Those are looking about like what I was thinking, Austin. I'll give them a try once I get a chance.
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Those are looking about like what I was thinking, Austin. I'll give them a try once I get a chance.
Updated my post above.
:)
Hopefully someone gets to try them out.
I've had a hard time testing these in dynasty due to extra variables.....for example, in my last game, PSU was the opponent but their starting QB was out injured with a lame backup in, so seeing if the CPU passing game is too neutered has to wait for another game. The CPU running attack still averages good numbers and they'll stick to it.
I haven't tested the latest set against various teams in Play Now due to wanting to get dynasty games in. :)
Human catching was because of too many simple drops at 50 that I was seeing.
Human run block plays the big part in the running game, so that got moved up since defenders were beating blocks too quickly at default.
Human RBA moved up because my RB was getting NO broken tackles despite having better or equal BTK rating as CPU RBs I was playing who were breaking almost double-digit tackles per game, and that is also why CPU RBA got moved down to 45.
Human pass coverage increased since CPU receivers were constantly running free, while CPU pass coverage was decreased to have some separation occur now and then. You'll see the receiver actually create some at their break instead of the CPU coverage guy being in their pocket throughout the route.
Human pass rush was increased since there wasn't much of it and CPU QBs on Heisman pick apart any D. CPU pass rush was decreased so their moves and breaking of blocks is more realistic in timing and effectiveness.......their blitz will still get to you quickly if they outnumber you and they'll still beat the OL, but they simply don't toss your OL aside every play.
CPU QBA was dropped to account for their hyper-awareness and bring completion % to a more reasonable level. It might need to go back higher a touch though.
CPU pass block was dropped for same reason as QBA and to force the CPU to make a quick throw at times as the CPU OL was routinely giving the CPU 6 or more seconds even when they were out-rated. I'm actually seeing the CPU QB get rattled a bit and holding onto the ball while having to move around in the pocket to buy time instead of insta-finding a receiver at the current setting.
WR catch was decreased for same reason as QBA. I need to watch this one more closely in comparison to QBA, as the answer might be to raise this one instead of CPU QBA to get completion % 'right'.
CPU rush D was decreased.....they still sniff out plays and stuff them, but they aren't quite as fast to react if you get outside, i.e. they are a bit more susceptible to big plays but they don't go to sleep on defending the run such that you aren't going to just pound them for 5 yards every play.
CPU tackle was decreased to help with seeing some human broken tackles, as it was literally first hit & ballcarrier on ground at default.
FG power was dropped to stop the 52+ yard routine FGs.
Another thing to keep in mind: I play out of the spread with a light sprinkle of I and Ace thrown in, so someone running a power pro or option running attack would give some good feedback if these still work or not.
I will definitely give those a try. I'd like to play on Heisman cause I think it gives the most even challenge, but I couldn't find sliders that worked for me (aka having less than a millisecond to throw the ball from under center).
I honestly cant get any type of balance on heisman. I have played 10 games, I think. It must be me and my level of play because I can not find any balance. I am going to try to go back to AA.
If you also recall, I like to run my sliders in dynasty mode also.......I swear the game plays differently between dynasty mode and play now mode and has for several years now. Thus why I just can't sit down and play through 3 games of various grade opponents for testing, but instead look at stats spread over a season of various opponents while considering their quality.
Some results for review.
Against Wisconsin, this was a lucky win in which things went entirely my way. Otherwise, I think John Clay would have led the Badgers to victory.
UM (me) vs Wiscy. Wiscy has better team ratings. UM won 34-21.
human:
14-22, 286, 2td, 1 int
RB#1 - 12 carries, 116 yards, 1TD, long of 78
RB#2 - 6carries, 23 yards, 1TD, long of 14
RB#3 - 2 carries, 13 yards, long of 8
3 sacks on D
CPU:
QB1 - 17-24, 196 yards, 1td, 1int (fortunate to knock him out as he kept converting 3rd downs)
QB2 - 2-5, 8 yards
Clay - 23 carries, 173 yards, 2td, long of 78
1 sack
This was a back and forth game in which UM lucked out in jumping out to an early lead and then having the starting Wiscy QB knocked out late in the game since he kept leading them on answering scores prior to that. They couldn't convert on 3rd down with the backup QB which led to a late UM TD to ice it.
