletic....but weren't rated very high. LSU has some talented WRs, but their QB play sucks.

psusnoop
11-29-2010, 01:58 PM
Oneback have you looked at GridIronGuru's sliders thread? I played with them but only for a half. I might try them again tonight to see how it feels.

Oneback
11-29-2010, 02:07 PM
Everyone would need to be willing to make the jump to Heisman before we could go that route.

psusnoop
11-29-2010, 02:08 PM
Oh yea, forgot those were Heisman.

Nevermind

gschwendt
11-29-2010, 02:28 PM
Everyone would need to be willing to make the jump to Heisman before we could go that route.
I don't like the idea of changing mid-season to Heisman but I certainly would support the idea of it for next season. However, I would want to play in a test OD to see how those changes would impact UvU games.

psusnoop
11-29-2010, 03:27 PM
We could vote for it in mid-tier g just to try it out, but in the user games I've played on heisman I don't see much difference.

Or if someone wants to start a trial OD I'd be up to help try them out too.

xGRIDIRONxGURUx
11-29-2010, 04:52 PM
someone make a test dynasty so we can hit some U vs U games and see how it affects things... the reason i ran mine on heisman is that it allows the speed, but tiny tweaks allows the blocking on both sides to be productive but still allow an athlete to get the edge, i will say this for my sliders, if you arent a pre-snap reader, this will help you speed along to become one, and what i mean is alignment/personnel really starting to weigh in more on your play-call... which in itself adds a whole new level of "coaching" to the dynasty... also with the way i have my sliders ive NEVER EVER had more fun on returns, never having broke one yet, but im worlds away from some of the other sliders, and of course the default sliders... meshes happen quick and clean, and the explosion of the Q (even a semi-mobile Q) can get you around a slow-playing DE if he attacks the RB too late... again forcing numbers game on defense and therefore dictating a "coach-minded" approach... im not trying to make a case for my sliders (although it looks the opposite lol) just explaining why i made the jump to Heisman, because i did have a set on AA that were similar but the counter measures that were needed on things i could not control as a user, could only be remedied by jumping to heisman as im usually not a fan of heisman given the blood line of robo-QB's we have seen through the years lol... and hey man, PLEASE PLEASE PLEASE by all means, you guys take them and shift them and twist them and do whatever you think to them... i dont care at all and i still try to tweak them some, but the final edit that i made is what i stuck with pretty much... but please have at them, test them in every scenario, and adjust accordingly... theyre just a guideline to a speed i felt more realistic compared to my experiences playing the game in my college days...

"E"

psusnoop
11-29-2010, 04:59 PM
Am I only allowed 5 online dynasties right? If so I'm not going to be able help on user vs user games.

I might have to retire out of a friends one because I really feel these tweaks are something that will make these dynasties even more intriguing to play and compete.

xGRIDIRONxGURUx
11-29-2010, 05:02 PM
pretty sure 5 is the limit... but its been a while since ive ran any, so dont hold me to it...

"E"

gschwendt
11-29-2010, 05:13 PM
Am I only allowed 5 online dynasties right? If so I'm not going to be able help on user vs user games.

I might have to retire out of a friends one because I really feel these tweaks are something that will make these dynasties even more intriguing to play and compete.
I THINK it might have been upped to 7 this year but not sure... you could always create a second fake account to join a new OD.

Oneback
11-29-2010, 05:19 PM
I can start a test OD if we would like to test.

psusnoop
11-29-2010, 05:20 PM
I thin that would be the best way to test it out for a few games and a few different styles too.



How do I create a second account? Through the playstation network?

gschwendt
11-29-2010, 05:22 PM
How do I create a second account? Through the playstation network?
Scroll all the way to the far left, Create Account. You'll need an email address to associate with it in order to get online. It's just a one time use email though so you could find one of those temp email services.

psusnoop
11-29-2010, 05:30 PM
Oh ok that's kinda how I thought u would do it. I have a yahoo account I could use, who is going to commish this?

psusnoop
11-29-2010, 05:32 PM
I won't be on till 10 maybe a little earlier but I can create an account anytime so I could get an invite and user game set up for week 1 to test this out.

