Yea....sliders are on default for user games....I have a 99 powered kicker and I only get touchbacks against the cpu about 25% of the time.
Bingo. They're not.
I haven't had a single kickoff this year that didn't go for a touchback against a user, whereas I've had practically none that were touchbacks against the CPU. Even with a 12 mph wind and the ball 5 yards deep in the endzone, the CPU still brought it out last night.
Twitter: @3YardsandACloud
After a chaotic Sept/Oct I am back to playing 3-4 dynasty games per week. I'm still on AA and though I would like a little more Cpu RB success, I can live with it (it's not the first time the cpu run game has been suspect at times). However, after all of the patches the ROBO QB is alive and well in my sliders. I have been reading that post patch three most people now have the cpu down to 15-20 range. I am going to try this myself and see. I was using 40 but the yards in the air by the cpu QB are just insane.
Finally getting around to playing my offline dynasty game that uses Oneback's new(er) sliders.
First play from scrimmage, I get called for roughing the passer. I've had much more egregious hits in our OD that have never gotten flagged. Wtf.
Twitter: @3YardsandACloud
Kickoff Power still needs to be adjusted. My 99 KPW kicker only made it 2 yards deep with a 10mph wind behind him.
Also, not sure if we want to look at adjusting it but the Nebraska kicker badly missed two XPs and a short FG. His KAC is 64.
I've also noticed the CPU kickers missing XPs and FGs. I haven't honestly looked at their KAC but nobody should really miss an XP.
I am working on a updated set of sliders as we speak.
I think I am satisfied with the changes I have made. I have upped the kick off strength and made some changes that will help those of you that like to run a spread offense/run from the shotgun. I will say the game speed will be a lot faster however, this was done in an attempt to speed up the mesh and make it more realistic. I'll post the sliders here in a sec, I've gone back to watching the FSU/Florida game, but I hope to have the sliders in place for week 4.
Here are the purposed sliders:
Game Speed: Very Fasy
Player Min Speed Threshold: 0
Game Rules:
Offisdes: 70
False Start: 70
Holding: 50
Facemask: 40
Off PI: 70
Def PU: 70
KR/Pr Interference: 90
Clipping: 50
Int Grounding: 100
Rough Pass: 80
Rough Kicker: 85
AI:
QBA: 35/30
PBL: 35/35
WRC: 40/35
RBA: 40/50
RBLK: 55/40
PCOV: 50/50
PRSH: 60/55
INT: 35/35
RDEF: 35/40
TAK: 45/35
FGP: 5/20
FGA: 20/55
PPOW: 30/50
PACC: 35/55
KOP: 30/30
I played a few games with it this afternoon and it seemed pretty good, I could probably knock it down to High but let me know what you guy's think.
My first thought is that we need a little bit more time to evaluate the Game Speed change before implementing it. I'll post more thoughts momentarily (in a try-out game right now), but I can tell initially that this has a lot of implications to change. Under Center playcalling is particularly affected.
Twitter: @3YardsandACloud
I will say now that I have stepped away from it and am not wide awake the game speed does seem REALLY fast. Not sure if thats because I am tired but it seems a lot faster than it did this afternoon.
I think your perception of the game speed is affected by the type of offense you're running. Though I will say that, while I was changing between High and Normal during the game, there were a couple plays where I was just like "Oh, this is just too fast" and later discovered that it was on Normal at the time, lol. One play can alter your perception of another drastically.
I played the 1st and 4th quarters on Normal, with the 2nd on High and the 3rd on Very High.
Initial impressions:
Overall, High seems more realistic than Normal. I actually like it and may start using it offline. Ball seems to get to the receivers quicker, plays in general happen faster ... it's nice. That said, it's not all rosy.
Most animations run faster with High and Very High, as they should. However, I don't think the WR Release animations (i.e. Press) do run faster. Once the WRs release, they get into open field faster, obviously, but they spend what appears to be much too long at the LoS.
Defensive pressure is decidedly faster. There were a few plays where my LT was beaten so badly, he didn't even get a block on the defensive end. I think AGI/ACC/SPD advantages are more pronounced with the Game Speed increase. This is good for when we're on defense ... worse for when we're on offense. Unless you're the type that drops back 10+ yards on most pass plays, or you do a lot of shotgun passing and don't get pressured, this is likely to effect you.
The running game is ... interesting. Blocks and releases happen faster, as do jukes and everything else. So there was definitely a little bit of "hold forward and hope for good". When blocks are broken up front, you have very little time to react.
That segues nicely into my major impression ... reaction times are cut drastically. Those of you that are used to fast shooters (i.e. not me) will probably be right at home. Stick skills and your ability to process everything quickly is now at a premium. I rarely had time to make more than two reads on a pass play, especially at Very High. I found myself running for my life out of the pocket a lot more too.
I also think players who use the stick for defense are likely to find themselves out of position a lot more. The margin for error is a lot smaller because of how much faster everyone else is running. Obviously you're running at the same speed too, but a false step could be killer.
I'd be curious to see impressions from G, since he does a lot of under center, and Papa, since I know he loves to play the MLB. Escobar's Tulsa offense might also be interesting because of the effect of speed on the running game. QB running might be ... interesting.
Twitter: @3YardsandACloud
In the end I can fix the pass blocking issues on the higher game speeds, as for speed of the players the Speed Threshold is effecting that as well. I was and still am hesitant to change the game speed as in user v user games it will have zero effect and I would hate to get used to the game speed against the CPU then turn around and play more meaningful games at a lower speed.
I think Fast may be the way to go, I'll need to tweak the pass blocking sliders a bit however.
I was talking with some other guys about this a few weeks ago. I actually think that the Game Speed might carry over to user/user games. If it doesn't, then neither would the Min Speed threshold. Definitely something we'd need to look at, because I agree that would be frustrating. I want to say that the other dynasty hadn't noticed it before I brought up the sliders, and I would think you would notice Very High in CPU games versus Normal in User games.
Twitter: @3YardsandACloud
Updated:
Gameplay Options:
Skill: All-American
Quarter Length: 8 min
Game Speed: Fast
Player Min Speed Treshold: 0
Game Rules:
Offsides: 70
False Start: 70
Holding: 50
Facemask: 40
Offensive PI: 70
Defensive PI: 70
KR/PR Interference: 90
Clipping: 50
Intentional Grounding: 100
Roughing the Passwe: 80
Roughing the Kicker: 85
Custom AI: (HUM/CPU)
QB Accuracy: 35/30
Pass Blocking: 40/35
WR Catching: 40/40
RB Ability: 40/50
Run Blocking: 55/40
Pass Coverage: 50/50
Pass Rush: 60/55
Intercpetions: 35/35
Rush Defense: 35/40
Tackling: 45/35
FG Power: 5/20
FG Accuracy: 20/55
Punt Power: 30/50
Punt Accuracy: 35/55
Kickoff Power: 30/30
I'll get on after I eat, and play my game to see how the sliders work with my Spread offense.
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