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Originally Posted by soce |
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Well get your *** home and help me test these!!! LOL. Have a good trip. Here is an explanation why I am at where I am with the bigger differences.
WR Catching (HUM): I wanted to occasionally see drops but I am going to move it up to 60 and see if it makes them more aggressive and helps to stop CPU DB warping. At the 40 that I use I still don't see a ton of drops and my completion percentage is good. I will try your value however and if it helps to stop "cheating INTs" I will use it.
Def AWR (HUM): This I believe is a MUST in order to help the HUM D in zone coverage. Even at this lofted value my guys still do NOT play D like the CPU does in zone and I just don't get why. Since I have CPU Run blocking cranked up I don't see it hindering their performance. In fact, I really like it because my guys seem to take better angles at making tackles as well.
Break Block (CPU): Lowering this really, really, really helps in the running game and passing games with blocking. The CPU on heisman gets WAY too big of a boost in the trenches. I use OSU who has mainly all 90+ O-linemen and without lowering this value they are consistently getting their butts whooped no matter who I play which is just ridiculous. I want to be able to run the football as long as I have as many blockers as they do runners. Without lowering CPU break block it seems that someone on the CPU will break away and stop me cold most of the time. Also, lowering this value makes a JUMP SNAP not an automatic loss of yards.
Break Block (HUMAN): This is how you get pressure on the CPU QB Just make sure to jack up CPU run block so they can still run the ball.
Give these a go, I am really liking what I am seeing. I am man handling lower teams up front but when I play USC, I am yet to be in the ball game by half time. They just have too damn much speed for me to do much of anything. I try to hang in there but they eventually make the play on me and then get the momentum and its bye-bye. Unless I play them and win the turnover battle by +2 or +3 they are impossible to beat with OSU and my stick skills. Remember I have house rules.
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I thought about taking the 360 with me, but there'd be no time for me to play, such is the life i guess. The WR Catching might lessen the cheap INT's a bit, but i dont know that its enough of a difference. I still see the FB and backup TE drop passes and another 2-3 a game, but we can see how it works.
The Def (HUM) AWR - the only reason i didnt jack this up higher was to me (and i could be wrong) it seemed the higher it went, the faster my guys reacted to a run/pass play. I was shutting down the run like there was no tomorrow with it higher. I wanted my weaker DB's to bite on PA and have a harder time reading the play. I might up mine a click, but want my bad D to play like a bad D.
The two Break Block sliders. Mine is going up a click for sure, but theres is staying the same. Again, playing with a junk team, i give up a few sacks, but its due to me, not my O line. I want my mediocre O line to play as such. Trust me, nothing is more frustrating than a sack on 3rd and 3 bc i roll out or my O line gives up a sack, makes me curse up a storm.
When i play better teams, the key i have is to control clock, and play to your strengths (for you, get the Wells brothers involved and try not to let Boeckman be throwing 30+ times a game, hes awful). I would run a ton, then throw in a PA pass on 2nd and 4 or less, make sure you have at least one deep route, and one outlet route. Run out of all formations. Im sure you know all that. But to me, thats how the game should be. Unless you play great and do all the little things right, or they screw up, USC is gunna win. How would a USC/OSU game play out this year? Prolly with OSU controlling the clock and trying to play a 17-14 game, maybe 21-20 and making a play at the end, just like the Craig Krenzel days.....
Ill test as soon as i can, but like i said, youll have way more games under your belt than i will. Post stats and impressions when you can, give me something to read on the road.