The Pyramid - Sliders
Please vote for which you'd prefer.
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My preference is to use sliders. The game is pretty easy at default.
Here is a decent set that I have been using. It splits the offense / defense on AA / Heisman. Give it a try and see what you think. Difficulty/Clock Settings Offensive Skill: All-American Defensive Skill: Heisman Quarter Length: 7 or 8 Minutes (I have used both). Game Speed: Normal Speed Threshold: 25 Penalties Offsides: 58 False Start: 55 Holding: 58 Facemask: 58 Offensive Pass Interference: 80 Defensive Pass Interference: 80 Clipping: 55 Intentional Grounding: 100 Roughing the Passer: 54 Roughing the Kicker: 100 House Rules (User/CPU) QB Accuracy: 10/25 Pass Blocking: 30/30 WR Catching: 40/40 RB Ability: 50/45 Run Blocking: 50/50 Pass Coverage: 70/60 Interceptions: 70/60 Rush Defense: 50/60 Tackling: 60/50 FG Power: 25/45 FG Accuracy: 35/40 Punt Power: 35/55 Punt Accuracy: 45/50 Kickoff Power: 40/50 |
Just remember you will eventually be playing in a conference with 5 other real GMs.
That slider set is skewed hard towards a pass heavy O. I thought it had been discussed and confirmed up front that we were using stock AA sliders? |
Here are our previous discussions. I think we probably have a range of stick skills in the league, and I might err a bit on the side of being too easy rather than being too hard. I'll give the sliders above a try, but I suspect we'll settle on a set somewhere between those and the default.
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Anyone who hasn't weighed in but has an opinion, please let us know your feelings now.
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Has anyone tried these sliders? I haven't had a chance yet. Honestly, I'm a little torn on the whole thing. |
I'm still very much in favor of default.
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Since the vote was split, I decided to try to find a compromise position between default AA sliders and the ones Gramm proposed. I took these AA sliders from the NCAA 2014 thread and modified them a little to get closer to default. Why don't we see how it goes, and possibly adjust in Week 8 or so? My modifications in red. Skill: All-American Speed: Slow Threshold: 28 8 minute quarters Home Field Advantage: On Ice the Kicker: Off Sliders (Hum/CPU) QBA: 5/10 25/30 PB: 60/65 WR: 40/45 RBA: 45/65 RB: 20/45 25/45 PC: 70/70 Int: 30/30 RDef: 20/80 Tack: 35/35 FGP: 55/50 FGA: 50/40 PP: 50/50 PA: 45/35 Penalties Offsides and False start: 85 Holding: 40 Off and Def PI: 0 Clipping: 51 Int grounding: 60 RP: 52 RK: 0 |
Does that mean there will be no roughing the kicker or PI? Or how does that work?
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To be honest, I'm not sure of the reason for that. I know the penalty levels affect how AI players play, so I assume there is a good reason for it. Maybe BYU 14 can explain?
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I just posted the question in the NCAA 2014 thread. Hopefully one of the sliders guys can explain the reasoning behind that.
NCAA Football 14 - Page 6 - Front Office Football Central |
When you put the PI at 0, the AI defenders play aggressive and mirror your receivers more frequently and break on the ball a bit more. If you put them very high, the defenders are less aggressive.
Both methods can support a slider set, depending upon how the other factors like pass coverage and interceptions are set. |
Judging by our Week 2 results, I'm thinking our sliders are too easy.
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Going by our scores, our points for seems to be about right. The opposition, not so much.
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I'd say the CPU needs a serious boost in the passing game. I may adjust for Week 4.
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I used both of the slider sets that BYU posted in the general thread. They might be too much for now. But, I preferred the first set over the second. I think I still put the D on Heisman for those too.
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Gonna give it another week and before adjusting sliders.
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Chiming in with my opinion FWIW....
1- The current sliders are too easy (In my case they are MUCH easier than stock AA) 2- They also add a layer of frustration. I havent played with sliders in a while but when I was working on one for 13 I found it much more enjoyable (for example) to greatly increase RB of the CPU and RB elusiveness than to NERF tackling. In former the computer just seems to be great blockers and get away from you, in the latter you get tecmo bowl players bouncing off RBs. Im good with whatever just weighing in with my thoughts. |
Just played this week....if they weren't changed already...I just had an entirely different gaming experience than I have the previous two weeks.
Not just that I lost, but the overall game feel was crazy different... |
Didn't make any changes. How was it different?
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Well numbers wise BYU was the weakest team we had played this year, yet I really couldnt do anything right.
Despite being at home. When I blitzed they bounced off and scurried for a first down, they threw the ball all over me multiple times trowing into double coverages and catching running on through. On D they were everywhere...the gains I did make were of the running for my life and desperation fling variety. One thing that is strange is there seams to be some code for tired RBs..where they run fast to the mesh point but then stop for a count or two after taking the handoff...saw that a 3 or 4 times. On two separate occasions I called a blitz into a pass and a DE then a DT dove tackled to hard hit the QB and he shook it off and scrambled for 20+.. |
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I believe that happens on every pitch/toss play that isn't an option, I think draws have a bit of an awkward feel to them too? I never ever call toss plays because of it, if I want to run outside I always look for HB Stretch plays instead where there's a handoff instead of a pitch. |
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For week 6, I've adjusted things a bit to make CPU offenses a bit more effective. I'm not a sliders guru, so we'll see how it goes. Sliders (Hum/CPU) QBA: 25/30 25/35 PB: 60/65 WR: 40/45 40/50 RBA: 45/65 40/55 RB: 20/45 20/65 PC: 70/70 Int: 30/30 RDef: 20/80 Tack: 40/35 40/40 FGP: 55/50 FGA: 50/40 PP: 50/50 PA: 45/35 |
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