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CPU vs CPU "Normal Speed" (Claystone)

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Old 07-23-2010, 08:46 PM   #1
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CPU vs CPU "Normal Speed" (Claystone)

I have a set of sliders for you guys who like to play on "Normal" speed.

MODE: AA
SPEED: NORMAL
SPEED THRESHOLD: 40 (you can play between 30 - 40)
TIME: 8 Min.


OFFENSIVE SLIDERS
QBA: 50/50
PASS BLOCK: 50/50
WR CATCH: 50/50
RBA: 50/50
RUN BLOCK: 50/50

DEFENSIVE SLIDERS
PASS COVERAGE: 50/50
PASS RUSH: 50/50
INT: 50/50
RUSH DEFENSE: 50/50
TACKLE: 35/35

SPECIAL TEAM SLIDERS
FG Power: 50/50
FG Accuarcy: 50/50
Punt Power: 50/50
Punt Accuarcy: 50/50
Kick Off Length: 50/50


Have Fun. Post your game stats here.

Last edited by claystone; 07-23-2010 at 09:09 PM.
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Old 07-23-2010, 09:25 PM   #2
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Re: CPU vs CPU "Normal Speed" (Claystone)

Here is the game stats from my bowl game using these sliders.


ARMED FORCE BOWL GAME


UCF: 20 - San Diego: 25


San Diego Passing:
QB #14: 26 FOR 35 / 336yds / 2 TD / 1 INT / 74% Comp

UCF Passing:
QB #4: 20 FOR 37 / 289yds / 2 TD / 0 INT / 54% Comp
__________________________________________________ ____________
San Diego Rushing:
HB #23: 24 Carries for 67yds / 1 TD / 2.7 Avg.

UCF Rushing:
HB #34: 20 Carries for 130yds / 1 TD / 6.5 Avg.
__________________________________________________ ____________
San Diego Defense:
Sacks: 3
INT: 0

UCF Defense:
Sacks: 2
INT: 1
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Old 07-24-2010, 10:56 AM   #3
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Re: CPU vs CPU "Normal Speed" (Claystone)

are you seeing issues with the kicking game? long fgs, short kickoffs, no touchbacks?
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Old 07-24-2010, 01:27 PM   #4
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Re: CPU vs CPU "Normal Speed" (Claystone)

Quote:
Originally Posted by drob2342
are you seeing issues with the kicking game? long fgs, short kickoffs, no touchbacks?
The issue I see with "Normal" speed is:

1. The AI ballcarrier making those turns to the middle of the field instead of running straight or up the sidelines. It's more pronounce at "Normal" speed.

i.e. I was having a game where my HB ran right up the middle and had 15 yards of clear daylight to the endzone. but instead he turn and ran from one Hash Mark to the other Hash Mark, and then turned up field and was tackled. If he would have just run straight it would have been a TD.

i.e. Another time my HB was running up the Hash marks again, and he had a blocker to his right and sideline on his left. Well, instead of turning left and up the sideline for a big gain, he turns right into my blocker and defender to be tackled.

I perfer my previous "Slow" sliders in my other thread. I'm not seeing those long FG attempts. My HB's are running straight. I just gave these sliders because I know some people would like to play on "Normal". If you can deal with the AI ballcarrier bug, you'll be fine.
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