08-02-2014, 02:56 AM
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#38
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Live your life
OVR: 49
Join Date: Apr 2008
Location: Vermont
Posts: 22,948
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Re: Coach Skills & It's Direct Impact On AI
Some more tidbits:
Play recognition & Man Coverage does the same thing. They both control whether or not the defensive back will bite on a cut on a route. Because of this, do not give a defender high ratings in both. If one is high, the other have to be at 60 or below. By doing so, you will notice defenders are no longer joined at the hip when the WR is running his route. Instead it will be more of a defender sees, then reacts.
This will also lead to more deflections by defenders. Since they are more prone to being caught out of position, when they do try to make it back they will either be too late or make it just in time to deflect the ball away.
Pursuit & Hit Power are tied together. Therefore you can not have both high. Pursuit rating basically determines the probability of a hit stick like tackle triggering. You have to remember pursuit rating also gives a speed boost to defenders. Therefore if a player is traveling at a high rate of speed thanks to a high pursuit, it will automatically trigger a hit stick animation type of tackle.
Pursuit also has a direct effect on the ball carriers reactions or lack of reactions. It also determines the chances of a defender being faked out on a route, juke, spin or cut back lane. Because of this I suggest the following pursuit ratings for the defense:
Linemen - 50s to 70.
Linebackers - 60s to 80.
Secondary - 70s to 85.
Unless you want that defender making a lot of tackles in the backfield a lot, I wouldn't give a linebacker 85 or higher pursuit. They can run sideline to sideline way too fast if you do and more often then not, beat your blockers while you are in the backfield.
With block shedding rating I would suggest 80 or lower for 99% of the defensive linemen and linebackers. At 80 you see more of a natural struggle animation play out between the offensive lineman and the defensive lineman since the block isn't broken instantly. I saw some defensive linemen do some cool dip animations where the duck under the blocker arms to get passed them.
VERY IMPORTANT - do not give any defensive back above 50 block shedding. If you do, they will end up hopping over blocks more often then not when blockers try to cut block them.
Tackle rating I would keep between 50 and low 80s. Reason being the lower the tackle rating, the more group tackles you will see and less solo tackles. Had a game where one team had 26 assisted tackles and the other 18 assisted tackles. Also a lower tackle rating means a defender have to be in direct contact with you to initiate a tackle as well. I noticed over the past year that when a defender have mid to upper 80s tackle rating, he magnetically gets sucked into the ball carrier, despite his position and body orientation. So if you want to take the suction out of tackles, give them a lower tackle rating.
Lowering the tackle slider will not work. Because even at a zero tackle slider, if defenders had mid to upper 80s tackle rating I still saw defenders get magnetically sucked into the ball carrier.
Strength, power move and finesse move are tied together. Strength basically determines how fast a break block animation, such as a bull rush, spin, swim or rip move triggers.
Strength & Stiff Arm are also tied together. Don't really notice it as much in NCAA 14, but on Madden 25 on the next gen consoles you definitely see a HUGE difference between a lower rated strength guy throwing a stiff arm vs a higher strength rated guy.
Strength & Truck are tied together as well. Same as above.
Spin rating determines how wide or how small the radius of your spin is.
Juke rating determines how far of a jump you make to the side.
Elusive rating is pretty worthless to be honest for the CPU AI. Don't make them do or behave any type of way.
Awareness = CPU AI brains. The higher the smarter they are. So you might want to be careful how many defenders you give upper 80s or 90s in awareness, because it also determines fake out logic for defenders. The higher rated they are in awareness, the less of a chance they will be faked out by a juke or spin.
So you want to limit the amount of passes a TE or the 3rd and 4th WRs get ? Give them very low route running, like in the 50s. Give them very low release ratings as well. This will prevent them from getting open so quickly.
Now moving on the importance of stamina. Basically lower it for EVERYBODY.
Offensive and defensive Linemen from 60 to 75.
Linebackers from 65 to 80.
WRs, TEs, DBs from 65 to 85.
Point being stamina controls a lot in the game. From pursuit logic to play calling to mistakes being made to injuries and penalties happening. You will never see it if people have too much stamina. And really in this game, anything above 75 is too much stamina.
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