McGibblets' CFB 26 Coach Mode Sliders

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  • Mcgibblets82
    Rookie
    • Sep 2017
    • 488

    #46
    A few updates to the latest set.

    The goal here is to minimize noticeable in-game effects of wear & tear, while still allowing season long wear & tear that is comparable to the simmed games around the CFB dynasty sim world. In theory, your running backs, linemen, etc. with say 200 snaps, should have comparable wear & tear to the same positions with 200 snaps at other schools. The lower recovery sliders will force you to manage your wear & tear from week to week, potentially causing you to sit starters that are being affected by wear & tear. This is also a way to somewhat mimic or simulate more multiple week injuries since the game doesn't really generate enough of those. The lower recovery sliders will allow for players who get dinged up from normal impacts to possibly have to sit out a few plays here or there. At the same time, if a player gets rocked by a big hit, he's likely going to miss some time.

    WEAR & TEAR
    Normal Tackle Impact 10
    Catch Tackle Impact 10
    Hit Stick Impact 25
    Cut Stick Impact 25
    Defender Tackle Advantage 25
    Sack Impact 10
    Block Impact 10
    Impact Block Impact 10

    WEAR & TEAR RECOVERY
    Per-Play Recovery 5
    Per-Timeout Recovery 10
    Between Quarter Recovery 10
    Halftime Recovery 15
    Week to Week Recovery 25
    In-Game Healing Pool Reserve 50



    Some other minor updates to gameplay sliders:
    Injuries 45 to 40
    Speed Parity 95 to 75
    Offside 65 to 60
    Facemask 65 to 60
    Pass Block 70 to 75
    Ball Security 55 (CPU Only)
    Interceptions 50 to 40
    Pass Coverage 60 to 70
    Tackling 35 to 30
    Punt Accuracy 57 to 48


    Updates to Auto Subs
    Custom auto subs are now 90 out and 92 in
    Linebackers from Keep Fresh to Custom
    Last edited by Mcgibblets82; 08-01-2025, 08:19 AM.

    Comment

    • Mcgibblets82
      Rookie
      • Sep 2017
      • 488

      #47
      BIG UPDATE AFTER LATEST PATCH

      Quarter Length: 15 Minutes
      Acceleratd Clock: 18 Seconds (Use House Rule #3 at bottom of post)

      These Wear & Tear settings will allow better W&T throughout the season. If you get a guy with a severe W&T injury, be prepared to remove him from your depth chart for multiple games. It will take him some time to recover from a severe W&T injury. Some of the minor injuries may require you to sit a guy for the remainder of a game, but he should be fine to return for the next game. Over the course of the season, you should have some guys miss a few games though.

      You will also see your guys have comparable W&T to the non-user teams' players. So for example, your RB with 150 carries should have a similar level of W&T as another team's RB with 150 carries.

      Normal Tackle Impact 10
      Catch Tackle Impact 10
      Hit Stick Impact 20
      Cut Stick Impact 20
      Defender Tackle Advantage 20
      Sack Impact 10
      Block Impact 10
      Impact Block Impact 10
      Per-Play Recovery 5
      Per-Timeout Recovery 10
      Between-Quarter Recovery 10
      Halftime Recovery 15
      Week to Week Recovery 20
      In-Game Healing Reserve Pool 25

      Passing Type: Revamped Passing
      Passing Slowdown: Off
      Pass Lead Increase: Small
      Reticle Speed: 7
      Reticle Visibility: Hidden
      Meter Visibility: Hidden

      AI WR Use for Teams: On

      Auto Flip Defensive Playcall: On
      Defensive Ball Hawk: On
      Defensive Heat Seeker Assist: On
      Defensive Heat Seeker Window Size: 100%
      Switch Stick Delay: Slight
      Defensive Switch Assist: Off
      Controlled Player Art: Off
      Coach Mode: On

