MVP
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Re: OhMrHanky's 'Nother Slider Set - All-Pro, Penalties, and Auto-Subs
So, I've been tweaking a few things for a little while, and I like where things are at, so I updated the OP with recent changes. Overall, still trying to lower sacks and Ints while maintaining quality D for both human and cpu. To that end, IG 43 definitely helps, but so many sliders seem to affect this. Right now, I'm seeing a nice 2-3 second timing from the cpu qb where he is making his decision at the appropriate time to either throw, tuck and run, or avoid the D rush, get outside, throw the ball away, etc. The timing feels good, however, I'm still seeing around 5 sacks per game, but most feel more 'realistic' than the pure 10 second coverage sack variety. So, the cpu qb looks good, but ultimately, I still see sacks. I did have a nice 2 sack game against GB led by Geno Smith. I played against them twice recently, and whatever mix of traits/skills Geno has, his timing window looked perfect. Sadly, not all qbs look the same, which does point out something that is programmed into the game that makes it hard to take sacks down a notch, and that's the trait system and the hot/cold thing. I have a feeling it may be impossible to limit sacks to 2/3 per game simply due to the 'paranoid' qbs, or 'oblivious' qbs. lol. But, really, the 2 games against Geno amazed me at what the cpu qb 'could' look like. So, try the updates and see what u think.
A few notes about some of the changes.
1. Pass Coverage vs Interception Slider - This has been an interesting debate through multiple threads on this forum. Most people feel that the Pass Coverage slider 'is' the Interception slider. This is sort of true. The Pass Coverage slider absolutely effects Interceptions to a greater degree than the Int slider. However, it also affects pass coverage as well. There is a huge difference from cpu pass cov 75, 62, 55 as an example. At 75, you will find it near impossible to find an open WR. AND, you will throw multiple Ints per game. At 62, the pass coverage will be quality, but if you throw at the right time and use max passing, you can make completions, and you can make it through a game without throwing an int. At 55, you will find WRs open all day and can throw over 80% and no Ints if you know what you're doing. However, at all of these settings, the problem ultimately comes down to, "why don't they swat at more balls? Instead, they are always able to make the Int." This is actually where the Int slider does come into play (as well the Pass Interference sliders). At Int 20+, I really don't see much of a difference ever. However, at 15, I'm starting to see what I want to see. LBs are finding it harder to make Ints, and are either dropping tougher Ints or they actually are simply batting the balls down. And, they still make Ints if the ball is thrown right to them. DBs with lower catch ratings are having a harder time getting an int as well. I may continue to play with this. Maybe, 14 is the number? Something else interesting about the Int slider is this: the trajectory of the throws by both human and cpu qb are altered by this. In essence, by lowering the Int slider which should lower the amount of ints, the qbs are now throwing far enough away from covered WRs. This is making things look more realistic as I am now seeing more throw aways, more balls thrown to the feet of covered WRs or overthrowing WRs for incompletions. This helps with completion %. It is also helping tremendously with the dreaded deep ball ints. Ever throw a ball deep on a streak and figure, "hey, my guy's one on one, as long as the qb throws it decently, it'll either be a catch or an incomplete." Only, to have the cpu intercept the pass with a somewhat ridiculous animation? Yeah, that's mostly gone now with these changes. Not only that, but now throwing deep, my qb seems to almost always overthrow and rarely underthrow. By overthrow, I don't mean it's always incomplete, btw. It is sometimes incomplete, and sometimes I am FINALLY seeing my WR catch a ball in full stride after beating a CB 1 on 1 and finishing his spring to the end zone. This is definitely an interesting 'side effect' of the Int slider at 15. And, while this may open up more offense for you if you want to just chuck it deep all game, that may work for you, but for me, it actually adds the realism of leading a WR deep on purpose for either a fantastic long play or simply an incomplete overthrow. So, I'm digging Int 15 for sure.
2. Sacks - This truly is a mix of many things. As I've said, IG 43 is important, and I may continue to play with this slider a little more and see if there is a better fit for the rest of my sliders. However, many other sliders contribute to the overall timing window of the cpu qb.
QB ACC - i have this at 27 and feel this is the right spot for a qb to be smart enough to throw the ball when a WR is open, but if I play good D, he normally won't throw over 70% (this is also due to human pass D settings).
