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Thread: Community Sliders - Balanced (All-American)

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  1. #1
    Booster JeffHCross's Avatar
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    Community Sliders - Balanced (All-American)

    Difficulty: All-American

    Goal: Sweet and simple. Start at the default and make the game as balanced as possible for both HUM and CPU.

    Recommended Testing Method: Play Team vs Team. That is to same, play Ohio State vs Ohio State, Alabama vs Alabama, whatever. That is fundamentally important, in my opinion, to developing balanced sliders. Don't just look for same ratings or levels ... use the same team on both sides. At the end of the game, if you can reasonably say that the difference was human play calling ... rather than stick skills or CPU cheating ... you've got a balanced set of sliders.

    Slider Version: 1.0

    Sliders (Bold differs from previous version, or default in case of Version 1.0)

    Remember ... this is just a starting off point. Questions, concerns, and suggestions for changes ... post them below!
    Twitter: @3YardsandACloud

  2. #2
    Hall of Fame SmoothPancakes's Avatar
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    I might work on this some tomorrow when I finally get the game. I could have got it a couple hours ago, but I didn't feel like driving 20 minutes one way to the next city over to pick it up at gamestop at midnight. So I'll maybe have it 12 hours from now (or whenever I finally get up the desire to actually make the drive over there) and I'll see what I can come up with.

    I would definitely prefer to have some sliders (and rosters) before I start my Navy dynasty. I might also end up helping with Heisman. I haven't decided if I want my Navy Dynasty of Pain to be on AA (for some pain) or Heisman (for max pain), which may seem confusing, but will make more sense once I start posting it in the Dynasty Recap forum.

  3. #3
    Heisman Rudy's Avatar
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    AA is normally the level for me. I will be keeping an eye on this thread. I've heard that AA plays very balanced out of the box. I have heard we will need to boost the cpu running game (normal but not nearly as much). I'd like to see some decent special teams sliders right away. Usually kicking is way too easy for the user under this system. It is nice to hear the super legs were toned down.
    Last edited by Rudy; 07-13-2010 at 05:48 AM.

  4. #4
    Heisman jaymo76's Avatar
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    Changes I have made thus far:

    HUM/CPU

    catching 55 / 55
    rb ability 45 / 55
    pass block 50 /40
    pass rush 70 / 50 ~ I am finally seeing regular pressure from the dline
    rush d 45 / 60
    rush block 45 / 60
    fg power 55 / 55 ~ too many short FG's missed

    I still need serious tweaking of the cpu run game as it's ust so weak. Also, I need to tweak the human rushing to get the stats a little lower.

  5. #5
    jaymo76 I am feeling your pain. I think alot of the problem is not just the playcalling by the CPU on AA, but the audibles. They still run too many plays into fronts that you shouldn't. Worst Ex: They are in a 4WR and 1RB set and call and stick to a running play up the middle against my 3-4 strong gap press. It is hopeless for the runner and they do this in varying degrees throughout the game. I am wondering if the aggressiveness setting for the coach would improve this.

  6. #6
    Heisman Rudy's Avatar
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    Jaymo, do not boost the kick power on FGs for the cpu. They have longer legs on default. They should be at 35 imo. And the human should remain at 50. On longer field goals you have to drop the angle down lower to get the ball farther (realistic and may provide more blocks). Test it out in practice. At 50 you can't hit long field goals without dropping the angle but if you do the length is perfect.

    I've tested out the kicking sliders and this is what I'm using now:
    human/cpu

    FG Length 45/30
    FG Acc 25/50
    Punt Length 25/65 (slider doesn't work very good at all but I do think the cpu punt length should be close to +50 to remain balanced from practice results)
    Punt Accuracy 40/50
    KO Length 35/50

    These could change but right now I like them.

    Edit: practice results aren't being carried over to the game. Going to have to tweak some more.
    Last edited by Rudy; 07-17-2010 at 06:56 AM.