      Injuries 35
      Fatigue 65 (I'm still monitoring fatigue. I'm considering dropping this to 60. I've noticed players disappearing if you raise this too high. I have noticed my RB has disappeared on 1 or 2 occasions, but I haven't determined if it's the fatigue being too high or the auto subs causing it)
      Player Speed Parity Scale: 95

      Precipitation Sliders: All Default until further testing has been done

      Penalties
      Offside 35
      False Start 95
      Offensive Holding 35
      Facemask 35
      Illegal Block in the Back 65
      Roughing the Passer 50
      Defensive Pass Interference 65
      Ineligible Receiver Downfield On
      Offensive Pass Interference On
      Kick Catch Interference On
      Intentional Grounding On
      Roughing the Kicker On
      Running into the Kicker On
      Illegal Contact Off

      Player Skill and CPU Skill
      QB Accuracy 5
      In a perfect world, this would be much higher. But Robo QB is a thing in this game. This doesn't eliminate it, but it helps. Good QBs are still good QBs with it set this low, and bad QBs can have good games, but are generally bad to mediocre.

      Pass Blocking 55
      You MUST set up pass block assignments. Can't set this much higher or it introduces Robo QB almost every game. Set up your blocking. Audible backs and Tight Ends to stay in and block. Figure out creative ways to limit sacks and give your QB more time. I am routinely able to limit sacks to only a couple per game. Elite defensive lines can and will give you trouble still.

      WR Catching 65
      I'm still monitoring this slider and may adjust it some more. For now it's fine. Generally see around 4 drops total, combined for both user and cpu.

      Run Blocking 65
      Ball Security 65
      The running game is good. Good running teams will generally run the ball well. Against elite defenses, you will still struggle to run the ball. You also need to set up outside runs. Put guys in motion. Don't run against stacked boxes. You will need to get creative to sustain an effective running game, especially late in games when trying to run the clock out.

      Reaction Time 35
      This does more than just pass reaction. This also affects the defense reaction to running plays. The lower setting really helped to open up the running game a bit. It feels like it's a good balance now.

      Interceptions 35
      I haven't seen an abundance of interceptions. A lot of them come on plays where the QB will miss the receiver. Seems like a good balance here.

      Pass Coverage 65
      Pass deflections and coverage feels fine. I don't see defensive players racking up deflections or anything like that. This setting combined with the reaction and interceptions feels like a good balance.

      Tackling 38
      This number is what I've settled on for two reasons. 1) Defenders aren't just automatically stuffing every running play and 2) Broken tackles are similar to numbers you get from simmed games

      FG Power 38
      FG Accuracy 38
      Kicking field goals is difficult. 50+ yard field goals are FAR from automatic now. If you don't want to kick, slow sim the field goals. Just be aware your team may try to go for it instead of kicking the field goal.

      Punt Power 65
      Punt Accuracy 63
      This allows some booming punts and sets up for better punt returns. It also makes it harder to do coffin corner punts, even with the higher than normal punt accuracy. Again, slow sim the kicks if you wish.

      Kickoff Power 65
      This allows you to implement some level of strategy into your kickoffs. Can easily kick it out of the back of the endzone if you want to ensure they don't return it. Or maybe you do want them to return it, in which case you only need to kick it at a little more than half power. Can also slow sim the kickoffs.


      DYNASTY SETTINGS
      Coach XP Speed Setting: Normal
      Manual Progression XP Penalty % 0 (Leave at default if using auto progression)

      Play call Cooldown: None
      Play call Limit: 12
      If you struggle to be creative with your play calling, setting a cooldown limit helps to force you be creative. I prefer none because it's not realistic to limit yourself on defense like that. I do like using a play call limit though. I like 12, because that in theory gives you 3 times per quarter to call any particular play.

