- I have noticed a few more tweaks that will be neccessary, and the Dunn broken tackle issue is one of them. I'm thinking of raising the tackle slider for Human up a bit to offset the RBA slider that I put up for the CPU in my set. I find that if the RBA is lower, the A.I. runs the ball very slowly and without much use of the highlight stick/jukes/stiff arms.
- As far as the QB Accuracy goes, I did try the slider at 7, but at that number, the deep ball was starting to feel underthrown. I may try it some more tonight, but at 8, I find it's the best of both worlds. At the Pro level with some sliders, it can be a matter of pick your poison.
- I tried having the Catch slider for Human at 7 like your set has and found that there were just way too many drops. Even at 10, they drop passes they should catch. Problem is, sometimes they'll catch passes they shouldn't. Again pick your poison.
In the end, I'm going to go back and tweak a bunch tonight, starting with the Human tackling slider, Human catching slider, and then move on to the Human and CPU break block slider. The pancakes are just too high, but I remember in 06 that that was just something you had to deal with in order to have the A.I. block well. I'm gonna start at zeros for everything and move on up from there, making changes where I see fit.
My whole philosophy with making a Pro slider set is that I'd like to keep the numbers as close to 10 as possible. 10 is the default number, and it's the number at which the players will play to their ratings. It might mean having to put up with the inherent problems in the engine that EA created (i.e. high pancakes), but to me, I prefer that over creating a slider set that eliminates the problems in the engine by creating an A.I. boost somewhere else on a higher difficulty.
btw, the CPU knockdowns at 20 is the only way to have the secondary play the ball well on a pass. Otherwise, they're too slow to react and move to make a play. It doesn't mean that there's gonna be more knockdowns neccessarily. It just means that they're going to be in better position to make the play more often. Again, another problem with this engine is the QB's are too accurate. They don't miss left and right, they miss short and long. The only way EA could counter that is by increasing the amount of times a player makes a play on the ball. Hence the high number of pass deflections.