  7. #7
    Varsity Kwizzy's Avatar
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    Havent had near as good a chance to play the game & mess with sliders as i would've liked so far, but in the few games I've played here are my thoughts on some adjustments that need to be made. I think you guys have a pretty good handle on things for the most part.

    -CPU run game needs a BIG boost. Havent had to worry about the CPU running on me at all yet.
    -USER pass rush needs a bit of a boost. I always seem to get to the qb just after he releases the ball. I'd like to see a few more sacks or QB flushes, not too much.
    -CPU pass rush seems just a tad too quick IMO. I never seem to have any time on PA or deep routes in general.
    -CPU (and perhaps USER too) pass coverage needs to be dropped a bit IMO... Has anyone else noticed that the DBs are making a jump on routes even before the recievers do? Especially on out routes. It's really irritating me.
    -I will defer to Rudy on the special teams sliders & give his a try.

    Thoughts? Interested to hear your opinions.

  8. #8
    Heisman Rudy's Avatar
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    I agree with almost everything you posted Kwizzy. I personally don't think the cpu pass defense needs dropping but I do think the user one does. I've only got 5 games in so I expect my sliders to change. Here is what I'm currently using. I'm putting it in spoilers since it's pretty darn early. After another 5 games I'll have a better idea. I may have to knock down cpu pass block some more but we do have to be careful with how many bad decisions the cpu QBs make when under pressure. I do set my DL to aggressive all game long.

    Spoiler: show

    OFFENSE HUM CPU
    QB ACCURACY 45 50
    PASS BLOCK 50 45
    WR CATCH 50 50
    RB ABILITY 50 60
    RUN BLOCK 50 80

    DEFENSE HUM CPU
    PASS COVERAGE 35 50
    PASS RUSH 50 50
    INTERCEPTIONS 50 50
    RUSH DEFENSE 50 60
    TACKLING 50 45

    SPECIAL TEAMS HUM CPU

    FG LENGTH 50 35
    FG ACCURACY 25 50
    PUNT LENGTH 25 75
    PUNT ACCURACY 40 50
    KO LENGTH 35 50

  9. #9
    Varsity Kwizzy's Avatar
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    I'll give those a shot Rudy. What kind of passing numbers are you putting up? It just seems like every reciever is blanketed because the Dbs seem to know what's coming (has noone else noticed this?).... Even when my receivers are open, it seems like the LBers are making some ridiculously well timed jumps & knocking a lot of balls down. so I think i'll drop the cpu pass defense a bit.

  10. #10
    Varsity Marlowe's Avatar
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    Quote Originally Posted by Kwizzy View Post
    -USER pass rush needs a bit of a boost. I always seem to get to the qb just after he releases the ball. I'd like to see a few more sacks or QB flushes, not too much.
    Most of my sacks have been off of coverage. Don't know if it helps but I'm using the aggressive setting for the line.

    -CPU pass rush seems just a tad too quick IMO. I never seem to have any time on PA or deep routes in general.
    The CPU blitzers get good angles. Line blocking audibles don't seem to work. The play art doesn't seem to change when I use them and I haven't noticed any difference in the blocking. (PS3)

  11. #11
    Booster JeffHCross's Avatar
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    Quote Originally Posted by Marlowe View Post
    Most of my sacks have been off of coverage. Don't know if it helps but I'm using the aggressive setting for the line.
    Aggressive defense line has a huge effect on pass rush, based on NCAA 10 and the demo.
    Twitter: @3YardsandACloud

  12. #12
    Heisman Rudy's Avatar
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    Quote Originally Posted by Kwizzy View Post
    I'll give those a shot Rudy. What kind of passing numbers are you putting up? It just seems like every reciever is blanketed because the Dbs seem to know what's coming (has noone else noticed this?).... Even when my receivers are open, it seems like the LBers are making some ridiculously well timed jumps & knocking a lot of balls down. so I think i'll drop the cpu pass defense a bit.
    I firmly believe sliders are a very individual thing. Find passing too easy? Boost cpu pass defense. Too hard? Drop it. Easy fix. There is such a wide range of play styles that no slider set is perfect for anyone. Here are the stats from my first 5 games where the cpu pass defense in on AA default. Other stuff changed (first game on AA default with the last game played on the sliders I posted).

