LATEST SLIDER UPDATE: July 20th, 2024 Next LIVESTREAM Slider Testing On YouTube: 07/22, 10:00AM (@KingSimKits)
I'm finally getting my footing with the game-play, all the features and how these sliders are beginning to mesh with it all. Test out the setting below, this is the official V1.0 set.
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HEISMAN DIFFICULTY MINUTES: 10 (updated 7/24) ACCEL CLOCK: ON / 19 Second Runoff PASSING TYPE: REVAMPED PASSING TESTING IN BOTH DYNASTY MODE AND PLAY NOW
SPECIAL TEAMS: FG Power: 50 FG Accuracy: 50 Punt Power: 50 Punt Accuracy: 35 (updated 7/24) Kickoff Power: 50 _ _ _ _ _ _ _ _ _
GAME OPTIONS: Injuries: 30 Fatigue: 62 (updated 7/24) Min Player Speed Threshold: 57 (updated 7/24) _ _ _ _ _ _ _ _ _
PENALTIES: Offside: 82 False Start: 82 Holding: 58 Face Mask: 77 Def PI: 50 (I've tested on 99 50 and Zero, still only seen 1 call total. Need help here.) OFF PI: ON Kick Catch Interference: ON Illegal Block In The Back: 52 Intentional Grounding: ON Roughing Passer: 51 Running Into The Kicker: ON Illegal Contact: ON _ _ _ _ _ _ _ _ _
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QB Accuracy: 20/15 (updated 7/24)
Currently testing this. Will be back with my info soon... _ _ _ _ _ _ _ _ _
Pass Blocking: 56/48
Blocking is great in the year’s title, including the OL adjustments. I felt the HUM Pass Blocking didn’t give us enough time especially for play action throws. At 56 for the HUM it works well at the moment while I’m still testing across the board. I’ve been sacked around 3 times a game with an average OL group. Sometimes it’s because of my own decision making as well.
I wasn’t seeing enough sacks for the HUM so I’m testing CPU at 48 at the moment. More important than sacks, I’m concerned with the overall time in the pocket. Test this out & give your results. _ _ _ _ _ _ _ _ _
WR Catching: 35/31 (updated 7/22)
It’s not just about off throws that affects a QB’s passing stats, it’s the guy on the other end receiving those passes. At 35/31 YES they still catch the football at a much higher rate than drops, but the goal was to achieve seeing random drops while helping to contribute to true-to-life QB completion %s. Dropped passes in traffic, across the middle, short, deep, and wide open all happen realistically. It can be frustrating, but you’ll see this happen for both teams. I'm continuing to test, as I've had some games with too many drops, and others panned out perfect. This may change soon as well. _ _ _ _ _ _ _ _ _
Run Blocking: 48/48 (updated 7/24)
Along with pass blocking, run blocking mechanically works really well. Having a good OL and a good RB should matter, and I felt that running the ball was becoming slightly easy for HUM and the CPU. It’s all about the Yds Per Rush stat that I need consistency in. I want to see long runs and breaking it open, just not as the norm. At 48 for HUM and 48 for the CPU, this is where I’m currently testing heavily. _ _ _ _ _ _ _ _ _
Fumbles: 25/25 (currently testing 18)
This slider works well although sometimes it can be hit or miss. My job right now is just to continue playing more games to find the sweet spot & unpredictability factor. _ _ _ _ _ _ _ _ _
Pass Defense Reaction Time: 67/67
Since I kept pass coverage at 50/50 for now, I bumped up the reaction times, and so far its showing good promise towards QB %s, chances for INTs and overall creates a challenge for both the HUM & CPU. _ _ _ _ _ _ _ _ _
Interceptions: 34/32
I was throwing too many picks on 50 guys lol. My defense also had 5 picks in my very first game playing. I'm sure you've experienced some of this too, but hey it's only been a week in to this release... Essentially I need to pay for my mistakes while not throwing 2-3 picks per game. So does the CPU. This slider affects the player's play on the ball (whether they swat or try to intercept it), as well as their "catch" rating for actually picking it off. At 34 for the HUM it's been perfect for my skill level and the challenge I'm looking to have. I can grab interceptions successfully while other attempts I drop them more often. At 32 for the CPU it feels like an even sweet spot. _ _ _ _ _ _ _ _ _
Pass Coverage: 50/50
It was brought to my attention that this slider is backwards. The lower you set it, the better they pass cover and vice versa. But I reverted back to 50 for now just to give it a chance at the media and break down what I see. I'm always considering player ratings, I'll need to nail this sweet spot.
I left CPU at 50. It already gives me a good challenge and I have no complaints. Refer above to Pass Defense Reaction Time to what I adjusted for the CPU. _ _ _ _ _ _ _ _ _
Tackling: 49/49
Ive been playing the fence with tackling at either 50 or 49. I like where the tackle slider sits at default 50 swhile it seems that the CPU breaks more tackles than the HUM. At 49 for the CPU, I'm monitoring how often we the HUM break loose from tackles. 1 point truly made a difference so far and I like it.
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KEY STATS TO NOTICE & COMPARE at the moment:
- Number of plays per-game
- Pass Completion %
- Yds per rush
- Total Penalties per-game
- Total Offense per-game (Rush/ Pass)
- Time of Possession