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Old 07-14-2011, 07:45 PM   #1
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Mudtiger 12 sliders

xxxxxxxxxxxxxxxxxxx
9/19/11
2 changes to make the human run game harder.

Heisman 10 minutes, slow, 50 speed threshold.


Qba 5/0
pbl 95/15
wrc 45/35
rba 25/35
rbl 5/50
pcv 60/0
prsh 0/0
int 50/15
RD 0/+ 10
tkl 25/+ 30

xxxxxxxxxxxxxxxxxxx

Hard to believe this goes back every year to 06...

Last year's thread:
http://www.operationsports.com/forum...lider-log.html
2006:
http://www.operationsports.com/forum...6-sliders.html

Anyways, if you don't want to look at any of those previous years, to sum it up...

I play 8-12 minute quarters, I want 50-75 plays per team per game, I play with a service academy and run the option, I want stats that are believable, I want penalties called, I want to lose the games I should lose, and somewhere in there I want to have fun.

This thread is for me because I misplace slider notes and I need one spot I can look to for previous versions and changes and stats as I tweak. I'm thinking this thread won't get as detailed as previous years, but who knows. Try these out, don't try them out, whatever, don't care. I'll certainly try out ideas if people suggest them. Along the way I may comment on the game in general.

I've always played this game on AA. This year I'm trying Heisman. My first game on heisman default, 9 min qtrs wen well until the game froze at the end of the 3rd qtr. It was Army (me) vs Navy. Navy jumped out to an early 28-7 lead. They ran the option pretty well. I did not.

In the 2nd half I got on my horse and closed to 28-21. End of 3rd, game freezes. Oh well.

So right away, here's something I liked

End of the 1st half. Navy is kicking my butt 21-0. I'm on my own side of the 50. I don't feel like heaving the ball so I decide to see if I can sneak a run play in.

It's a sweep, the slotback is already in motion. Navy D has 3 down linemen and lots of dbs worried about the bomb. 3 circled guys are my main concern this play unless it falls apart at the line for whatever reason. Should be a decent gain.



Nose and end are sealed to open a huge hole. As an aside, wow, if you watch for them you can really spot the holes and no suction really helps you get through them. Anyways, the hole is huge. Safety on the left circled has come up to possibly double one of my WRs, not sure. He sees the error of his ways though, and pivots to track me down. 2 guys circled on the right also are moving up to cover. Both are moving towards the line and away from me in this pic.

So pretty cool right there that they seem to be fooled. They did not sniff run instantly and attack. This is heisman too. I'd expect a little bit of cheating here.



So to finish this up, My guard (I think) peeled off the double team on the nose and went to the 2nd level. He spied the safety on the left right away and nailed his block. The 2 defenders on the right just now realized this is a run and planted to turn and pursue. Open field running ensues. and no one catches me. I pick my jock off the ground and put it back on, hey maybe I can play this game too. 21-7 going in to half.



So like I said, I get to the end of the 3rd having pulled within 7 points - 28-21 - and the game freezes. I took a few quick glances at stats and things were decent.

Next game will be with Matt10's sliders cause he's always had some good stuff. After that I don't know. I'll start writing down some stats after I get a better feel for the game.

***7/30 - Version 2 with run game tweak

Heisman, 10 minutes, Slow, Threshold 50.

Qba 0/0
pbl 95/40
wrc 45/35
rba 25/25
rbl 15/40
pcv 50(possible increase needed)/0
prsh 15/0
int 50/10
RD 5/5
tkl 5/5 - possible increase for both

Penalties
Off 100
Fs 88
Hld 53
Fm 56
O/D int 100
Clip 50
Grnd 100
Rgh pas 53
Rgh kick 100

Special teams and subs same as version 1.


***Latest 7/22 - Version 1

Heisman, 10 minutes, Slow, Threshold 50.

H/cpu

qba 0/0
pb 90/40
wrc 45/35
rba 35/35
rbl 40/50
pcv 50/0
prsh 25/0
int 50/10
rd 10/0
tkl 40/10

fgp 50/50
fga 25/30
pp 55/55
pa 35/45
ko 50/50

Penalties same as version 2.