    I had good success with Wisconsin and Miami. Generally speaking, I'm not a great passer.
    http://spreadsheets.google.com/ccc?k...1E&hl=en#gid=5

  13. #13
    Heisman jaymo76's Avatar
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    After EIGHT dynasty games and a handful of play now games, I am yet to lose on AA. Half of the games I used the default settings and the last half I have played with slider tweaks. I realy like this game BUT the more and more I tweak the sliders the more concerns I have because they aren't making a huge difference. The cpu is just not running the ball (I play a 4-3 base D primarily in man coverage). I love the cpu passing game and I am very satisfied with the human offense and defense BUT the cpu run game is just so weak. Today I played a play now against Army... they have 30 something carries for UNDER 50 YARDS!!!

    Tonight I play USC in my dynasty mode so we'll see how that goes. I hope my most recent slider will make for an excellent game. If the running game can be vastly improved I will be playing this game until next July

    OFFENSE HUM CPU
    QB ACCURACY 40 50 (cpu to 45??? in the bowl game I saw some robo QB)
    PASS BLOCK 50 40
    WR CATCH 55 55 (hum to 60 really limits drops but makes the stats too high)
    RB ABILITY 50 60
    RUN BLOCK 50 80 (STARTING cpu RB avgs almost 100 yards per game now)

    DEFENSE HUM CPU

    PASS COVERAGE 35 35 (seems to allow for more separation... might need to lower cpu accuracy though???)
    PASS RUSH 75 50
    INTERCEPTIONS 50 50
    RUSH DEFENSE 35 50
    TACKLING 50 50

    SPECIAL TEAMS HUM CPU

    FG LENGTH 55 35
    FG ACCURACY 45 50
    PUNT LENGTH 50 50
    PUNT ACCURACY 40 50
    KO LENGTH 40 50
    Last edited by jaymo76; 07-17-2010 at 10:44 AM. Reason: UPDATED

  14. #14
    Heisman jaymo76's Avatar
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    Well, just played USC... AND... THE SLIDERS WORKED PERFECTLY. I just suffered the biggest loss ever for ME in the NCAA SERIES!!! I was owned by the vastly superior Trojans 42-13. In truth the game was a lot closer that it appears (3 late td's off fumbles and pics) but what was best were the stats.

    USC RB #21 (29 CARRIES FOR 119 YARDS AND 2TDS, 4.7 YPC)
    USC RB #2 (4.2 YPC)
    USC QB 15-24 FOR 230 SOMETHING YARDS

    My sliders may be set for the cpu... WOW! I am so impressed with this game right now.

  15. #15
    Well unfortunately I am feeling skeptical on the computer having a running game on AA. I used your sliders above and took A&M to Uconn (run heavy team). I expected to win but I figured they would run on me and keep the ball. With 5 minute qtrs, they had 72 total yards (43 rushing) and that includes simming the 4th qtr. I plan on playing a few more to get a better sample.
    Last edited by mundo; 07-16-2010 at 05:08 PM.

  16. #16
    Heisman morsdraconis's Avatar
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    OFFENSE HUM CPU
    QB ACCURACY 40 50
    PASS BLOCK 55 40
    WR CATCH 55 55
    RB ABILITY 50 55
    RUN BLOCK 50 70

    DEFENSE HUM CPU
    PASS COVERAGE 35 45
    PASS RUSH 70 50
    INTERCEPTIONS 40 40
    RUSH DEFENSE 35 70
    TACKLING 50 50

    SPECIAL TEAMS HUM CPU
    FG LENGTH 5 20
    FG ACCURACY 20 50
    PUNT LENGTH 50 55
    PUNT ACCURACY 40 50
    KO LENGTH 35 50


    Played numerous games Wisconsin vs Wisconsin.

