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  1. #61
    Booster JeffHCross's Avatar
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    Quote Originally Posted by fsuprime View Post
    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.
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  2. #62
    All-American fsuprime's Avatar
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    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.

  3. #63
    Booster JeffHCross's Avatar
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    Quote Originally Posted by fsuprime View Post
    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.
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  4. #64
    All-American fsuprime's Avatar
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    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.

  5. #65
    Heisman skipwondah33's Avatar
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    Quote Originally Posted by JeffHCross View Post
    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.

  6. #66
    Booster JeffHCross's Avatar
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    Quote Originally Posted by fsuprime View Post
    hmmm, that makes sense to, did not think of it that way, but moving it closer to default will make players speed matter less
    Lmao. 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.
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  7. #67
    Booster JeffHCross's Avatar
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    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.
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  8. #68
    Now that we are a couple weeks in what are some issues you are seeing?

  9. #69
    Heisman skipwondah33's Avatar
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    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
    Last edited by skipwondah33; 07-27-2010 at 07:22 AM.

  10. #70
    Booster JeffHCross's Avatar
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    Agree with Skip on each of the first two, for CPU games.
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  11. #71
    Heisman psusnoop's Avatar
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    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.

  12. #72
    Quote Originally Posted by skipwondah33 View Post
    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.

  13. #73
    Quote Originally Posted by psusnoop View Post
    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.
    Last edited by Oneback; 07-27-2010 at 08:15 AM.

  14. #74
    Heisman psusnoop's Avatar
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    No worries here, glad that everyone helps chime in on the sliders as the final product will be well worth it.

  15. #75
    Heisman skipwondah33's Avatar
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    Quote Originally Posted by Oneback View Post
    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

  16. #76
    Heisman psusnoop's Avatar
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    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.

  17. #77
    Quote Originally Posted by psusnoop View Post
    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.

  18. #78
    Booster JeffHCross's Avatar
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    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.
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  19. #79
    Heisman skipwondah33's Avatar
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    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.

  20. #80
    Heisman psusnoop's Avatar
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    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

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