I too like Hands have been simming my defense in the second half. It keeps thing interesting for the game.
Maybe we could make a few changes to toughen up the CPU since we are all at schools considerably better then when we started.
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I too like Hands have been simming my defense in the second half. It keeps thing interesting for the game.
Maybe we could make a few changes to toughen up the CPU since we are all at schools considerably better then when we started.
How about trying these now that we are with better teams.
Difficulty: Heisman
Quarter Length: 8 minutes.
Speed: Normal
Threshold: 0
Game Play Sliders: User/CPU
QB Accuracy: 5 or 10/5
Pass Blocking: 40/40
WR Catching: 35/40
RB Ability: 55/75
Run Blocking: 0/50
Pass Coverage: 65/75
Interception: 35/40
Rush Defense: 45/65
Tackling: 50/50
Special Teams
FG Power: 45/40
FG Accuracy: 5/35
Punt Power: 20/45
Punt Accuracy: 50/50
Kickoff Power: 50/45
Penalties
Offside: 50
False Start: 50
Holding: 50
Face Mask: 55
OPI: 50
DPI: 50
KR/PR Inter: 50
Clipping: 55
Int Grounding: 75
RTP: 54
RTK: 50
The cpu accuracy needs to go up. Anytime I get a little pressure they throw it away way too early, sometimes right after they snap the ball. Our RB Ability needs to go down and the cpu needs to go up. I can easily get 5 yards per carry with a simple dive play almost eveytime. Also increase the cpu rush defense to help with that as well.
CPU QB Accuracy has nothing to do with them throwing the ball away when you pressure them. That is the way the game is programmed. It is related to the Roughing the Passer Penalty. If you turn it up too high the QB will just take off scrambling immediately whether or not they are a scrambling qb. Lower it too much and they just stand in the pocket and take sacks.
Those are actually the exact sliders we have been using. :blush: When recommendations are made, I put in the consensus or best set recommended but don't announce the final set so people cannot get a pre-conceived notion of what will/might happen and then blame poor/odd performances on them.
Knowing this was/is the current set, what recommendations do people have?
FWIW, CPU QB Accuracy is set at 5.
How about:
- User RB Ability from 55 to 45
- CPU RB Ability from 75 to 80
-User RB Ability dropped to 45 is good.
-CPU QB Accuracy up, maybe 30-35
-CPU RB ability 85-90
-CPU Run Blocking 85-90
-CPU Pass Coverage 85-90
-CPU Rush Defense 70-75
Just my opinion, In my experience, its pretty easy to run the ball against the CPU.
I'm cool with changes in most of these areas. I don't think we need to go as drastic as some of these say but we can definitely up them.
The one suggestion here I have concern over is the CPU QB Acc. Anything over 10 and the CPU starts to complete 90+% of their passes considering the rest of our sliders. I messed around with them a lot at the beginning of the year and that is one thing I for sure figured out.
I made a few changes to the penalty sliders and it has definitely changed the way the game is playing with the sliders Escobar posted above which I believe is what we are currently using.
The changes I made were to drop User slider for RB ability to 45 (I was averaging about 4.4 with the RB ability at 55. I tested them at 45 and the run was better defended but was still racking up yards with the read option. The other change I made was to Kick off power by dropping it to 25...power kickers can still kick it out of the endzone at that low a setting.
Dropped the RBA for CPU to 65 because there were too many broken tackles at 75. If that is what people want we can leave it as is. Good RBs will be tough to bring down. Just played a game against Florida and Matt Jones was killing me with the run. He finished with 24 att and 136 yds rushing. Avg was 5.6 yds per carry. :up:
The one gameplay setting I changed was raising the speed threshold to 30. I had a few large runs by the CPU where I wasn't able to catch them from behind. Good angles to the runner are a must. We can leave it as is or change.
You can also change CPU QBA from 5 to 10 for more of a challenge though it seems like they were completing way too many passes at 10. With User QBA at 5 I was overthrowing alot of passes due to my QB's accuracy being low. Went 13 of 25 for 225 yds and 52% completion, 2 sacks and 3 INTs.
QB tendency definitely comes into play with these changes as Pocket Passers will throw the ball away if they sense pressure and Scrambling QBs will take off on you. We can tweak this one if necessary. I found that I ended up with more sacks against scramblers due to the fact they would take off towards the edge of the line and get sacked by a DE coming off a block. Ended up with six sacks against Florida. Still it makes you account for the QB on D. Also makes coverage tighter so it doesn't break down quite as much as when it is at a lower setting.