JeffHCross
11-29-2010, 07:19 PM
I know another OD that's on Heisman, and the major difference I've heard is that the rushing game is even more powerful on the default Heisman sliders.

FYI Snoop, to use an OD with your second account, you'll also have to sign up for an EA account with the second account. That's the only reason I haven't started ODs with my second account yet.

gschwendt
11-29-2010, 08:37 PM
Updated:

Gameplay Options:
Skill: All-American
Quarter Length: 8 min
Game Speed: Fast
Player Min Speed Treshold: 0

Game Rules:
Offsides: 70
False Start: 70
Holding: 50
Facemask: 40
Offensive PI: 70
Defensive PI: 70
KR/PR Interference: 90
Clipping: 50
Intentional Grounding: 100
Roughing the Passwe: 80
Roughing the Kicker: 85

Custom AI: (HUM/CPU)
QB Accuracy: 35/30
Pass Blocking: 40/35
WR Catching: 40/40
RB Ability: 40/50
Run Blocking: 55/40
Pass Coverage: 50/50
Pass Rush: 60/55
Intercpetions: 35/35
Rush Defense: 35/40
Tackling: 45/35
FG Power: 5/20
FG Accuracy: 20/55
Punt Power: 30/50
Punt Accuracy: 35/55
Kickoff Power: 30/30

Just played a half vs the CPU with these...

Team|OVR|OFF|DEF
USCar|B|B+|B
Florida|A-|A-|A-

|USCar (me)|Florida
Score|31|0
First Downs|13|5
Total Offense|348|91
Rush|15-86-3|12-36-0
Pass|13-18-1-0|5-12-0-0
PassYds|262|55
3rd Down|4-6|1-6
Redzone|5-4-1|0-0-0
Turnovers|0|0
TOP|9:34|6:26

Chose the two teams because South Carolina is very similar to my team, especially on offense and Florida is right around the OVR of the best CPU teams I would expect to face. Overall though, I liked the feel, but CPU just couldn't make any plays and my team couldn't be stopped. I think part of it is playcalling, the other part maybe decision making... neither of which we'll be able to fix with sliders. I'm starting to believe that we'll struggle to find a good set of sliders that challenge us but at the same time doesn't cheat us.

That's my 2 cents.

Just FYI, I haven't tried either Guru's or Oneback's heisman slider sets but plan to over the next day or two.

JeffHCross
11-29-2010, 08:50 PM
Just for what it's worth ... when I was testing sliders the other day, I didn't adjust from our normal sliders, except for the Game Speed. When I put it on High or Very High, the CPU moved the ball on me pretty bad. That could have been because I was using a different defense, dunno. But I had a very different experience than those of you that are shutting out the CPU.

I played Cal @ Stanford, with me being Cal.

JeffHCross
12-03-2010, 10:59 PM
Guys, let's get some more input on this so we can move forward.

xGRIDIRONxGURUx
12-03-2010, 11:21 PM
ive tried another set of heisman sliders (other than my own) where i played with rutgers vs nc state... i took out all of my injured players to recreate the exact game situation that i had in mid-tier... and using the depth chart with all my "injuries" i was down 24-0 at one point, and barely came back to win by 3 it played as well as my sliders and my numbers werent out of this world, but were stout for what i was working with...

it was TKO27's sliders, i tweaked them a tiny tiny tiny bit, and man it was a battle, but it SHOULD HAVE BEEN with me relying on my #3/#4 RB's, not having my top WR, and using my less mobile QB... i actually liked them better than mine as i played several different games with this same setup rutgers vs nc state, and had the same results each time, struggles, but managed to overcome with a high powered offense... one thing i liked about them better than mine, was playing on "FAST" with 5 threshold... and i dropped the CPU pass coverage to 90-95 and the coverage was enough to slow down my passing game which, is a tough thing to do vs the CPU... it just moved well...

i would HUMBLY suggest that we take some time this weekend, and work these sliders with a few adjustments and see what everyone thinks...

