My QB Consistency is @ 85, BTW. These numbers work okay for default rosters, although I didn’t really start getting 55-60% completion ratings on a regular basis until I edited other ratings – Agility for example. Agility acts as an acceleration boost, and is one reason why QB completion % is so low.
First, the DB’s are constantly jarring balls loose – completely unrealistic, IMO. Once in a while is great, but it happens way, way too often in 2K5. Second, receivers will drop passes if the DB or LB is simply in the vicinity of the catch. In other words, the closer the D player is to the receiver, the greater the chance the receiver will drop it. It’s a programming decision apparently, having to do with creating the illusion that the D player is contributing to the incompletion because his presence is disrupting the receiver’s concentration. Good idea, but way over-implemented – just like the jarring loose thing, all the INT’s and the ripping the guy’s head off tackling animation.
By lowering Agility, DB’s don’t have the same speed burst, and receivers are slightly more open. So they don’t get the ball knocked out of their hands as much, and they don’t drop as many passes – which is the way it should be. All of that contributes to QB completion %. Another thing that affects QB % is the fact that the CPU QB will throw into double/triple coverage on a regular basis. It’s another programming flaw that can’t be fixed, regardless of how high one raises QB ratings.
As far as sliders go, mine wouldn’t matter to you because of all my edits. What I can say is that my Human and CPU Passing sliders are set @ 32 for CPU/Coach games, and @ 24 for User games. Coach games and User games require two different sets of sliders this year – at least that’s what I’ve discovered. Generally speaking, Coach games require higher O sliders and lower D sliders. The only D slider I always keep high is Coverage – too much bad DB animation stuff otherwise.