This game played really well due to the Badger running game being strong and their experienced QB and receivers being dangerous, but UM getting the early lead, not losing fumbles and benefiting from the Badger starting QB going out resulted in ideal conditions to seal the win. I'm not sure I would have stopped them as they were rolling in the 2nd half.
In the next game, I beat OSU at the Horseshoe with UM. That's right, you read it.
My plan was to stack the LOS to stop the running game and key on Posey on passing downs. It worked. Pryor struggled with accuracy all day. He forced into double coverage at Posey early which got me a pick. After that, he started going elsewhere with the ball, so didn't have to key on Posey. The picks early rattled him as he never got into a groove after that, which allowed me to load up on the LOS.
Won 20-17, and the OSU talent and speed on their defense really closed down plays for my offense. Got lucky in this one in Pryor having a bad game in that my team lost 3 frickin' fumbles to counter the 3 INTs that Pryor threw.
It was tied at the half after UM took a 10-0 lead early.
Human:
QB1 - 16-26, 193 yards, 2td, 1int
RB1 - 15 carries, 81 yards, long of 25
RB2 - 6 carries, 16 yards, long of 7
QB1 - 8 carries, 28 yards, long of 27
WR1 - 5 catches, 78 yards, long of 25
3 sacks by D
CPU:
Pryor - 15-34, 183 yards, 0td, 3int
Saine - 13 carries, 38 yards, long of 11
Pryor - 9 carries, -11 yards, long of 9
Posey - 5 catches, 92 yards, 1td
2 sacks by D
I'll be looking at team stats and others later to see if some adjustments are needed.
I play on Slow with speed threshold at 50.
But here are my early sliders for Heisman since I find the second patch broke AA. The cpu run block and human run defense sliders are broken and their figures mean nothing. Special Teams sliders work the same across all difficulties from what I've seen (at least it works the same for AA and Heisman). The second patch definitely did something to QB accuracy now. The slider seems pretty watered down now.
OFFENSE HUM CPU
QB ACC 15 15
PASS BLK 50 0
WR CATCH 45 40
RB ABLTY 50 60
RUN BLK 50 100
DEFENSE HUM CPU
PASS COVERAGE 45 30
PASS RUSH 50 0
INTERCEPTIONS 35 30
RUSH DEFENSE 0 45
TACKLING 60 45
SPECIAL TEAMS HUM CPU
FG LENGTH 35 20
FG ACCURACY 25 50
PUNT LENGTH 25 60
PUNT ACCURACY 35 75
KO LENGTH 25 35
Yep, I have to change my sliders too, but only have 1 game done with adjustments so it is too early to tell, especially since I use dynasty mode to test, since Play Now doesn't play the same way as dynasty.
Wow those CPU run settings scare me but I might give these a try. Out of curiosity, the FGL issue scares me as well. In my dynasty I'm about to lose my Senior Kicker and of course only 1 kicker in the entire country is interested in my school 1 star D KPW. What kind of field goal length is this kid going to have with those settings?
Trust me, the cpu won't be running all over you as I'm fairly certain some of those sliders are broken.
A crappy kicker will struggle to kick long field goals. Drop your trajectory as low as you can to give you more distance on the FGs. That 1* K might struggle to hit 45 yards - don't know.
I'm considering moving our online dynasty to Heisman level also. However, your CPU run settings are scaring me also. With CPU RBA (60) and Run Block (100) coupled with Human Rush Defense (0), isn't it extreme? From my experience in slider testing, I found that setting CPU Run Block over 50 created too much "stickiness" as the DL couldn't fight off of blocks.
I'm going to try your sliders in a game (Wisconsin vs Wisconsin) here as soon as I finish watching the 'Skins preseason game.
me 56
CPU 28
my rushing - 45 rushes for 372 yards (8.3 ypc) (clay - 23 - 198 - 8.6 | ball 19 - 153 - 8.0 | brown 3 - 21 - 7.0)
CPU rushing - 19 rushes for 148 yards (7.8 ypc)
Only issue is this:
I had NUMEROUS big plays
CPU had ONE big play that pushed CPU Clay's numbers up to 118 on 17 carries. Without his 52 yard multiple broken tackle bullshit, he would have had 16 carries for 56 yards (3.5). The longest rush he had before that 52 yarder was like 8 yards or something. And just an FYI, I was using CPU play calling most of the time. I wasn't even picking my own defenses for the most part (besides stupid ass all out blitzes on 2nd and long :rolleyes:).