"E"

xGRIDIRONxGURUx
12-03-2010, 11:23 PM
and from what i can recall the run game from the CPU or myself wasnt too over-powered...

"E"

JeffHCross
12-03-2010, 11:50 PM
and from what i can recall the run game from the CPU or myself wasnt too over-powered...

"E"E, the comments I was talking about were from users running User/User games on Heisman ODs. Those would have been using default Heisman sliders.

Also, he's referring to the Heisman sliders in this post: http://www.thegamingtailgate.com/forums/showthread.php?975-TKO27-Heisman-Sliders

xGRIDIRONxGURUx
12-04-2010, 01:36 AM
yeah sorry didnt link them, but i figured everyone could just go to that section and look them up lol... i ran the game speed at fast, changed pass coverage to 95, and a couple of other tweaks...

"E"

JeffHCross
12-04-2010, 01:38 AM
yeah sorry didnt link them, but i figured everyone could just go to that section and look them up lol... No problem. I just did a quick Google to check what site they were on. I wasn't immediately familiar with the username.

JeffHCross
12-05-2010, 04:55 PM
Well, I definitely agree they would need to be tweaked. I've played one quarter and I'm up 24-0 on UNC with Troy. Now, I've only been playing offense (super sim defense), but still. I'm using TKO27's default sliders because I forgot Guru had said he tweaked them. I'll try tweaking them now and see if it improves as the game goes along.

Oneback
12-05-2010, 05:01 PM
Here are the new one's:

Gameplay Options:
Skill: All-American
Quarter Length: 8 min
Game Speed: Fast
Player Min Speed Treshold: 0

Game Rules:
Offsides: 70
False Start: 70
Holding: 50
Facemask: 40
Offensive PI: 70
Defensive PI: 70
KR/PR Interference: 90
Clipping: 50
Intentional Grounding: 100
Roughing the Passwe: 80
Roughing the Kicker: 85

Custom AI: (HUM/CPU)
QB Accuracy: 35/40
Pass Blocking: 40/35
WR Catching: 45/45
RB Ability: 40/50
Run Blocking: 55/55
Pass Coverage: 50/50
Pass Rush: 60/55
Intercpetions: 35/35
Rush Defense: 35/40
Tackling: 45/35
FG Power: 5/20
FG Accuracy: 20/55
Punt Power: 30/50
Punt Accuracy: 35/55
Kickoff Power: 30/30

JeffHCross
12-05-2010, 05:24 PM
Well, I definitely agree they would need to be tweaked. I've played one quarter and I'm up 24-0 on UNC with Troy.Was 11/13 at this point, ended the game 27/34 with 2 TDs. Scored 27 points offensively (had a fumble and punt return for 2 other TDs), which is definitely more than I would have expected given Guru's post about his experience.

xGRIDIRONxGURUx
12-05-2010, 06:54 PM
yeah but you have to remember i was removing my QB i was starting, 2 top RB's that are injured and my top WR that also is injured... so i was playing HEAVY underdog on offense... im going to try OB's listed new sliders tonight... see how they feel...

"E"

Oneback
12-05-2010, 07:29 PM
Just so you know they are pretty much the same for the human offense as I am overall pretty happy with them. I think at this point it is more on the CPU Defensive AI and the plays they are calling. With these sliders I am trying to make the CPU offense at least put up a fight, they probably need a little more tuning but I didn't want to go over board.

JeffHCross
12-05-2010, 07:43 PM
yeah but you have to remember i was removing my QB i was starting, 2 top RB's that are injured and my top WR that also is injured... so i was playing HEAVY underdog on offense...You think Troy versus an A ranked defense isn't a heavy underdog? ;)

xGRIDIRONxGURUx
12-05-2010, 09:20 PM
it is, but i would almost say that my guys were rated lower than troy's starters? lol

i can move the ball on Bama with WKU and get 400 yards or more... what im interested in is SUPER SUPER TIGHT pass coverage, and a charged up CPU offense... if i am facing that, then i have a good battle on my hands...