      Quarter Length: 15 Minutes
      Accelerated Clock: On
      Minimum Play Clock Time: 18

      Normal Tackle Impact 10
      Catch Tackle Impact 10
      Hit Stick Impact 20
      Cut Stick Impact 20
      Defender Tackle Advantage 20
      Sack Impact 10
      Block Impact 10
      Impact Block Impact 10
      Per-Play Recovery 5
      Per-Timeout Recovery 10
      Between-Quarter Recovery 10
      Halftime Recovery 15
      Week to Week Recovery 20
      In-Game Healing Reserve Pool 25

      Transfer Portal:
      Max Transfer Per Team 20
      User Player Transfer Chance 30
      CPU Player Transfer Chance 30
      Trying to limit the chance of players like Arch Manning, Dylan Stewart, Colin Simmons, etc all hitting the portal and getting stockpiled on teams. Still testing at 30, but this is where I'm currently at. Last year, in real life FBS, roughly 30% of all FBS players hit the portal. So I'm using 30% as my starting point.

      Auto Recruiting: Off
      Auto Progress Players: Off
      User Coach Auto-Progression: Off

      Ball Hawk: Turn On
      Heat Seeker: Turn On
      Switch Assist: Turn Off

      XP Sliders: Credit to @Wrongful-Lump on Reddit
      QB 80
      RB 88
      FB 100
      TE 100
      WR 5
      T 100
      G 100
      C 130
      Edge 83
      DT 130
      MLB 102
      OLB 101
      CB 80
      FS 195
      SS 300
      K 100
      P 100

      Gameplay Sliders: Import Custom Sliders

      Auto Subs
      I set the following overrides for my positions.

      Quarterback: Grind it Out
      Halfback: Keep Fresh
      Wide Receiver: Normal
      Tight End: Normal
      Offensive Line: Grind it Out
      Defensive End: Keep Fresh
      Defensive Tackle: Keep Fresh (Must set this position in game to 85/92 at the start of every game, as it's missing from the dynasty menu)
      Linebacker: Normal (Could also use Keep Fresh)
      Cornerback: Grind it Out
      Safety: Grind it Out

      HOUSE RULES
      1. Being that this is coach mode, this one is obvious. No controlling the players allowed. Except for special teams and for HB Screen calls. Most HB Screens result in an automatic sack, so manually throwing those is allowed. My reasoning here is because you have to be strategic with your HB Screen calls. These are not automatic first downs any longer. The CPU will blow them up. With this being the case, the coach mode element of the game is still there, you just have to throw it at the appropriate time. It's a small sacrifice I'm willing to make.

      2. Simulation style football at all times. No cheese plays allowed. Punt on 4th down, unless it's reasonable to go for it. Just follow the typical sim football style.

      3. Snap the ball when the play clock turns red (7 seconds remaining or lower). This helps keep the total number of plays from getting too high. I usually find that by the time I make my pass block adjustments, the play clock is close to expiring anyway. So it's not too much of a stretch to do this house rule.

      This is all I can think of at the moment. I'll keep this post updated throughout the year. Hope you enjoy the set. Please post your feedback. I'm always open to constructive feedback. Hi
      Last edited by Mcgibblets82; 08-12-2025, 02:01 PM.

      Comment

      • jb1903
        Rookie
        • Oct 2004
        • 187

        #48
        What skill level do you use in settings?

        Comment


        • Mcgibblets82
          Mcgibblets82 commented
          Editing a comment
          My bad. All-American. Didn’t realize I forgot to put that in there.
      • BrianE
        Rookie
        • Feb 2005
        • 19

        #49
        Thanks so much for these!

        Comment


        • Mcgibblets82
          Mcgibblets82 commented
          Editing a comment
          Glad you are enjoying them! Stay tuned for another update soon. I have been looking into what Playmakers found regarding turning heat seeker off, and it does appear to be a bit of a game changer. Will require some adjustments with this set.

          But for now, continue on with the current set.
          Last edited by Mcgibblets82; 08-14-2025, 10:06 AM.
      • jb1903
        Rookie
        • Oct 2004
        • 187

        #50
        Quick question, why do you have the speed parity scale set at 95? Seems quite high.

