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Old 09-12-2014, 03:05 PM   #9
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Re: Summary of what sliders do_Oraeon

Finished QB ACC testing.
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Old 09-12-2014, 04:11 PM   #10
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Re: Summary of what sliders do_Oraeon

Quote:
Originally Posted by Oraeon1224
Finished QB ACC testing.

I see you suggested combining low QB Acc with high reaction time. Couldn't you also flip these? Higher QB Acc with lower/tighter reaction time?

I like having the QBA up higher because I think the CPU is at least slightly more prone to scramble and avoid sacks.
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Old 09-12-2014, 09:30 PM   #11
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Re: Summary of what sliders do_Oraeon

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Originally Posted by SwaggerCoach
I see you suggested combining low QB Acc with high reaction time. Couldn't you also flip these? Higher QB Acc with lower/tighter reaction time?

I like having the QBA up higher because I think the CPU is at least slightly more prone to scramble and avoid sacks.
My testing does support your assertion that the quarterback scrambles more at high QBA (though if it is accuracy I don't know why). The problem is that the CPU never throws an errant pass unless hit during the act even if scrambling and all passes are perfectly placed reducing deflections and interceptions. Try it out and let me know how it works but I suspect using high QBA with low (better Pass reaction) will have too high a Completion % and not enough deflections. You may get balanced results, but my plan is to recreate a realistic NFL passing game with a mixture of deflections, drops, interceptions, and incompletions from bad throws. I am hoping the patch fixes the sacks (either through QB changes or by making the pass blocking slider actually work).

So far I am getting very good looking results with QBA around 10 and Pass coverage at 10 and Pass reaction at 80. However, that doesn't mean that will work in game or that sacks won't break the game for me. So you may have the best plan. However when maxed out QBA only seemed to increase 2 scrambles a game over 0 and didn't make much of a dent in sacks (it doesn't actually seem to make the QB smarter, or throw deeper).
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Old 09-12-2014, 09:39 PM   #12
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Re: Summary of what sliders do_Oraeon

When you stop and think about it, it's crazy that we have to go through all this trouble of adjusting sliders to get a realistic football simulation. Shouldn't the people at EA be the one's who figure this thing out before releasing the game?
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Old 09-12-2014, 11:18 PM   #13
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Re: Summary of what sliders do_Oraeon

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Originally Posted by Oraeon1224
My testing does support your assertion that the quarterback scrambles more at high QBA (though if it is accuracy I don't know why). The problem is that the CPU never throws an errant pass unless hit during the act even if scrambling and all passes are perfectly placed reducing deflections and interceptions. Try it out and let me know how it works but I suspect using high QBA with low (better Pass reaction) will have too high a Completion % and not enough deflections. You may get balanced results, but my plan is to recreate a realistic NFL passing game with a mixture of deflections, drops, interceptions, and incompletions from bad throws. I am hoping the patch fixes the sacks (either through QB changes or by making the pass blocking slider actually work).

So far I am getting very good looking results with QBA around 10 and Pass coverage at 10 and Pass reaction at 80. However, that doesn't mean that will work in game or that sacks won't break the game for me. So you may have the best plan. However when maxed out QBA only seemed to increase 2 scrambles a game over 0 and didn't make much of a dent in sacks (it doesn't actually seem to make the QB smarter, or throw deeper).

I can see how that's a good theory.

I think there's definitely more than one way to skin the cat this year.

Are you planning on testing these sliders in CFM?


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Old 09-12-2014, 11:53 PM   #14
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Re: Summary of what sliders do_Oraeon

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Originally Posted by Ruben2424
When you stop and think about it, it's crazy that we have to go through all this trouble of adjusting sliders to get a realistic football simulation. Shouldn't the people at EA be the one's who figure this thing out before releasing the game?
I don't think the problem is with the sliders....

No company is going to release a game that caters to everyone from realism standpoint out of the box.

The problem is we sometimes get too caught up in chasing the perfect slider set that in reality doesn't exist.

AT some point i think it's just best to provide a good base set and let the USER(S) modify the set to their liking.

Otherwise your going to see constant slider changes all the way up til Madden 16 relases.

I used to be that guy who would get burnt out changing sliders....but not anymore i do things at my own pace and don't stress out over it anymore.

I would say if you find a set that provides good solid gameplay stick with it and just tweak on your own for changes that might be needed to fit your style of play.
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Old 09-13-2014, 01:56 AM   #15
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Re: Summary of what sliders do_Oraeon

Updated the first page with new changes. I also posted more results under my Statistics in Sliders thread. Feel free to try my beginning set. It will suck but passing wise it may look more like Sunday football, it certainly does in practice mode.


Playmaker is right. Also neither I nor anyone else can build sliders for you since you have your own play style and strengths. Just use a set that works for your and use this thread to understand what changes you need to make to get the results you want.


One last warning. If you want realistic game stats make sure the total plays per game for both teams is about 120-130 otherwise you get nonsense. If you have a number other than this you are playing too long a quarters and getting a false sense of what is going on. If you want real NFL stats for all variables check out my Statistics in Sliders thread which has all relevant stats for all 32 NFL teams.
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Old 09-13-2014, 10:53 AM   #16
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Re: Summary of what sliders do_Oraeon

So sorry for being dumb but I'm trying to increase player interceptions and decrease CPU tight defensive coverage. In that case would I increase Player Coverage and decrease player Reaction time while decreasing CPU coverage and increasing CPU reaction time? Is that correct?
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