Sub in/out
qb 60/80
rb 80/85
wr 80/85
fb 80/85
ol 70/80
dt 80/85
de 80/85
lb 80/85
cb 75/80
s 80/85

Last edited by mudtiger; 09-19-2011 at 08:38 PM.
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Old 07-14-2011, 09:26 PM   #2
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Re: Mudtiger 12 sliders

Got in a game with Matt10's sliders:

Air Force at Army(me)

Expecting AF to win here.

AF 21 - ARMY 7

AF
off 207
rsh 24-96
pas 4-12-109
3rd 36%
pen 1-10

Army
off 289
rsh 49-188
pas 7-16-101, 2 int
3rd 21%
pen 7-55

At this point, I think I just need to get more games in to get a feel for things, maybe at default heisman. First thing I want to nail down is slow speed vs normal, and the speed threshold slider.
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Old 07-14-2011, 10:18 PM   #3
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Re: Mudtiger 12 sliders

Always enjoy following your slider log thread. Looking forward to seeing what you come up with in the future.
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Old 07-17-2011, 04:39 PM   #4
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Re: Mudtiger 12 sliders

After a weekend of games alternating between Matt10's heisman sliders and my own, I'm finally starting to settle. I can't get a good read though if these are long term (fun+realistic averages) or if these are just short term chasing game to game ups and downs. Anyways I need to write these down and play some games and see what the averages look like.

Heisman, 10 minutes, Slow (or very slow), Threshold 44.

Penalties
Off 100
Fs 88
Hld 53
Fm 57
O/D int 100
Clip 50
Grnd 100
Rgh pas 50
Rgh kick 100

Sub in/out
qb 60/80
rb 80/85
wr 80/85
fb 80/85
ol 70/80
dt 80/85
de 80/85
lb 80/85
cb 75/80
s 80/85

H/cpu

qba 0/0
pb 80/35
wrc 40/35
rba 35/35
rbl 30/55
pcv 50/0
prsh 25/5
int 10/10
rd 5/0
tkl 25/5

fgp 50/50
fga 25/30
pp 55/55
pa 35/45
ko 50/50

Speed threshold - I found 40 or less for me and army means giving up big plays all the time. 50 is a little too tight. 43 or 44 seem to be about right.

Penalties I think are pretty much done. Sub in/out, I don't know. Nothing feels right so I'll probably end up going through formations near the beginning of the game and right sticking hb subs in various formations so backups get reps for the rest of the game.

Special teams feels good other than the cpu trying to kick super long FGs. When they attempt one, I go to fg block return and take a knee in the endzone so it gets treated like a punt. Someone suggested this in Matt10's thread and it works well.

The game itself is very much tuned to me playing as Army. I really have no idea if these will transfer well to better teams. So far they 'feel' good without paying too much attention to stats. Good teams beat me, even teams can go either way.

Stat wise, feels like there are too many sacks on both sides. Some of this is due to the cpu's inability to run a screen effectively (come on ea, I'm really tired of that crap being in the game every year).

Number of plays feels good, maybe a bit high for me. If I go 10 minutes, I usually get numbers a little high and the cpu is good. If I go 9 minutes, I get good numbers but the cpu comes in low. I stopped looking at TOP, its always going to be in my favor.

Human passing - I had to continually raise human pass block to get any sort of time in the pocket. I'm playing as army so I shouldn't get much, but I need some time to even have a chance to throw the ball. So that is why human pblk is so high. QBA feels good at 0. Absolutely don't try to lead guys unless you really really need to. Lots of bad throws if you do. That's how I want it. Still probably give up a few too many sacks, but I think some of those I can cut out by reading the D better.

CPU passing - CPU gives up too many sacks. I may go higher on their pblk. If I do I might raise human pass rush to compensate some. I don't want the cpu to shrug off blitzes though so it can't go too high. CPU completion %'s have varied quite a bit so I'm interested in seeing averages over the course of 3-5 games with various teams.

