I thought I would share these and get feedback. I'm playing with 2 teams on varsity Rice and Wyoming. Nearing the end of the 1st season. I approached this with a couple goals. Statistically I wanted play counts to be close to the Sim numbers. Now the Sim engine makes passing stats overpowered and running is too low. My stats are more online with what you'd expect in real life. More runs and more run yardage. Passing is very hit or miss depending on the QB, home or away, weather, receivers. Defense. The kind of variability you would expect on real life.
Same for CPU and Human
Varsity
QB - 8
Pass block - 32
WR - 40
Run Block - 55
Fumbles - 22
Reaction time - 95
Int - 38
Pass Cov - 95
Tackling - 35
FG power - 25
FG Acc - 30
Punt power - 60
Punt Acc - 100
Kickoff - 75
Injuries - 55
Fatigue - 74
Speed Threshold - 25
12 min quarter, 12 sec accelerated clock
Penalties
Offside 70
False Start 85
Holding 53
Face mask 85
DPI 99
Block in the back 55
I'm still experimenting with FGs not sure the power slider even works. On short FGs from a hash with a sharp angle I've seen the CPU miss alot of those but at the same time they are hitting a high percentage Tage of 50+ yard FGs.
Penalties are lower than the average. Be careful with holding. If you raise it they call holding on a high percentage of outside runs. To the point that those plays are not even worth calling. If you want more Penalties I recommend increasing false starts and offsides. You'll still get the occasional holding 1 or 2 a game, but it's not stupid high.
Run block was also an interesting one. I noticed outside zone getting stuffed everytime when I had it too low. I went into practice mode and played with it until outside zone would work. It also is not making inside zone overpowered but if you play a light box it goes as expected.
I'm having a blast with these
Same for CPU and Human
Varsity
QB - 8
Pass block - 32
WR - 40
Run Block - 55
Fumbles - 22
Reaction time - 95
Int - 38
Pass Cov - 95
Tackling - 35
FG power - 25
FG Acc - 30
Punt power - 60
Punt Acc - 100
Kickoff - 75
Injuries - 55
Fatigue - 74
Speed Threshold - 25
12 min quarter, 12 sec accelerated clock
Penalties
Offside 70
False Start 85
Holding 53
Face mask 85
DPI 99
Block in the back 55
I'm still experimenting with FGs not sure the power slider even works. On short FGs from a hash with a sharp angle I've seen the CPU miss alot of those but at the same time they are hitting a high percentage Tage of 50+ yard FGs.
Penalties are lower than the average. Be careful with holding. If you raise it they call holding on a high percentage of outside runs. To the point that those plays are not even worth calling. If you want more Penalties I recommend increasing false starts and offsides. You'll still get the occasional holding 1 or 2 a game, but it's not stupid high.
Run block was also an interesting one. I noticed outside zone getting stuffed everytime when I had it too low. I went into practice mode and played with it until outside zone would work. It also is not making inside zone overpowered but if you play a light box it goes as expected.
I'm having a blast with these
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