Here's the thing however, the numbers don't bear out that defenses are getting beat on a regular basis, here are the total stats just for User vs User games:
Winning Teams:
Rushing:
Att - 771
Yds - 3288
Avg - 4.26
Passing:
CMP - 458
ATT - 641
CMP % - 71.4
YDS - 8370
YPA - 13.06
TD - 72
INT - 15
TD/INT - 0.21
Losing Teams:
Rushing:
Att - 581
YDS - 1540
AVG - 2.65
Passing:
CMP - 523
ATT - 823
CMP % - 63.5
YDS - 8812
YDS/ATT - 10.71
TD - 64
INT - 42
TD/INT - 0.66
There are three things that really stand out:
- The losing team has a really hard time gaining yards on the ground with 5 games resulting in negative rushing yards and overall they are averaging 1.61 yards less per carry (not really shocking however).
- Yards per Attempt are inflated across the board - we knew this, if I could take 3 yards per attempt out of each side I think it would be where we need it.
- The losing team throws A LOT of interceptions - I have run the real life comps but I'm not sure the TD/INT numbers are that high, I could be wrong however.
What I don't see however is the completion %'s being too high for the winning team or too low for the losing team, we can debate what the completion % should be but I'd imagine in real life it would fall in between 67 and 72% for the winning team and 58 to 65% for the losing team.
I get what everyone is saying about highly MCV rated corners, but lets not forget the flip side, they are trying to cover 90+ OVR, 90-95+ RTE rated WR's as well.
The biggest problem I see is yards/attempt and I'm not sure what we can do about that - at this point I see yards/carry and interception rate as minor issues until I can further research.
If everyone wants to move to AA next season with the same sliders then tweak from there in an effort to get the yards/att down I'm open to doing so. I I contend however the problem with yards/att isn't a factor of sliders its symptomatic of the game itself, if you call Cover 1 you get beat on curls and out breaking routes, Cover 2 gets beat right up the middle, Cover 2 Man (probably the best and most relied upon defense in the game) gets beat on out breaking routes, Cover 3 gives up Curls, Comebacks and out breaking routes, Cover 4 will give up underneath passes that result in 10+ yard gains regularly. The problem is that each of the defenses given to us are highly exploitable at a high rate, this has happened on every difficulty level, its only magnified because we've got multiple players on each team that are rated like all-time greats.
If we had defenses that reacted to threats in a realistic manner we wouldn't have the problems with yards/att and scoring would go down and there would be more possession changes because instead of going 0 for 2 on 1st and 2nd down then hitting a 15 yard out route on third down, you may complete a pass on 3rd down but it'd only be for 7 - 9 yards, that's huge difference in the flow of a game. With all the other stats "in line" yards/att has prolonged drives, inflated scoring and it gives the feeling of getting beat even though for the most part your defense is playing well.
This has been a huge problem for the NCAA series and the prime reason why I was always talking to the Devs about defense while I was apart of the community program, now in NCAA 14 I think the answer is to probably start with non-powerhouse teams, but that bell can't be un-rung in NCAA 13 at this point.
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