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Playmakers' All-American NCAA 06 Slider Thread

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Old 07-13-2005, 09:29 PM   #81
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Re: EA's Slider Code for actual player ratings

Big Props to Playmakers for these sliders. I just played a exhibition game: Oregon State (CPU) @ Oregon (me). I'm not kidding when I tell you this game came down to 4th and goal at Oregon State's 1 yard line with :10 left! Then my RB as he is diving into the endzone FUMBLES!!!!!!!!! I lose the game 32-28! But, this was the absolute best game I've ever had, it was a heavyweight fight and both teams were not going to give in.

Here are some stats (this was 8 minute quarters BTW):

Stat OSU UO

score 32 28
first downs 13 19
tot. off. 329 505
cmp/att/td 22/38/2 27/43/2
pass yds 323 437
sacked 4 3
3rd down conv 33% 36%
turnovers 0 5
t.o.p. 15:40 16:20

As you can see, thanks to 4 fumbles and an INT I lost the game. I completely outplayed OSU, but, turnovers got us in the end, and the game was just amazing. Very good set of sliders! I was already enjoying the game, now I love it even more!

Rock
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Old 07-13-2005, 09:42 PM   #82
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Re: EA's Slider Code for actual player ratings

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Originally Posted by t_diddy
Playmaker, how did you determine this? These sliders seem to make the HUM offense play like last year's game with very few long runs where the RB or WR is pulling away from the defense. Also, with HUM Tackling at 25% it seems like there are a lot of missed tackles turning into long TDs for the CPU. Have you noticed this?

I don't see too many broken tackles. But hey raise human TKL to 35% and that should solve the problem. I can get big gains with talented RB's using these sliders. If you are using the very first set it makes the running game very fluid. YOu can even hit holes up the middle and the OL/DL play feels much better. I've reduced the suction blocking somewhat and because of the AWR setting of the CPU's defensive players at 25% your back won't feel like he's slower than everyone else because the reaction time for everyone else on the field is lowered aswell. Some guy's with higher AWR in the game will locate the ball better than lower rated players. But that was the point of my sliders to get things toned down and let player ratings play a more prominant role then us jacking up all sliders and making guy's better than their ratings.

If you notice the CPU's skill players did'nt get any bump up in ratings by sliders. Only their OL's and DL's. The DB's got a bump up only in their ability to play the ball but their AWR is at their actual ratings. That means a DB with 70 Awareness in the game is still going to have 70 awareness with this sliders. I've only helped him to increase his ability to knockdown a pass but first he has to locate the ball and then react quick enough that's how his AWR comes into play. This corner isn't going to read routes like a 88 AWR corner would or play the ball like him. If matchups is what people want then these sliders should be a very good base for anyone to adjust to or start from to create their own. RB;s and QB's are controlled 90% of the time by a human player so they are the only players on the field set at 25% but you controll how they throw, run, and read defenses so that is why I have them at that percentage. Your WR is at 50% just like the CPU's WR no advantage and his actual ratings impact him more than the QB and RB on your human team. That means I didn't improve him or decline him. I left him at what EA said he was suppose to be in this game. He wil play the way EA intended for him to play.
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Old 07-13-2005, 09:49 PM   #83
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Re: EA's Slider Code for actual player ratings

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Originally Posted by Playmakers
I don't see too many broken tackles. But hey raise human TKL to 35% and that should solve the problem. I can get big gains with talented RB's using these sliders. If you are using the very first set it makes the running game very fluid. YOu can even hit holes up the middle and the OL/DL play feels much better. I've reduced the suction blocking somewhat and because of the AWR setting of the CPU's defensive players at 25% your back won't feel like he's slower than everyone else because the reaction time for everyone else on the field is lowered aswell. Some guy's with higher AWR in the game will locate the ball better than lower rated players. But that was the point of my sliders to get things toned down and let player ratings play a more prominant role then us jacking up all sliders and making guy's better than their ratings.

If you notice the CPU's skill players did'nt get any bump up in ratings by sliders. Only their OL's and DL's. The DB's got a bump up only in their ability to play the ball but their AWR is at their actual ratings. That means a DB with 70 Awareness in the game is still going to have 70 awareness with this sliders. I've only helped him to increase his ability to knockdown a pass but first he has to locate the ball and then react quick enough that's how his AWR comes into play. This corner isn't going to read routes like a 88 AWR corner would or play the ball like him. If matchups is what people want then these sliders should be a very good base for anyone to adjust to or start from to create their own. RB;s and QB's are controlled 90% of the time by a human player so they are the only players on the field set at 25% but you controll how they throw, run, and read defenses so that is why I have them at that percentage. Your WR is at 50% just like the CPU's WR no advantage and his actual ratings impact him more than the QB and RB on your human team. That means I didn't improve him or decline him. I left him at what EA said he was suppose to be in this game. He wil play the way EA intended for him to play.
Sounds logical. I guess you've done your homework. Your sliders play well I just wasn't seeing the big runs from my running backs. It could just be pshycological because I read that RB Ability increases/decreases the speed of RBs and WRs running with the ball. I'm going to play a few more games with these sliders. Thanks for your help!
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Old 07-13-2005, 09:50 PM   #84
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Re: EA's Slider Code for actual player ratings

Playmaker,

I tried out your sliders in a Michigan Ohio State exhibition. They are pretty good...except I really think you need to reconsider the Human RB ability at 25.