        Comment

        • Mcgibblets82
          Rookie
          • Sep 2017
          • 488

          #51
          Originally posted by jb1903
          Quick question, why do you have the speed parity scale set at 95? Seems quite high.
          As with all the settings, 95 is merely a suggested setting. It’s simply where I’ve found what feels the best to me. Some people prefer it to be lower, like at 17 or 25. The game feels too fast to me at those lower settings. My receivers get plenty of separation at 95 for my liking. I also think the pass rush is more intense the lower you set it.

          That being said, I am testing some other stuff out currently, part of which includes lowering that considerably. So it’s possible I could lower that soon.


          Sent from my iPhone using Tapatalk

          Comment

          • tbbucsfan001
            Pro
            • Aug 2009
            • 642

            #52
            Coach Mode setting is just Auto Passing right? You have to control someone on defense?

            Comment

            • Mcgibblets82
              Rookie
              • Sep 2017
              • 488

              #53
              Originally posted by tbbucsfan001
              Coach Mode setting is just Auto Passing right? You have to control someone on defense?
              Correct. If you play on Varsity, all defensive players will move on their own. If you play on AA or Heisman, they will only move on their own if you use a player that is lined up in the box at the line of scrimmage. I typically use a DT.

              Comment

              • tbbucsfan001
                Pro
                • Aug 2009
                • 642

                #54
                Originally posted by Mcgibblets82

                Correct. If you play on Varsity, all defensive players will move on their own. If you play on AA or Heisman, they will only move on their own if you use a player that is lined up in the box at the line of scrimmage. I typically use a DT.
                When I set to a DT, they never seem to make a move to disengage?

                Comment

                • stiets1118
                  Rookie
                  • Aug 2012
                  • 33

                  #55
                  Originally posted by tbbucsfan001

                  When I set to a DT, they never seem to make a move to disengage?
                  Noticed that too. Used to be able to hold down L1 after snap, nit sure if this aids anything.

                  Comment

                  • dtguy34
                    Rookie
                    • May 2024
                    • 45

                    #56
                    One thing I’ve never quite understood is how the difficulty level impacts the game in coach mode. For example, is the experience on Heisman really different from varsity when you’re using coach mode?

                    Comment

                    • Mcgibblets82
                      Rookie
                      • Sep 2017
                      • 488

                      #57
                      Originally posted by tbbucsfan001

                      When I set to a DT, they never seem to make a move to disengage?
                      I've had no issues at all with my defensive line. I've even seen my DT get a sack here or there. Whether or not he uses pass rush moves doesn't matter to me. At the end of the day I still see solid results, pass rush moves or not. It's really user preference. You can also walk an off ball linebacker up to the line and select him. Then no need for pass rush moves.

                      Comment

                      • Mcgibblets82
                        Rookie
                        • Sep 2017
                        • 488

                        #58
                        Originally posted by dtguy34
                        One thing I’ve never quite understood is how the difficulty level impacts the game in coach mode. For example, is the experience on Heisman really different from varsity when you’re using coach mode?
                        I would love to be able to play on Varsity. I prefer having a Safety selected instead of a defensive lineman. The cpu is just not a threat to me, at least not in coach mode. Every time I try to move to Varsity, I always end up blowing out elite teams. The last time I tried it I was LSU and was beating Florida 38-7 at halftime. Not that Florida is elite, but 38-7 seems like a stretch to me. And that's just one example. I'm no video game Nick Saban, so I doubt very seriously it's my coaching skills lol.

                        It's not a slider issue either. I've tried all the different varsity sets, including trying my own. The cpu offense is just not a threat. Their gameplans are easier to defend. If I do get in a game that's close, it never fails, the cpu always will have some sort of turnover or something to shift the game in my direction. It's more than just sliders.

                        Keep in mind I'm strictly referring to coach mode though. I'm sure if I was actually controlling the players, I would definitely have to play on Varsity. My stick skills are nowhere near what they were in my younger days lol. This is not a knock on the varsity guys at all. I'm sure they are able to have an enjoyable and competitive experience, but that's a whole other method of playing. For coach mode, I find AA is the best difficulty.

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