    Had Clay average 4.5ypc over 3 games, with some NICE big runs too.

    Need to test it with lower rated teams.

    I think it's going to have more to do with the defensive front than anything.

  17. #17
    Heisman Rudy's Avatar
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    I like seeing the different sliders for AA. Lets me see what some guys are doing and if I should push the envelope a little more in some areas. I see both Jayrah and Mors have user qb accuracy at 40. I've left mine at 45. Not sure if I'll go to 40 since I'm not doing so hot in the passing game. I still see misfires quite a bit. I do agree that 50 for the cpu is good (was even thinking of boosting it one notch). The cpu qb does misfire fairly often depending on the QB.

    I haven't boosted the user pass rush too much. I'm not getting quite as many sacks as I'd like but my fear is still that too much rush may lead to more sacks but a lot more stupid cpu QB decisions and pick 6's. If I boost this area I may drop user pass coverage to offset it and/or boost the cpu WR catching. I'm going to take Nebraska at home against Texas. That defense should be able to get some sacks without Gilbert throwing a ton of picks. We'll see. I may tweak some of this based on this game.

    One thing I'm a little annoyed with, although it's been true in the past as well, is that results from practice don't fully carry over into the game. The kicking lengths are longer in games than in practice. I played a game with zero wind and the cpu kicker nailed a 55 yarder with room to spare. I'm going to be tweaking my kicking sliders based on game stats for a little bit. I do find kick returns are hard although I did get one kickoff return for a TD. Probably the only one I returned greater than 30 yards.

    It normally takes me about 10 games to get a good base set and I'm 8 games in (5-3) and very close.
    Last edited by Rudy; 07-17-2010 at 05:33 AM.

  18. #18
    Heisman morsdraconis's Avatar
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    I've been VERY happy with the kicking settings I have. The CPU will attempt kicks that are just BARELY inside it's range and it's basically 52+ only with kickers that have 95+ kicking power (which it most definitely should be that way with college kickers that aren't Mike Nugent.

  19. #19
    Heisman jaymo76's Avatar
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    Last night I was in a bowl game and my receivers weredropping eveything so in a fit of rage I moved the WR catching to 60. After that my QB went 22-29 for over 300 yards and 3td's. Though it was great to see caught passes I am going to move it back to 55 as the stats were just a little too out of whack for my tastes. Also, in the bowl game, talk about robo QB! The 3rd string (first two injured) for Nebrtaska went 7-10 for 3td's. I guess bowl games are made to be more competitive.

  20. #20
    Hall of Fame steelerfan's Avatar
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    I noticed when simming in Dynasty Mode (to learn recruiting) that simmed games (not Super Sim) seem to have about 150 snaps (not including special teams) and so I started messing around with the game speed on slow and playing 10-12 minute quarters. 12 was too much. 11 produced 152 snaps. I may settle on 10.

    Anyway, I've been messing with sliders and I liked the total stats I got at 11 minutes.

    I used UM and hosted UW. I won the game, 27-25 as UW failed on a 2-pt conversion with under a minute to go. They needed 2 because they missed 2 PATs even though I haven't done anything to the CPU Kick Accuracy.

    The CPU outgained me 388-363. They had 269 passing and 119 rushing. I had 303 passing and 60 rushing. 1st downs were 17-16 UW. They lost a fumble and I lost 3. I also threw a pick. The CPU had 4 sacks to my 3 and committed 6 penalties for 67 yards while I had 5 for 45.

    I made a few tweaks to try and help the CPU rushing and such. I'm gonna try another game with 10 minute quarters. I'll report back and eventually post my sliders in case anyone else enjoys longer quarter lengths.

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