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Bill's Coach Sliders (All-American Level)

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Old 07-26-2009, 01:19 AM   #9
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Re: Bill's Coach Sliders (All-American Level)

I just finished my 1st game with these. I only used 5-minute quarters because I have to go to work in the morning.

W. Michigan (me) @ C. Michigan

WMU 24
CMU 21

WMU
First Downs: 13
Total Offense: 266
Rushes-Yards-TD: 22-116-2
Comp-Att-TD: 15-27-1
Passing Yards: 150
Turnovers: 0

QB T. Hiller: 15-27, 150 Yds, TD
HB B. West: 19-101, 2 TD
WR S. Hinds: 6-60

CMU
First Downs: 13
Total Offense: 280
Rushes-Yards-TD: 12-27-2
Comp-Att-TD: 20-32-1
Passing Yards: 253
Turnovers: 0

QB D. LeFavour: 20-32, 253 Yards, TD
HB B. Schroeder: 6-18
WR J. Pitts: 5-68, TD
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Old 07-26-2009, 09:04 AM   #10
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Re: Bill's Coach Sliders (All-American Level)

NoleFan, it looks like 7-minute quarters are about right for 130 plays, based on how many you had in 5-minute quarters.

I'm going to experiment with the QB accuracy slider this afternoon, because I remembered that in past years, that slider also affected QB throwing power.
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Old 07-26-2009, 09:58 AM   #11
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Re: Bill's Coach Sliders (All-American Level)

These are very close to what I'm using against the cpu,I only knock the cpu QB ACC down to 40 or 45.

The sliders are very powerful post-patch,so small changes can have big effects.
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Old 07-26-2009, 10:41 AM   #12
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Re: Bill's Coach Sliders (All-American Level)

Quote:
Originally Posted by billharris44
NoleFan, it looks like 7-minute quarters are about right for 130 plays, based on how many you had in 5-minute quarters.

I'm going to experiment with the QB accuracy slider this afternoon, because I remembered that in past years, that slider also affected QB throwing power.
Yeah, I did the math based on that game that I posted and 7-minutes is likely going to be the way to go. I also call plays fairly quickly so that helps to mimic how the cpu handles its cpu vs. cpu games.
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Old 07-26-2009, 04:32 PM   #13
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Re: Bill's Coach Sliders (All-American Level)

Okay, here are some details on the testing I did today.

I really wanted to check out the kickoff returns, since they're tied to the Run Block/Run Defense sliders (unfortunately). So you almost have to balance the CPU run game by balancing kick returns first, because if you don't, there will be a ton of kick returns for touchdowns.

I picked an A+ team versus a D+ team to see how bad it could get, and picked a team with an excellent return man.

With the sliders set on Run Block 100, Run Defense 0, and Tackle 50, here were the results of 20 returns for the A+ team:
Average--55.95 yards
TD's--6

That's insane. And it was easy to see happening, too, because most of the defensive guys were pancaked on every return.

So I tried the opposite settings: Run Block 0, Run Defense 100, Tackle 50. Again, 20 returns for the A+ team:
Average: 24.4
TD's: 0

The sliders work. That's encouraging.

Then I tried 50-50-50:
Average: 26.4
TD's: 0

So what happens if Run Block gets bumped up to 60 and Run Defense down to 40:
Average: 59.1
TD's: 7

Disaster. That means my original settings in this post have to be changed. Again, you could see it happening--too many guys were getting knocked down for there to be any chance to defend.

I tried 55-45, but still too many returns for long yardage.

So to keep kickoff returns under control, Run Block and Run Defense basically have to stay at 50.

It seemed like the run game was going to be ruined, but I tried changing the Running Back slider to 100 to see if it changed the skills of the kick returners. It didn't, and changing it to 0 didn't, either. It may be that if the returner is a running back, they'd get a boost or a drop, but I don't know of many running backs returning kickoffs (or punts).

So I started fiddling with the RB Ability slider.

First test: A+ offense versus D+ defense.
RB Ability slider set at 100.
Ball Spotted at 50.
Play #1: Inside Handoff
Defense: Cover 2 Buc
20 plays (for all tests).
Average Gain: 6.65

Play #2: RB Stretch
Average: 12.75

Now if I set the RB Ability slider at 0, I get this (same plays, same defense):
Inside Handoff avg. gain: 3.1
RB Stretch: 2.7

What I like about these sliders is that you can see a visible difference between 0 and 100. I don't think this slider makes backs any stronger--it just makes them faster. At 0, it looks like they're running through glue. At 100, they hit holes pretty respectably.

I then tested an A+ offense versus a B+ defense.
RB Ability slider at 100. Same plays, same defense
Inside Handoff avg. gain: 3.9
RB Stretch: 7.8

If I change RB Ability to 80, I get:
Inside Handoff avg. gain: 2.95

I felt that was a bit low for an A+ versus a B+, so I think the 90-100 range is more accurate.

Okay, final test. A+ offense versus A defense. RB Ability at 90.
Inside Handoff avg. gain: 3.4
RB Stretch: 6.8

There were a couple of big plays that pushed those averages up, but it "looked" right on: a few bigger gains, but plenty of plays that gained nothing or only 1-2 yards. That seems reasonable for the levels of the two teams.

So I'm changing these settings (and will update the first post):
Run Defense from 40 to 50
Running Back Ability from 65 to 90

This should kill the kick return issue, but it should still allow the CPU to run (and RB's look better at a slightly higher speed, too, which is another benefit).
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Old 07-26-2009, 05:49 PM   #14
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Re: Bill's Coach Sliders (All-American Level)

That's interesting because I really liked what I saw in the game that I played....though it was only the one game with 2 C teams.
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Old 07-26-2009, 05:55 PM   #15
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Re: Bill's Coach Sliders (All-American Level)

I think that eventually the return problem would have shown up, and in a big way. The best returners would be going wild. I think the adjusted settings are going to both look better (running back speed) and be a bit more realistic.

It's encouraging that the sliders make a significant difference this year.
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Old 07-27-2009, 12:33 AM   #16
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Re: Bill's Coach Sliders (All-American Level)

Hey guys, wanted to contribute to this thread. Bill, thanks for the sliders.

So far, I've noticed a lot of CPU interceptions on coach mode in this year's version (by the way I'm on PS3). So when i saw these sliders, my immediate thought was "awesome, these look to do the trick." But since I'm freaking out about interceptions, I tweaked them slightly, turning interceptions down to zero for both the home and CPU. Here's what I ended up with.

Alabama (me) @ Florida (SEC Championship Game)
Bama 27
Florida 17

8 minute quarters

Bama
First Downs: 14
Total Offense: 255
Rushes-Yards-TD: 44-141-1
Comp-Att-TD: 11-20-1
Passing Yards: 114
Turnovers: 0

QB G. McElroy: 9-18, 81 Yds, TD
HB M. Ingram: 26-143, 2 TD
WR M. Maze: 3-27

UF
First Downs: 10
Total Offense: 296
Rushes-Yards-TD: 14-16-0
Comp-Att-TD: 18-30-1
Passing Yards: 280
Turnovers: 4

QB T. Tebow: 18-30, 280 Yards, 1 TD, 3 INT
HB J. Demps: 10-9
WR J. Demps: 5-86, TD

Couple of thoughts here. All in this, this game was a blast to play. But the interception problem is still there and the CPU running game was ****ty. There were 10 penalties total in the game, which seemed about right. Any thoughts guys?
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