Run game - human is just about right. I can move the ball with the option and sometimes even dominate some drives. CPU still may be a bit flat but I don't think I can really raise cpu run block any more because even 1* cpu teams will dominate in the trenches. Maybe raising cpu rba could help.

Ints - probably set too low for human. Lots of drops, but I live with it. I'd rather have drops than an int fest. Might get bumped up to 15. Cpu picks off passes ok, but you can get away with a few mistakes.

TKL - Army is a sure tackling team, so I want this number to be decent, but going overboard hurts the cpu run game and YAC. I don't think I'd drop below 25. Cpu tkl feels good, maybe low, but still good.

Only 2 games I wrote stats for:

MTSU 7 - Army 16 (me)

MTSU
off 199
rsh 19-3
pas 22-30-196, 6sk
pen 2-15
drops 1

Army
off 278
rsh 61-233
pas 5-12-45, 2 sk
pen 7-52
drops 1

Full of defense. MTSU barely could run, but their stats look specially bad because they gave up 6 sacks taking away from run yards.

2nd game:

Army 27 (me) - AF 30

Army
off 377
rsh 52-236
pas 7-18-141, 3sk
pen 4-24
drop 2

AF
off 339
rsh 39-202
pas 7-8-137, 3sk
pen 2-20
drop 0

AF qb was efficient. He made all the right passes and found the open guys. I had to cheat up to stop the run and the cpu burned me for it. I mounted a 4th qtr come back scoring 10 points to make it close, but AF held on for the win.

So now I'll play some games and see what happens.
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Old 07-20-2011, 08:28 AM   #5
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Re: Mudtiger 12 sliders

Got in 3 and a half games in a 'test' dynasty with army. Things felt good, but a few changes will be made.

I lost to NIU by 1, 29-30. I then beat SDSU and Northwestern. The NU game was bit odd because my qb ran for 300 yards and 6 TDs. It was like they had no clue how to defend the option. He had 6 40+ yard runs for TDs where I just held the ball on the option and turned up field while no one touched me. Other than that game though, human running/cpu run defense has been great.

So the first change will be to increase cpu run defense a small amount. Probably by raising their tkl and rdef. Maybe both, maybe just one of them.

2nd, cpu fga will probably get bumped up.

3rd, human int needs a bump up.

4th, facemask penalty needs a small decrease. Might offset that by raising false start or holding.

Trying to figure out if it is worth messing with cpu coach sliders for defensive aggressiveness or their run/pass slider too.
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Old 07-20-2011, 07:49 PM   #6
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Re: Mudtiger 12 sliders

Changes ended up being:

Heisman, 10 minutes, Slow, Threshold 45.

Penalties
Off 100
Fs 88
Hld 53
Fm 56
O/D int 100
Clip 50
Grnd 100
Rgh pas 50
Rgh kick 100

H/cpu

qba 0/0
pb 80/40
wrc 40/35
rba 35/35
rbl 30/55
pcv 50/0
prsh 25/5
int 15/10
rd 5/0
tkl 25/10

fgp 50/50
fga 25/35
pp 55/55
pa 35/45
ko 50/50
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Old 07-21-2011, 10:54 AM   #7
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Re: Mudtiger 12 sliders

I'm going to try these out when I get home. I know you play with Air force, so 0 QBA will work for you. But do you think its applicable for someone who uses an offense that is more pass oriented? I can't pass with the slider at 45, so I can't imagine it at zero. But I'm definitely up to the challenge if you think it works.
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Old 07-21-2011, 11:04 AM   #8
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Re: Mudtiger 12 sliders

I'm actually playing with Army this year. Air Force is too good I want to build a 1 star team.

Set human QBA to whatever works for you. If you throw for 25% with it at 0 and you think a lot of those passes were incomplete because of bad throws, then go with whatever gets you 50-65% or so completions.

If you try 0, the biggest thing to remember is don't try to lead guys unless you absolutely have to stick the ball away from the defense to avoid a pick. Even then, you aren't guaranteed you won't throw a pick. If you read the defense well, find an open guy, don't try to aim the pass, you should be ok. It is frustrating to make a bad throw to an open guy, but it happens in real life too.
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