Pass Block 62 - This is another one of those sort of 'timing' sliders or maybe even a slightly different theory on this one. At Pass Block 62 you can still generate pass rush with a blitz, and u can still generate pass rush with quality Dlinemen. However, I think at pass block 62, what u also get I think is this: the cpu says, 'ok, at 40 pass block, we're not good, so qb takes sacks. At 62, blocking is good, so qb doesn't take sacks.' Therefore, the qb gets rid of the ball, steps in the pocket correctly, or runs with it to avoid sack. Now, believe me, u will still see coverage sacks from time to time, but I definitely feel I am seeing a better timing window from the qb, and coverage sacks are more legit in that everyone actually was covered well, the qb made the right decision not to throw the ball into coverage, AND my Dline had a nice rush only giving qb 5 seconds or something. I am not seeing the 10 second coverage sack nonsense I was seeing with pass block at 43, so I think this is another pretty important slider affecting this.
Hum Pass Cov 57 - This is another interesting mix to this. At 58+, the coverage is too good in general, I'd say, and the qb will absolutely hold onto the ball too long and take more coverage sacks. However, at 56-, the coverage will be just loose enough that there is always an open WR within the first 3 seconds of a play, and the qb will absolutely find him, throw to him, and complete a pass. This avoids the sack problem, however, now you have a qb throwing at 80+%. So, for me, 57 is THE number I'm sticking with.
Int 15 - once again, this is helping with incompletions from the qb as he is throwing into coverage less. Overthrowing routes some, throwing at feet some to avoid ints, and simply throwing the ball away out of bounds some.
3. Run Game - I have significantly lowered Tackling and Run Blocking for both human and cpu for a few reasons. First, I want to see RBs juke/truck defenders, and I swear, I just wasn't seeing this with tackling at 30+. So, I kept lowering it until I saw what I liked out of the RBs juking/trucking. Now, they can truck, but it still feels rare and definitely does not feel overpowered. However, lowering the tackling affects blockshed as well, so as I lowered this, I was able to expose the edge running too much again. So, I started lowering Run Block, and while it's hard to tell what this slider fully does sometimes, I believe I have found a happy spot for me, at least. At the updated Tackling/Run Blocking slider settings, I feel I am seeing what I want. Running to the edge is difficult in the beginning of most games. But, if u run up the middle a few times, you will open up the outside. And, if you tire the D out, u will get more edge runs in the 2nd half. However, u will see a nice mix of runs, imo. 2 yd loss, 2 yd gain, 5 yd gain, 1 yd gain, 1 yd loss, then maybe a 20 yard run to the outside. So, I like the variety I'm seeing. And, if u play against a good Dline and/or good LBs, u may never see the edge as someone will blow up your TE every play (unless, maybe u have a great Run Blocking TE). But, in general, I'm seeing appropriate numbers in the running game. The cpu is able to run on me as well if they have a quality back. If they have a garbage back, they get garbage numbers. If they have a garbage D, I can get 200 yds running. If they have a quality D, I may not break 100, and may even avg 3-4 instead of 4-6 per carry.
4. Roughing the Kicker - Here's an interesting note - I definitely noticed this much earlier with the 360 and maybe even with madden 13, I can't remember for sure. But this is definitely a 'play till the whistle, or after whistle' slider which has a few different effects. One, set high enough, you see more aggressive D and pursuit angles which can be good and bad (good, because they're on you, but bad if they hit blockers and you spring a big gain because they took a hard angle). Two, goofy after play animations - I know some people have to notice the goofy after the play is over, players falling around, and legs jiggling, etc. This is sometimes comical, but sometimes just helps to take the realism out of the game. I think 65 is the right spot for this. At 65, I like the aggression, and what i see on tackles feels correct. I see gang tackling to a degree, but it's not ridiculous. And, I don't see the old 1 person tackles u and everyone stops playing. I see 1 person tackling me, and if I'm still up, someone else finishes me off. This is what I want to see. At RTK 68 or so, you will not only see players continue to play right after the whistle, but u see those confusing, contorted, strange animations that just don't look right. So, for me 65 is where it's at.
Anyways, those are the changes and I'm enjoying the full play of the game now. Just started my 5th season, I think, against the Bucs. Had a great back and forth game. More offensive than normal, although, I also had 2 fumble returns for TDs. I did have 6 sacks, but seriously, they all felt more legit than before, and Freeman was really throwing some nice passes, looked good in the pocket, scrambled some, and definitely got rid of the ball on what would have previously been coverage sacks. He threw around 70% with 1 int. I threw 2 ints, and was sacked twice. Other stats were pretty normal, I think. But, overall, the feel of the game was definitely real to me. So, let me know if anyone digs the changes or the sliders in general. I also changed the autosubs a little. Finally saw some disappearing DEs and DTs, and saw the Cpu had RBs at WR at the end of the game. For the most part, I give up on autosubs, but I'll continue to tweak whenever I see disappearing players to at least alleviate that problem.
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