07-18-2014, 02:39 PM
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#41
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MVP
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Re: Slider affects on other sliders
I really wish EA?Tiburon would produce a manual explaining the sliders, HUM, CPU and Penalty; along with detailed descriptions, mathematical formulas, whatever, showing what they all do, how they interact and anything else they can tell us about the sliders. Raection Time
I have done tests, for example, that show, at least for the Human sliders, that:
Pass Reaction = the lower the slider the quicker the reaction of the defender(s) as the point the ball is passed, but does that also include when the ball is handed off? So, with a Hum "Reaction" Slider, it appears your pass defender, in this case, reacts as fast as they can without delay, in regards to their ratings...But as the Pass reaction slider is increased it appears to add a delay time before the defender will react.. so it seems to follow as:
Reaction Time: (RT)
(RT) 0 = 0.0 sec. delay for ratings to determine reaction to the ball...
(RT) 25 = 0.1 sec. delay
(RT) 50 = 0.2 sec. delay
(RT) 75 = 0.3 sec delay
(RT) 100 = 0.4 sec. delay
I am not stating these are the exact delay times; merely using them as an example to show a progression in delay time to react to ball the higher the rating in (RT) is.
But without EA/Tiburon input to the exact details, it is all debatable...
(NOte = in the test, I use the Oakland Raiders and pump all their ratings to 99 across the board on offense and defense so there is nothing but slider influence involved; or at least in theory there is only slider influence involved.
Another example with "Pass Coverage(PC)," it appears that the higher the rating on the Human sliders, the more often the DB or LB will look back for the ball; thus be more ball aware....So a defender with a (PC) rating of 100 will always know where the ball is, to the maximum rating he has in the corresponding player rating level, whatever rating(s) they are allowing the (PC) to affect which is very unclear....
A defender with a (PC) of 0, seems to generally be unaware for most of the time...You want to get passes over the top of a defender on long bombs - have the CPU (PC) rating to zero and their Reaction Time to zero - it is all day...
Then, there is CPU sliders for passing....so somehow WR catch above or below 50 messes up other sliders? I have found that, for human WR catch, the higher teh rating, the better separation on routes they will get....
Pass Blk slider seems to effect pass completion percentage by lowering the time the QB has in the pocket, but then Pass Accuracy can help counter that...
Then penalty sliders may effect player play, depending on who you ask? and does defensive pass interference make the defender more aggressive or passibe depending on if the rating is set to 1 or 99? smh
CONCLUSION: A full Slider manual needs to be produced - that is accurate without fail...I would buy it as a separate guide even...
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