Just like last year I am going to be posting my sliders I use. I try to get a game that looks realistic and plays realistic. I am talking 3-4 seconds in the pocket against a good rush, good corners shutting down your receivers, and good running teams(think Wisconsin) pounding your defense. But I also want the user to have the same power. If you have a star CB, then expect him to play like one. If you are playing a weaker team, then it should be an easier win, but not guaranteed at all.
Like last year I went into practice with my Miami Hurricanes and picked one play on offense and one play on defense and ran through it 20-30 times while watching everything from the linemen and their behavior to how quickly CB's were reacting in man and how safeties were playing their zones. I timed the pass rush, watched how quickly CB's broke down, and I watched for mirroring. I wanted to get the most realistic results while also viewing the most realistic gameplay.
I am not saying these are the best sliders, or the most realistic. I am saying these are what I find realistic. Some people may love them, some may hate them, and some may use them as their base set to start off with. That's why I post them.
With these sliders I also try to get an even balance while keeping the challenge there. When working on the pass rush and pass protection for the user, I have a specific goal. When I run a 4 man rush against a 5 man protection I expect around 4 seconds. Once I get constant results I like, I then switch sides and let the CPU run the offensive play while I run the same defensive play. I then try to get the same exact results since they're the same exact teams.
I do that for the pass rush, pass blocking, pass coverage, run defense, accuracy, etc. I want the CPU to have as much power as me when using the same teams. That is what I find realistic. If we both can pull off the same amount of success, then I am happy because that usually means the game is going to be tough against the CPU, but still realistic.
So here we go.
V1.2
Skill: Heisman
Quarter Length: 8 Minutes
Game Speed: Slow
Speed Threshold: 65(I like it higher to limit the amount of big plays and defensive TD's)
Game Rules(
I personally feel these are a user preference, but will be posting what I am using right now. I don't really like how the game handles penalties, and to get a realistic amount of penalties you have to get an unrealistic amount of the penalties the game does call like holding, clipping, facemask, and roughing the passer)
Offsides: 75
False Start: 75
Holding: 55
Facemask: 55
Offensive PI: 99
Defensive PI: 99
KR/
PR Interference: 99
Clipping: 55
Intentional Grounding: 99
Roughing the Passer: 63
Roughing the Kicker: 99
---------------User--CPU
QB Accuracy:--25--15
Pass Blocking:--55--45
WR Catching:--50--50
RB Ability:------50--60
Run Blocking:---50--50
Pass Coverage:-60--45
Pass Rush:------60--45
Interceptions:---50--50
Rush Defense:---15--75
Tackling:--------45--35
FG Power:-------45--45
FG Accuracy:----20--40
Punt Power:-----45--45
Punt Accuracy:--20--85
Kickoff Power:---45--45
The sliders that will be on this post will always be the most updated and are likely to change over time. As we all get better these sliders may need to be a bit harder. Or they might be hard enough to be a challenge all the way up until NCAA 13. As much as I'd like that to be, the truth is these are going to be changing over time and will eventually reach a stage where they are as good as can be, but to get there we need people to try these and leave feedback.
*Link to solo online dynasty showing using the sliders.*
http://www.easports.com/dynasty?_use...2&sku=512A0001
In my online dynasty I am using one of the first additions of the community rosters and I also went in and edited ever HC and OC's run/pass ratio to accurately reflect how they ran their offenses last year. So if you want community rosters with correct run/pass ratios then you can download them from my gamertag.