Dynasty Wear & Tear / Auto Sub Settings???

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  • DarthRambo
    MVP
    • Mar 2008
    • 6630

    #46
    Does the CPU not auto sub guys from wear and tear? The in/out wear and tear sliders are working for my team. I see my RB1 be removed from the game and come back etc. But the cpu I don't think does, or the sliders do not effect the cpu gameplay unfortunately. Like has been said already, they will leave them in the game until there is an injury. Then they'll return and get injured multiple times instead.

    Also, I noticed they will play a guy on RED wear and tear instead of sitting him out of the game. So they are risking a major injury. The only way to be fair is to NOT manually quick sub out guys due to wear and tear and let the injuries occur etc. A workaround could be to take control of the cpu team you're facing before you play and adjust their depth chart if there are any orange or red W&T levels.

    I think I'm going to just at minimum force myself to not quick sub or manage depth chart to give a guy a week off, and I guess deal with the numerous injuries in game as W&T accrues. Injury slider at 10 and 15 are too low for me because they aren't allowing for enough NEW wear and tear to accrue during the game. I'm going to continue testing this and decide of an injury slider number that I can handle with the increased constant injuries throughout the game.
    Last edited by DarthRambo; 08-20-2025, 10:04 PM.
    https://www.youtube.com/DarthRambo

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    • DarthRambo
      MVP
      • Mar 2008
      • 6630

      #47
      Just testing things out. I'm about to play SMU in my ND dynasty. I created character to look at SMU's wear and tear going into the game but before I did I check the auto sub sliders. They were all on normal, including the RB. I changed them to my custom settings and saved it. I am hoping that will make the CPU sub out players due to wear and tear in game now. If so I will notice very early on. I'm going to raise injury slider up to 40 and wear and tear impact sliders all at 50.

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      https://www.youtube.com/DarthRambo

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      • Footballjunki3
        Rookie
        • Aug 2025
        • 11

        #48
        Originally posted by jdb7623
        I've gotten good rotations with these.

        Fatigue 92

        QB default

        RB 96/93

        WR/TE 85/75

        DE 93/84

        DT MISSING FROM GAME. NEEDS PATCH

        LB 90/77

        CB/S 88/75

        Set wear and tear to keep fresh for all except QB. Leave QB default
        Specifcally for RB and LB. Have you seen the HB3 subbed in for a few carries a game? Also what does the LB rotation look like? It seems like a LB might never hit 77 unless its a team that runs no huddle.

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        • schnaidt1
          All Star
          • Sep 2008
          • 5194

          #49
          Originally posted by TGCRequiem11
          zpq12 Regarding W&T subs. I'm playing RTG right now as a QB to kill time waiting for online league to progress and there is a value called "energy" that when I'm fully healthy starts really high like 99 or 100, and as I take more and more hits lowers. As the energy field gets lower the W&T impact goes from low to medium, to high to severe. Last week, week 9 I hit 0 and was pulled from the game never returning. When I don't fully spend my week to week energy points recovering I start the game at a lower W&T "energy" level. This week 9 game I started at roughly 40 energy which was "High" W&T.

          I think W&T is using an energy type field value for each player behind the scenes that we don't normally see in dynasty. Similar to how we eventually learned last year that coins to purchase skills/abilities in RTG was the same behind the scenes execution happening for player progression last year. RTG reveals all .

          Anyway, when a player recovers/goes several plays without hits that slowly rises based on settings. I've noticed being Medium W&T in a game, following a drive where I'm out, the energy goes up and I'm back to Low W&T. The thing is it rises VERY SLOWLY from my experience so once a player gets under a threshold, it's not like Stamina which is a 1-3 play rest before returning to the field. I noticed in my online dynasty when I changed W&T sliders for my RB's to custom values they didn't tend to come back either, but I think this is why, they were still physically recovering to the threshold I set.

          Here's my current sliders btw which I think are way to dramatic. I'm 13 played games into career RS-FR and I'm down to under 25% season recovery left and under 50% career recovery left. My Oline is terrible and I take a lot of hits, 26 sacks through 8 games I believe.

          Injuries was set to 10 with these. It's burning through season/career recovery way to fast which is why I came looking for this thread today.
          LEAGUE SETTINGS
          WEAR AND TEAR
          Wear and Tear On
          Normal Tackle Impact 60
          Catch Tackle Impact 95
          Hit Stick Impact 95
          Cut Stick Impact 85
          Defender Tackle Advantage Impact 75
          Sack Impact 60
          Block Impact 60
          Impact Block Impact 70
          Per-Play Recovery 40
          Per-Timeout Recovery 45
          Between-Quarter Recovery 50
          Halftime Recovery 60
          Week to Week Recovery 75
          In-Game Healing Reserve Pool 50
          those look familiar.....


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