And the same went for my offense. Most of all the plays chosen was by the CPU, not by me. I just ran what it had (until the 4th quarter, then I started just running out the clock with my own running plays).
Clay's numbers for me was actually cut VERY short because he got knocked out of the game in the early 3rd quarter (thus Ball having 153 yards on 19 carries for me). Probably would have had 350 easy with him if he was there for the whole game.
Not entirely sure what to fix. It's nice to see that hitting the swat the ball actually is smart enough to know that they should actually attempt to hit the ball on Heisman instead of just standing in place and swatting at thin air.
You are definitely correct in that the RB sliders are broken in some form. Pretty sure tackling is having a HUGE impact on the Human ability to still play the run well in the game. Going to do some testing with 100 tackling and 0 tackling and see what differences there are (besides 0 broken tackles for 100 and a bunch of broken tackles for 0).
Yeah, the cpu run block slider and human run defense slider are broken. Nobody needs to be scared of those settings because the cpu run game isn't that great. Tackling is probably a huge factor for the run game now.
Heisman blitzes too much and so big plays in the passing game can be had. No doubt. I am very impressed by how much you scored though Mors. Holy crap. And putting up those rushing numbers is impressive. Almost 400 freaking yards on Heisman? Clay is a beast but that's crazy.
Well, I did some testing in practice with 0 and 100 and it does exactly what I thought it would do. The higher you have tackle, the larger the tackling radius is (meaning they jump at you and tackling you from further away).
I think the direction to go is increase tackling by the CPU (to make them jump off blocks and attack more often) and increase RB ability as well to help with broken tackles (which, even with 100 tackling and 50 RBA are still able to happen, just not very often).
100 tackling is definitely too strong though as going outside is basically impossible because you always get really close to one guy and with 100 tackling, he's able to actually tackle you. I would venture to guess that 75 or 80 CPU tackling and 65 Human RB ability would be a good place to start to see if you're able to run outside effectively still (but not too effectively) and still able to run up the middle without getting nailed by the DTs EVERY time.
After two weeks on these Heisman sliders the only change I've made is today and that will be to the INT slider. Instead of competing for the Thorpe every year on AA, my DBs only have 1 INT through 4 games in my second year. They did get more picks at the end of my last season but even a great player like Fistofrage has his at 45 so I jumped it up 10 points. I dropped the cpu down 5 because I find my mistakes a little too frustrating on Heisman.
I must say the cpu run game is pretty darn good on Heisman if you max out the blocking for them. Bama had a RB get just over 100 yards on me and the LSU RB just rushed 25 times for 120 yards against me in a 24-17 loss. I dropped from #1 to #9 now. Both running games might be a little low but it does help produce more defensive games. I beat Pitt at home 9-7 in my third game.
My first four games were Notre Dame, Bama, Pitt and LSU. All very close games other than Notre Dame and I went 3-1.
OFFENSE HUM CPU
QB ACC 15 15
PASS BLK 50 0
WR CATCH 45 40
RB ABLTY 50 60
RUN BLK 50 100
DEFENSE HUM CPU
PASS COVERAGE 45 30
PASS RUSH 50 0
INTERCEPTIONS 45 25
RUSH DEFENSE 0 45
TACKLING 60 45
SPECIAL TEAMS HUM CPU
FG LENGTH 35 20
FG ACCURACY 25 50
PUNT LENGTH 25 60
PUNT ACCURACY 35 75
KO LENGTH 25 35
I gave these a try in my offline dynasty and got pretty good results. I tweaked a few things here and there but mostly a +/- 5 at the most.
Duke (C+) 27 @ #3 Stanford (B) 34 (Year 3)
I just got flat out ran over by Stanford's offense to the tune of 225+ rushing yards. But my defense is pretty bad. On offense these sliders slowed down my passing game which had gotten pretty ridiculous but I still threw for just over 300 yards.
Unfortunately, with the new tuning/patch update coming Tues I'm putting the dynasty on hold waiting to see what you guys change before moving on.
Rudy you working on sliders post Patch/Tuner Set 3? Really was enjoying your slider set but I'm afraid to play any dynasty games w/o adjusting the slider set.