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Speed threshold...What gives best representation of College Football

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Old 08-02-2010, 08:29 PM   #17
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Re: Speed threshold...What gives best representation of College Football

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Originally Posted by Oraeon1224
You should see my threshold slider post. It sets realistic threshold at 65 to 70. You are totally right that blown coverages result in those plays. The game is much harder at 65-70 but if you decrease pass coverage to 40 or 45 there will be blown plays. At default of 50 there are rarely blown coverages.
I was hesitant at first due to the in game explanation. I thought zero would be best but I actually got open better on deep routes than with zero. I get much more realistic an not cheap moments on 65 then 0. Everything else on default heisman.
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Old 08-02-2010, 09:22 PM   #18
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Re: Speed threshold...What gives best representation of College Football

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Originally Posted by sirjam
I was hesitant at first due to the in game explanation. I thought zero would be best but I actually got open better on deep routes than with zero. I get much more realistic an not cheap moments on 65 then 0. Everything else on default heisman.
Just wanted to let you know that a couple years ago a designer posted on difficulty. He said the game is designed for all American. The different levels don't change ai intellect but apply bonus or penalty values based on AA. This is why people get strange results such as robo qb on heismann
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Old 08-02-2010, 09:51 PM   #19
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Re: Speed threshold...What gives best representation of College Football

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Originally Posted by Oraeon1224
Just wanted to let you know that a couple years ago a designer posted on difficulty. He said the game is designed for all American. The different levels don't change ai intellect but apply bonus or penalty values based on AA. This is why people get strange results such as robo qb on heismann
I don't know, to me all American is to easy.
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Old 08-02-2010, 10:04 PM   #20
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Re: Speed threshold...What gives best representation of College Football

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Originally Posted by sirjam
Agreed. It's a shootout with it at 0.
u couldn't be more wrong; the threshold goes both ways. it doesn't just apply to offense. I used to be a doubter, but i tried it and am now sold...

if a db is faster than a wr, it shows; they are able to close the gap and cover the field better! I think it works well in ncaa 11 because locomotion and acceleration keep the games from becoming shootouts.
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Old 08-03-2010, 01:52 AM   #21
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Re: Speed threshold...What gives best representation of College Football

after reading Oraeon's posts in depth regarding threshold i played a game last night using majority of SN'S all american sliders with Oraeon's coaching slider adjustments...main thing i tweaked was the speed threshold to 65 and cpu pass coverage down to 40.

it was Houston(me) hosting UTEP(cpu)...real life was big UTEP upset last year.

Anyways i didn't see anything but good results with the threshold at 65. Had totally realistic numbers, for the most part. Case Keenum threw for over 500 yards with 5 td's but I also threw 5 picks (mostly pilot error) that set up Utep for a 41-40 victory.

Thought it was the most realistic game i've played yet. going to play a game when i get home tonight with mostly a rushing team to see how that plays out.
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Old 08-03-2010, 02:53 AM   #22
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Re: Speed threshold...What gives best representation of College Football

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Originally Posted by SincerelYourz
u couldn't be more wrong; the threshold goes both ways. it doesn't just apply to offense. I used to be a doubter, but i tried it and am now sold...

if a db is faster than a wr, it shows; they are able to close the gap and cover the field better! I think it works well in ncaa 11 because locomotion and acceleration keep the games from becoming shootouts.
On zero I can run some sort of slant pattern an complete it almost everytime. So if I'm third an 8, I have no worries cause I know a slant or a quick move will work.
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Old 08-03-2010, 03:01 AM   #23
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Re: Speed threshold...What gives best representation of College Football

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Originally Posted by sirjam
On zero I can run some sort of slant pattern an complete it almost everytime. So if I'm third an 8, I have no worries cause I know a slant or a quick move will work.
What level are you playing on? What sliders are you using? With Adaptive AI that shouldn't be happening on Heisman, the computer will shade the slant patterns.

Its not just for offense either. It works for every player on the field. Please enlighten me on your sliders and difficulty level. Please don't say your on Heisman because that's just not possible this year with the right sliders.
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Old 08-03-2010, 03:31 AM   #24
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Re: Speed threshold...What gives best representation of College Football

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Originally Posted by sirjam
On zero I can run some sort of slant pattern an complete it almost everytime. So if I'm third an 8, I have no worries cause I know a slant or a quick move will work.
I'm not trying to be rude, but if you "KNOW" you can hit a slant every time on 3rd and 8 because you have the Speed Threshold to 0 then that is not SIM football. One of the most glaring problems this game has had over the years has been Speed>All, by setting the speed threshold to 0 you are returning to that philosophy.

I'm not trying to tell you how to play your game, but I am saying that if you are going to walk into a discussion about sim football and say you can reliably run "X" play in "Y" situation for "Z" yards because of the setting of "A" then you are bringing a gun to a knife fight.
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