Mike Hart was getting run down by DTs and DEs consistently. It's like the RBs are moving in mud.

I think if you bump Human RB ability up to 40 or 45...you'll get much better results with the RBs...it just seems to handicap the human running backs a bit too much.

But nice work on the sliders. I may have to try out some All American games again for fun.
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Old 07-13-2005, 09:52 PM   #85
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Re: EA's Slider Code for actual player ratings

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Originally Posted by AuburnAlumni
Playmaker,

I tried out your sliders in a Michigan Ohio State exhibition. They are pretty good...except I really think you need to reconsider the Human RB ability at 25.

Mike Hart was getting run down by DTs and DEs consistently. It's like the RBs are moving in mud.

I think if you bump Human RB ability up to 40 or 45...you'll get much better results with the RBs...it just seems to handicap the human running backs a bit too much.

But nice work on the sliders. I may have to try out some All American games again for fun.
I totally agree, Reggie Bush is getting killed.
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Old 07-13-2005, 09:54 PM   #86
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Re: EA's Slider Code for actual player ratings

Quote:
Originally Posted by msstherock
Big Props to Playmakers for these sliders. I just played a exhibition game: Oregon State (CPU) @ Oregon (me). I'm not kidding when I tell you this game came down to 4th and goal at Oregon State's 1 yard line with :10 left! Then my RB as he is diving into the endzone FUMBLES!!!!!!!!! I lose the game 32-28! But, this was the absolute best game I've ever had, it was a heavyweight fight and both teams were not going to give in.

Here are some stats (this was 8 minute quarters BTW):

Stat OSU UO

score 32 28
first downs 13 19
tot. off. 329 505
cmp/att/td 22/38/2 27/43/2
pass yds 323 437
sacked 4 3
3rd down conv 33% 36%
turnovers 0 5
t.o.p. 15:40 16:20

As you can see, thanks to 4 fumbles and an INT I lost the game. I completely outplayed OSU, but, turnovers got us in the end, and the game was just amazing. Very good set of sliders! I was already enjoying the game, now I love it even more!

Rock

This is exactly what I'm talking about. Equal rated teams play equally, the team that makes the most mistakes is going to bite it in the end. Lower tear teams must play their azz off to beat a power house. I'm not going to increase your lower rated DB's skills just so that you can matchup with the likes of USC wr's or Georgia Tech's stud Calvin Johnson. I want impact players to make an impact and if I'm boosting up some prick LB or saftey with 70 ratings in the game then I'm only hurting the IMPACT players ability to standout over lower rated guy's. Think about it we spend so much time trying to make our DB's better than their ratings and sometimes we nuetralize big time wr's in the game. IF you don't have a secondary like USC's then don't try and play man coverage all over the field. Calls plays that best put your lower rated DB's ina posistion you can protect them. The CPU's QB is at 50% the CPU's WR is at 50% those are their actaul ratings and how they should play on the filed. If that QB has low AWR he's going to throw picks if you have guy's in zones. If you leave your low rated DB on an island with a very good WR then that's your call. But remember that WR didn't get any boost in ratings by these sliders he's stil at 50 the settings EA intended for him to play at on the field.
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Old 07-13-2005, 09:55 PM   #87
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Re: EA's Slider Code for actual player ratings

Great sliders,ive played 2 games with ole miss on 8 min quarters,beating memphis at memphis 45-35,then lost to vandy at vandy,yes vandy 55-14.Seems to me with these sliders its going to be hard to get a accurate number of total plays,and acheive accurate game scores,i may be wrong. So i think im going to try 6 minute quarters and sacrafice the total number of overall plays. Is anyone else seeing this, once again great slider work Playmaker.
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Old 07-13-2005, 09:58 PM   #88
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Re: EA's Slider Code for actual player ratings

Quote:
Originally Posted by Playmakers
How exactly does this coaching thing work again?
It's where I call the plays and snap the ball but let the cpu execute. I have to do all the kicking though.

As far as the backs not pulling away, Rhodes got a nice 44 yd TD against Troy.
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