"E"

JeffHCross
12-05-2010, 10:02 PM
Yeah, I left Pass Coverage at 100 even though you moved it down to 95. But even then, there was waaaaaaaaaaaaaaaayyyyy too much open holes. I'm willing to agree with Oneback that at this point I think it's all about the AI playcalls. Too much zone, too little man.

Oneback
12-05-2010, 10:13 PM
The hardest thing to balance in sliders is the fact that you will never get them to be perfect as the CPU just does not have the capability to call plays like a human. That said not all humans are on the same level so to make the CPU give you a serious challange Guru would make it unplayable for others.

What I try to do in creating sliders, especially in an OD is to make the feel as realisitc as possible while giving the CPU a slight advantage. If the CPU were to have the ability to call a game/move players as a human opponent would it would make my job a lot easier.

As it is right now I can only hope that CPU games will be enough of a challenge when playing an equally talented team that the game is not a pain to play and every now and then the CPU may steal a game from a user. The user v. user games would be the ones that would make the difference in your season which is why in the past I have required a minimum amount of user v. user games or put us all in the same conference.

Even here this year while being spread out we still have to fight through user games (typically the better teams in the conference) so in the end its a little more realistic.

xGRIDIRONxGURUx
12-06-2010, 09:18 AM
@OB... i agree and get your point, and im sure when i get to try these sliders out today they will be better...

@Jeff... i dropped it from 100 to 95 because i saw this happen twice... called slants with a seam on the inside from twins, the CB on the inside of the Dime dropped in man, and so i went to throw the slant, and watched the CB on the outside actually take 3 steps and slide inside before my guy made his cut on the slant... i just thought telepathic coverage was just a bit TOO much... =)

"E"

psuexv
12-06-2010, 09:34 AM
Are any of you recording your games with these sliders? Might be a good idea and post them and we can all look at different things on different plays.

xGRIDIRONxGURUx
12-06-2010, 09:49 AM
i will as soon as i get a chance to play on these sliders... i got some things to do at the office today, and maybe a lunch meeting, but after that i can run a few on these... ill take an average team and play itself C vs C... then take a C rated vs A rated... B vs A... then A vs A... and use the same C rated team... that should help with some insight... look for the offensive numbers to be higher than normal, because ill be running my offense... ill probably use rutgers... or the Vols... cant remember which is rated more average...

"E"

psuexv
12-06-2010, 10:05 AM
Guru I can't believe you're not doing this already, your coaching instincts should have kicked in and you should be doing film sessions on these sliders :)

xGRIDIRONxGURUx
12-06-2010, 11:13 AM
=\ i know... sorry lol

"E"

JeffHCross
12-06-2010, 07:43 PM
called slants with a seam on the inside from twins, the CB on the inside of the Dime dropped in man, and so i went to throw the slant, and watched the CB on the outside actually take 3 steps and slide inside before my guy made his cut on the slant... i just thought telepathic coverage was just a bit TOO much... =)Fair enough, but I've seen that enough times that I'm used to it, lol. I just didn't want to turn it down at all so I could see the "best" coverage we could possibly go against. Wasn't impressed.


Are any of you recording your games with these sliders? Might be a good idea and post them and we can all look at different things on different plays.Sadly, no recording capability for me. Not that it would matter anyway ... that would have been a worthless game from a recording standpoint. It was just sick.

xGRIDIRONxGURUx
12-06-2010, 08:21 PM
Gameplay Options:
Skill: All-American
Quarter Length: 8 min
Game Speed: Fast
Player Min Speed Treshold: 0

Game Rules:
Offsides: 70
False Start: 70
Holding: 50
Facemask: 40
Offensive PI: 70
Defensive PI: 70
KR/PR Interference: 90
Clipping: 50
Intentional Grounding: 100
Roughing the Passwe: 80
Roughing the Kicker: 85

