Goal of the Slider Set: These sliders are designed for realism and for an intense challenge vs the CPU.
House Rules:
-No Switching after the snap.
-Highly recommend mixing up what position you user control on defense. Not only does it bring great variety to gameplay, but it also places a lot of responsibility on you when you are the CB playing man defense on 3rd and long. Lots of fun by not usering the Mike LB every single play.
-Do not slide DL and LBers to the side where an outside run could take place. Ex: if you think the RB might run outside to the left, do NOT slide the DL and LBers toward that side. Try to keep your DL and LBers “centered” so that the cpu can run the ball.
-No user catching on offense. This allows ratings to play out.
-Max of 1 hot route per play. If you are playing with a Freshman or a sophomore, you can only adjust blocking assignments.
-No user kick/punt return. The CPU is awful in the return game. Don’t give yourself an advantage by returning kicks. Just let the cpu handle that.
-No backspin punts! Not only is the animation terrible for this, but it can also cause a fumble recovery for the user. Just use the left stick to put the ball higher in the air for more challenge.
Areas I am looking to improve the sliders:
-As of right now, the only thing I wish I could change is the user and cpu ball security slider. I do not see the cpu run the ball effectively when that value is dropped. You could play with CPU run block at 50, but I personally see better cpu RB animations when it is at 52. Perhaps if EA can improve the RB path finding logic, this could be adjusted in the future.
Recruiting house rules:
-If I am using a team that is 2 stars or less, I do not recruit outside of my pipelines. Not only are the recruiting hours limited, but it also feels more challenging.
-This is still a WIP for me personally, but at the end of the day, I do what I think feels “fair” and realistic. I don’t try to take advantage of the game or the cpu.
Game Options
Skill Level: Hesiman
Coach XP Speed Setting: Normal
Quarter Length: 15
Min. Play Clock Time: 10 secs
Passing Style: Revamped
Player Sliders
Injuries: 45
Fatigue: 60
Player Speed Parity: 48
Precipitation Catch: 50
Precipitation Pass Acc: 50
Precipitation Pass Strength: 50
Precipitation Broken Tackle: 50
Precipitation Kick Acc: 50
Precipitation Kick Strength: 50
Precipitation Movement: 50
Penalties
Offsides 75
False Start 50
Holding 60
Facemask 40
Illegal Block in the Back 80
Defensive PI 50
Roughing the Passer 50
Intentional Grounding OFF
Roughing the Kicker On
Offensive Pass Interference On
Wear & Tear
Normal Tackle: 30
Catch Tackle: 35
Hit Stick: 45
Cut Stick: 40
Defender Tackle Advantage: 45
Sack Impact: 35
Block Impact: 25
Impact Block Impact: 40
Per-Play Recovery: 60
Per-Timeout Recovery: 60
Between-Quarter Recovery: 65
Halftime Recovery: 70
Week to Week Recovery: 90
In-Game Healing Reserve Pool: 85
Transfer Portal
Max Transfers Per Team: 20
User Chance: 40
CPU Chance: 40
Gameplay Sliders
User
QB Accuracy: 28
Pass Blocking: 48
WR Catching: 40
Run Blocking: 40
Ball Security: 48
Pass Def Reaction: 55
Interceptions: 35
Pass Coverage: 50
Tackling: 38
CPU
QB Accuracy: 35
Pass Blocking: 60
WR Catching: 45
Run Blocking: 90
Ball Security: 52
Pass Def Reaction: 55
Interceptions: 35
Pass Coverage: 54
Tackling: 54
Special Teams:
FG Power: 42
FG Accuracy: 38
Punt Power: 60
Punt Accuracy: 70
Kickoff Power: 55
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