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  • #1
    Jakers22TB
    Rookie
    • Dec 2004
    • 44

    CPU vs. CPU sliders


    Okay here goes:
    CPU vs. CPU sliders in NCAA are a great way to get realistic results for a game while being able to view the action firsthand instead of peering through stat sheets to figure out who's doing well and who isn't for those of us that enjoy a deep, involved Dynasty mode experience.

    The thing is though, when you do CPU vs. CPU in NCAA 07 (and 06 probably) the playcalling can seem random even though the team's gameplan is set at a certain level.

    I've done enough CPU vs. CPU games to find out what causes the CPU to call plays the way it does and it all comes down to your impact players, what formations you use, and your base playcalling %.

    Your impact players on offense determine the playcalling within the game and, depending on their position, shift the offense more towards the pass or towards the run.

    The game engine combines the base game plan set at the coach options area of the interface with the personnel to create the real game plan within the game as well as factors such as who's ahead, which leads me to how to get the base game plan within the game:

    You must adjust the run/pass ratio according to the team's personnel to get the results you want, because the base game plan, more often than not, won't get the playcalling you want it to do. In order to get the accurate game plan these are the following adjustments you should make:

    QB +10 Run (all offenses but spread and option/flexbone)
    HB +10 Pass
    FB +10 Pass
    WR +10 Run
    TE +10 Run

    All Spread Offenses that are predominantly are 80% Run because of the combination of the AI pass-happy shotgun set and the pass-happy spread offense philosophy AI. Even the scrambler QBs still pass too much without it being 80%. The only way to make a spread offense offense type in NCAA balanced outside of this would be to use a customized playbook that has more running formations (2 back I sets, wishbone/flexbone, etc) and that kind of defeats the purpose of a predominantly shotgun balanced spread offense like Florida's or Utah's.

    The adjustments are the opposite of the typical role of the player on the team because if there is not a counter-influence impact player (a HB and a QB for example) the impact player will shift the offense's playcalling that direction; for example, Texas has Jamaal Charles at impact player and no one else to counter his influence on the play calling. THis means he'll shift the calls more towards the run. If you want to run a 60% Run philosophy, with this team you would have to run a 50% to make sure Charles' influence doesn't push the run to the point where the quarterback doesn't throw enough.

    This explains the ridiculous throwing attempts by some teams who aren't pass happy: Notre Dame as a perfect example. The combination of Quinn and Samardzjia at WR and QB create a nonexistent running game if the proper preparation isn't made. They ran 50% run/pass last season but not putting 70/30 run pass within the game will have them throwing the ball 60+ times in close games and somewhat balanced in blowouts instead of balanced all the time.

    So what do you do? You make the necessary adjustments in the coach gameplan as a first step. The next step is to set up the gameplay for the right number of plays and the sliders so that what happens in the game is realistic. This part, luckily, has already been done by Juk34man's hard work on his CPU vs. CPU sliders. His sliders are posted at maddenmania and within this forum and they have worked quite excellently, as it fixes some of the more annoying problems in the gameplay: the frequency of the long pass, the lack of a push up front by the O-line, too many interceptions (a Tiburon game engine problem that's been there for years), lack of effective coverage, too many forced fumbles and TFL, and not enough punt distance. He's got them posted but I'll post them here for your convenience:

    Quarter length: 9 minutes
    All penalties maxed with unsportsmanlike at ZERO (will make game winning plays called back because of inevitable celebration which is no bueno)

    OFFENSE

    QB Accuracy 25
    Pass Blocking 45
    WR Catch 25
    Run Ability 50
    Run Blocking 75

    DEFENSE

    Awareness 50
    Pass Defl. 99
    Intercpt 0
    Break Block 25
    Tackling 25

    SPECIAL TEAMS

    Kick Power 0
    Kick Accuracy 0
    Punt Power 99
    Punt Accuracy 0
    Kickoff Distance 50

    Here is also something I personally do to make the game as realistic as possible: I set up a CPU profile and a User profile and adjust to 80% sub in 85% sub out. This lets me track my Teams stats over the course of multiple seasons, which is always cool to see like if I average 450 yds/game vs. their 280. If you don't have two controllers though it doesn't make that much of a difference.

    So....
    Shift the gameplan according to offensive impact player presence, input the sliders and watch the game :wink:

    *****DYNASTY FREAKS*****(lol)
    Here's some advice for Dynasty people who want more out of their offensive gameplans that use CPU vs. CPU for their game simming: Use a balanced custom playbook for your games so your team's AI isn't too shifted one way or another. I've found that the AI uses certain formations for the pass and the run and it comes down to 4 groups, 2 on each side:

    Ace and Shotgun/Pistol for Pass
    I Form and Option Formations (Wishbone, Flexbone, Power I, etc) for run.

    Unfortunately if you want to run a shotgun only spread you have to be 80% all the time with a predominantly shotgun set if you want reasonable balance but if you have 6 shotgun and 6 I formations you can actually keep your ratios like you would for a balanced or west coast offense and not sacrifice the use of the shotgun to pass. It'll have a more run and shoot feel to the game but it's better than not being in control of how much you pass or run. This is what i'd recommend for each different style for your teams playbook

    Style Run Pass
    Option Run: 6 Option formations, 3 Ace 3 shotgun (could do 6 shotgun for a spread option run offense)
    West Coast 6 I Formations 6 Ace (gotta be under center)
    Balanced 3 Option, 3 I Form 3 Ace 3 shotgun
    Spread 6 I Form 6 Shotgun (not a spread without the gun)
    Flexbone Don't recommend it if you want balance in your offense

    This setup allows you to choose how much the offense passes or runs because the ratios of the pass and run formations are equal. A 10 shotgun playbook doesn't leave you much choice, and neither does a 10 Flexbone, 2 I formation playbook.

    I hope this helps you CPU vs. CPU ppl out
    Last edited by Jakers22TB; 06-04-2007, 09:29 PM. Reason: CPU Spread offense formation problem and some friendly advice :)
    http://tinyurl.com/yoxl56
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