Custom AI: (HUM/CPU)
QB Accuracy: 35/40
Pass Blocking: 45/35 <----changed human pass blocking to account for the speed going to fast game play for edge rushers
WR Catching: 45/45
RB Ability: 40/50
Run Blocking: 60/55<----changed human run blocking again to account for the speed
Pass Coverage: 50/55<----changed cpu pass coverage to account for the speed pf my WR's
Pass Rush: 60/55
Intercpetions: 35/35
Rush Defense: 35/40
Tackling: 45/35
FG Power: 5/20
FG Accuracy: 20/55
Punt Power: 30/50
Punt Accuracy: 35/55
Kickoff Power: 30/30

with lower threshold and fast gameplay setting i made the adjustments above to account for some areas lacking i found in practice mode... going to test some games out tonight and tomorrow and post the stats... edge rushing for pass and run blocking was a bit overwhelming with the original and also timing routes (slants, digs, and outs mainly) were beastly with the speed differential so i juiced up the pass coverage... you can still get a timing route off, but now instead of the guy being 5+ yards off the WR trailing him, hw will be a step behind...

"E"

JeffHCross
12-12-2010, 12:24 AM
From another dynasty, came across this post:



My second game, playing as OSU against SDSU, it was much easier, 45-0. So, here are the sliders I've found. I'm going to try them as an A team vs A team and see how it does, since most of us have A teams then that should be a good barometer as to how things will turn out.

Here are my sliders, I'll post Oneback's in parentheses.


HUM (OB) / CPU (OB)
25 (35) / 25 (40)
15 (40) / 20 (35)
35 (45) / 40 (45)
40 (40) / 45 (50)
25 (55) / 50 (55)
50 (50) / 55 (50)
35 (60) / 25 (55)
20 (35) / 15 (35)
25 (35) / 35 (40)
40 (45) / 45 (35)
10 (5) / 5 (20)
40 (20) / 45 (55)
10 (30) / 0 (50)
35 (35) / 75 (55)
45 (30) / 45 (30)

JeffHCross
12-31-2010, 06:37 PM
Well, I definitely agree they would need to be tweaked. I've played one quarter and I'm up 24-0 on UNC with Troy. Now, I've only been playing offense (super sim defense), but still. I'm using TKO27's default sliders because I forgot Guru had said he tweaked them. I'll try tweaking them now and see if it improves as the game goes along.I'm willing to reconsider my previous post on TKO27's sliders. I just used an Option offense against Wyoming, and while I should have had a substantial talent advantage, it didn't feel significant on the offensive side of the ball. Yet again, I only played offense, and simmed the defense. I ended up getting 156 yards on the ground, but that was on a ridiculous 50 carries. I broke a few plays open, but had just as many that went nowhere. Longest run for any of my ballcarriers was 18. Didn't do much passing in the game, but what I did saw a lot better coverage and lot fewer "gimme" routes. Slants were often closely guarded or stopped because of press coverage.

This was all on Heisman, of course. Based on what I've seen in this game (and a few others, because it turns out these were the sliders in my test OD), Heisman is at least worth reconsidering. My current concern is still that the running game would be overpowered on default sliders, which I'm hoping to check in the near future.

JeffHCross
12-31-2010, 07:16 PM
Just played most of a second game ... and man did I get my ass handed to me. Coverage was very good (maybe a little too good, but I'm not going to complain about that), and the defense was flying around the field. This was pretty much an even-rated game against Stanford. My QB in this test team is horrible, and he proved it, throwing 4 or 5 INTs and just having terrible accuracy once he got rattled. I broke a couple big runs, including a 78-yard option play, but otherwise my entire offense was ineffective. Very impressive.

Oneback
12-31-2010, 08:43 PM
I've got a new set of sliders that I am mulling over. I was thinking about posting them this weekend so everyone can start testing then get them put in at the begining of next season. They will make the CPU challenge you.

psuexv
12-31-2010, 09:27 PM
Cool I think we need it. Too many 80-3 scores out there IMO