Setting: All-American:
Heismann has very unrealistic values such as robo quarterback. It is much easier to adjust both up and won values with All-american. The game doesn't actually make the players any smarter with Heisman it just gives them statistical boosts. If you go varsity it seems to difficult to adjust upwards. All-american gives the best mixture of poor and good values to adjust easily.
Slider explanations:
QB accuracy (adjust only completion %, mostly long range): This slider significantly alters incomplete passes primarily though impacting long range completions (can expect about a 2% decrease in completions per 10 change for short passes vs 6% change per 10 decrease in slider for long passes) Overall impact is 3-4% decrease in completions per 10 change in slider.
Pass blocking (decreases time to pass but increases sacks): This slider adjust pass rush and limits exagerated times in the pocket (11 seconds vs 4 man front on default). You can expect a diminishing effect with this slider as there is a massive change between 50-40 in time to pass against a 4 man rush (almost 5 seconds difference), but but very little difference below 30. The great thing about this slider is it decreases D-lineman fall downs (i.e. pancakes).
WR catching (Effects completion % by increasing drop passes; mainly effects long range passes): The number of dropped passes is about right on default and for some reason the QB accuracy slider also effects dropped passes, however this could be used to decrease the completion percentage for long range passes if you are getting burned (decreases long range completion percentage by 10% per 10 change but only effects short range completions once <30 and creates unrealistic numbers of drops).
RB ability (Changes running back speed, tackle for loss, and some effect on outside running yardage): This slider effects yards per carry mainly to the outside but not inside until about 30 then has limited impact on yardage but continues to increase tackles for loss by about 2 per 10 adjustment.
Run blocking (Do NOT adjust as impacts kickoffs dramatically; adjusts outside running dramatically but not inside runs): This slider caused almost no change at all on inside runs (4.8 vs 5.1 yards per carry for 50 vs 100) but had a dramatic effect on outside runs (from 4.9 to 10 yards per carry for 50 vs 100). Also significantly increases the risk of touchback runs.
Pass coverage (Decreases long range passing but causes massive increase in sacks): Only ran preliminary test on this slider since completion percentage is better managed with QB accuracy and pass blocking. Do NOT adjust this slider for percentages unless you want unrealistic numbers of sacks.
Pass rush: This slider is almost identical to the pass block slider for decreasing passing time but less effective. For every 10 increase it decreases passing time by 1 second. I prefer pass blocking as more effective and less d-lineman falling down (looks more realistic).
Interceptions (unknown effect): Default settings only have 2-5 interceptions per side per game which is high but not enough for testing. Have decreased mine to 25 but this is not based off testing results.
Run defense (primarily effects inside running yards without much impact on outside running; do NOT set <40): This slider is the oposite of run blocking which increased outside run but not inside. This slider effected inside running (0.5 yards per 10 change) but not as much impact out outside runs. Decreasing this slider also has the unintended effect of causing a large number of TD/long distance runs if set below 40 (I do not recommend this but increasing tackling might help).
Tackling (causing very significant increase in long distance runs/TD with even minor changes): I suggest leaving this slider alone unless you want more big plays.
Combined slider information (see original data post for more information): I combined RB ability at 45 with Run defense slider sets which is a common theme. Even a 45 run caused a huge detriment to outside running. Decreasing running defense slider only increased inside running and allowed a few big outside or inside plays that were not realistic. I do not recommend this approach to improving the running game. I found very realistic results with RB ability at 50 and run defense at 40 (cutoff before unrealistic effects occur). Run blocking slider would be ideal for adjustments but given issues with kickoff cannot be used.
Slider set:
CPU offensive settings:
QB accuracy: 15 (mid 50% for mid level teams and low 60's for upper)
Pass blocking: 40 (gives mean of 5 sec vs blitz and 7 sec vs front 4)
WR catching: 45
RB ability: 50 (50 has less big plays than 55 and realistic on RBblock 100)
Run blocking: 55 (60 was excessive teams now average around 4-5 YPC)
Human defensive settings:
Pass coverage: 50 (increase raises sacks and knockdowns)
Pass rush: 50 (increases sacks and less effective than pass block)
Interceptions: 10 (1-3 interceptions per game usually 1)
Run defense: 45 (had to adjust once RB in)
Tackling: 55 (55 reduced big yardage plays)
Human offensive settings and CPU defensive settings will have to be individualized by the player based on skill level but the above set is a good starting point for tweaking. Try to have low 60% completion percentage and average run of 4.5-5.5 YPC and 3-4 sacks per game. Here is my set:
Human offensive settings:
QB accuracy: 10 (mid 50% completion % for C+/B- teams, low 60's for A's)
Pass blocking: 40 (gives mean of 5 sec vs blitz and 7 vs 4 none)
WR catching: 45 (drops needed a slight boost for human throws)
RB ability: 50 (lower makes outside runs fail)
Run blocking: 50 (50 was excessive, I now have realistic YPC with this)
CPU defensive settings:
Pass coverage: 50 (increase raises sacks and knockdowns)
Pass rush: 50 (increases sacks and less effective than pass block)
Interceptions: 10 (feel free to adjust)
Run defense: 50 (raised once run blocking was in)
Tackling: 55 (55 reduced big yardage plays)
Special teams settings: Hum/CPU
FG power: 40/40
FG accuracy: 20/35
Punt power: 25/40
Kickoff: 50/55
Penalty setup (recently decreased holding and increased Facemask; my testing definitely confirms penalties are FUBAR; Holding now better after patch so lowered to 50):
Offside: 100
Falsestart: 100
Holding: 50
Facemask: 55
Off interf: 100
Def interf: 100
KR/
PR interf: 60
Clipping: 55
Intent grounding: 70
Roughing passer: 100
Roughing kicker: 60