Okay gents, let’s sort of regroup here. I have a tendency to blather on, so I will try and make this post a little more concise.
This is a long and tedious process. The reason is because we are trying to isolate each slider and get consistent stats from it. This sort of linear approach is very different from the more comprehensive approach where you play a game, look at the stats, and then adjust the sliders.
In addition to the special teams sliders, there are very few sliders that I have locked down. However, I intend to keep those sliders exactly where they are. It is the rest we will adjust. Let’s have a look at the sliders I have locked down.
USER QBA 50
As discussed above, this slider is this way because, were it any less, the User would be unable to reach the maximum range of the NFL passers. Were it any higher, the User could throw the ball farther than a real NFL quarterback could.
USER RBA 25
This slider is at this setting because I timed the running backs’ speed. Were it any lower, the User running backs would be slower than real NFL running backs. Were it any higher, the User running backs would run faster than real NFL running backs. The problem with the slider is that it causes more fumbles than occur in the NFL. I believe this can be corrected by adjusting CPU Tackling. Since I have dropped CPU Tackling to ZERO, I have not seen any backs fumble. (That doesn’t mean CPU Tackling will stay at ZERO…it just means that CPU Tackling affects the frequency of User fumbles.
CPU RBA 25
The same speed issue discussed above applies here.
USER WRC 25
This slider is at this setting because it seems to make your average (Catching Ability 85-88) wide receiver drop about 15% of the balls he gets his hands on.
All the other sliders are what we are trying to isolate.
So let’s do this…let’s try and find one or two more stats that we can align. Let’s focus on User Fumbles and User Broken Tackles. Once we get good returns on those, we can work our way to the other settings.
USER FUMBLES
As Trey points out, User RBA affects the Carry ability. The lower it is, the more likely your back is to fumble the football. Also, my trials have shown that Tackle affects fumbling. Therefore, lets do some tests with CPU Tackle at 0. Your back Should only fumble the ball once in about 90 carries.
USER BROKEN TACKLES
Elite backs seem to break about one tackle every two or three attempts. So if you use LT, and you rush him 30 times in one game, he should have between 10 and 15 broken tackles (against an average defense).
Now, here’s the neat thing. The slider that affects this more than any other is actually User Run Blocking. That is because, the better your run blocking, the more LT gets into the secondary where he faces safeties and corners. There, he has a chance to break some tackles.
Here’s what I did first…
User Running Back Ability 25
User Run Blocking 50
CPU Break Block 25
CPU Tackling 0
LT had TWO broken tackles the entire game. Even with CPU Tackle at 0, LT could not break the tackles of the defensive linemen and backers very often. So to test, I cranked up the User Run Block to 100. LT was then averaging ONE broken tackle every TWO carries. In 13 carries, he broke about 8 tackles (far too much).
This includes me using the highlight stick when LT came up one on one with a defender. The point is that Run Blocking Slider seems to be the key to Broken Tackles.
So let’s work with this slider set for now…
Code:
USER CPU
QBA 50 50
PBL 25 25
WRC 25 25
RBA 25 25
RBL 75 50
AWR 25 25
KND 25 25
INT 0 0
BRB 25 25
TAK 20 0
Now remember...(for now) we don't care about
anything but User Fumbles and User broken tackles.
At these settings, for each of us, we should post the following information:
Name of the Back
Rushing Attempts
Broken Tackles
Fumbles
YPC
So much for not blathering on ;-)
While we're at it, it couldnt hurtto post the same info for the CPU in an effort to start killing two birds with one stone.