Anyway, just my .02.
Penalties
Offside: 99
False Start: 50
Holding: 99
Face Mask: 54
OPI: 60
DPI: 25
KR/PR Inter: 48
Clipping: 50
Int Grounding: 75
RTP: 50
RTK: 1
So i looking around and found this guys opinion on how sliders control different aspects of the game I would like your feed back since we are discussing sliders......
" Roughing kicker slider undoubtedly controls running game
________________________________________
After 4 hours of testing in dynasty, the roughing the kicker slider dictates ease of rushing for user and CPU by affecting the angles and response time to ball carriers. The only way to really prove it is for you to take whatever setting u have and put it to 50 then play normally and see if u don't have much greater rushing yardage and YAC for that game. I was averaging 130 yards per game and just had 3 in a row with 200+ against top 25 teams playing as Uconn.
Just thought I'd share
Settings were AA 50 thresh normal speed
Run block 50
Run def 50
Run ability 50
Tackle 30
User and CPU same
Point is for anyone looking to tweak their running game easier or harder, 50 RTK=easy and 100=hard
According to kblovers testing it controls defensive aggresiveness."
A lot of great points maybe we should take some of these into consideration.
Anything to make the computer a little more competitive.
A lot of great points in Jokers article. If we lower intentional grounding, maybe the cpu QB wont throw the ball away as soon as its snapped?
Our teams are getting pretty good, so maybe we should look at some things to make the cpu more competitive.
My opinion
Increase - cpu wr catching,cpu run blocking, cpu pass cov, cpu rush D.
Decrease - user rb ability (maybe to 35-40), user rush D (maybe 35-40)
Keep the feedback coming! Thanks for the feedback, marcotte.
Hey I think we should look into make some recruiting restrictions to make the dyn a little more challenging. Here is my suggestions.............................
*Can only recruit and sign max of 5 players that are 4 star or higher
* Can only recruit 1 player nationally (all other recruits must be from a conference state, in my case SEC)
* Must cut any player recruited/assigned to your team by the CPU (for some bewildering reason, the CPU will add 1 to 3 players to my class, even though I've got recruiting assistance off.
* Only 1 redshirts per season and only allow 1 attempt per offseason to try to persuade a player to stay (when they declare or want to transfer)
* Only sign up to 70 players and not cut anyone that you signed.
* Cut all of the "phantom" recruits that the AI signs for you anyway. (even with all recruiting assists turned off) The game usually tries to get you as close to 25 signings as it can, so I've seen as many as 10 extra guys signed for me before and with 6* Michigan, some of these guys are really, really good (but not usually).
* Using the slowest progression rate so even though I'm in year 22 of my dynasty, I'm still only a level 31 coach (54 is max). (THIS ONE IS MAJOR TOO ME)
* Recruiting tree restrictions:
-You can only put 2 points into the following skills
• Royal Treatment
• Opener
• Closer
• Kitchen Sink (have to spend 3 points to get 20 point requirement. CANNOT SPEND MORE THAN 600 PER RECRUIT)
• Insta-commit (With these restrictions there are guys that you have to fight tooth and nail for as well as guys that you simply cannot sign, even as 6* Michigan. If I was allowed 3 points in royal treatment and kitchen sink, I could sign not only ANY recruit I wanted, but also EVERY recruit you want before the offseason, I know this from experience).
* When adding recruits during the season(not the preseason), I can only add someone that has me in his top 10 already. It WAAAAAAAAAAY too easy to find superstars midway through the season that have no one pursuing them. By requiring them to have me in their top 10, it really, really cuts down on the cheesy signings you can otherwise get.
* No more than 20% of a class can be ATHs.
I'm against any recruiting restrictions. I have spent all my progression on recruiting and I feel it is a big part of the mode. I enjoy recruiting and scouting and trying to find the best players. To put restrictions on it seem like the equivalent of saying "you must lose at least 2 CPU games a year on purpose".
What are your guys sliders
Since are teams are pretty good, I want to suggest some slider modification.
Increase:
cpu pass block
cpu RB ability
cpu tackling
Decrease:
user run blocking
user pass blocking
user RB ability
user Rush def
user Tackling
These are just my suggestions, as it seems like most of us are just consistently blowing out the cpu.