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NCAA 14 - OS Community + Playmakers Split Sliders

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Old 07-11-2014, 12:00 AM   #4457
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Re: NCAA 14 - OS Community + Playmakers Split Sliders (FINAL VERSION)




Just finished with the ver 10 update with the OPI and DPI and this is the result. Now I do wanna preface I used Maryland with a no huddle air raid hence the high number of plays. But I still feel the pass was way too easy. The counter to that is it was impossible to stop their pass. It was such a challenge to try and stop them I did get lucky a couple times with ints but at the same time I had my way through the air. It has to be something on the WR ability. Oh forgot to mention earlier I am using BG breezys 15 rosters. And I did edit the coach aggression for Va tech to 50/50 across the board before playing.


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Old 07-11-2014, 12:14 AM   #4458
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Re: NCAA 14 - OS Community + Playmakers Split Sliders (FINAL VERSION)

Quote:
Originally Posted by TheUFGuy



Just finished with the ver 10 update with the OPI and DPI and this is the result. Now I do wanna preface I used Maryland with a no huddle air raid hence the high number of plays. But I still feel the pass was way too easy. The counter to that is it was impossible to stop their pass. It was such a challenge to try and stop them I did get lucky a couple times with ints but at the same time I had my way through the air. It has to be something on the WR ability. Oh forgot to mention earlier I am using BG breezys 15 rosters. And I did edit the coach aggression for Va tech to 50/50 across the board before playing.


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Okay, thanks for testing UF. Let's keep the OPI/DPI where it's at - playing pretty good actually.

I am actually going to knock User PBL back to 40 - and put CPU to 50. I am also going to raise PCV for both from 50-95 and see which is best. Let me know how that plays out.

Updated spreadsheet (LIVE):

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Old 07-11-2014, 03:36 AM   #4459
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Re: NCAA 14 - OS Community + Playmakers Split Sliders

Playing V10. Made some mistakes on offense early, wasn't able to recover. The covered well early, and if you get impatient you'll make mistakes. Most of the picks I threw were later in the game and forced. Run game was okay early, but after getting down 21 in the second I had to abandon it. They shredded my defense most of the game through the air. 4 TD passes in first quarter. I just didn't have the speed to keep up really.

2 sacks for each team as well.

Texas State Bobcats at Oklahoma State Cowboys
Jan 1, 1ST2ND3RD4THSCORE
Texas State Bobcats (0-0)7147634
#16 Oklahoma State Cowboys (0-0)281410759
Texas State Bobcats
PASSINGC/AYDSTDINT
T. Jones (83 THP, 81 THA)43/6947645
RUSHINGATTYDSAVGTD
(HB) J. James15805.31
RECEIVINGRECYDSAVGTD
(Y) C. Meyer1115614.10
(H) W. Davis910611.70
(X) D. Mercer7649.11
Z (combined 2 players)910411ish2
Oklahoma State Cowboys
PASSINGC/AYDSTDINT
J. Humphrey31/4239960
RUSHINGATTYDSAVGTD
C. Webster44310.71
RECEIVINGRECYDSAVGTD
A. Hays79313.2 1
C. Webster6457.51
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Old 07-11-2014, 11:16 AM   #4460
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Re: NCAA 14 - OS Community + Playmakers Split Sliders

For some reason I decided to get up at 3 am gave these another shot. I didnt change anything in 4 games.

Ucla (me) @ Nebraska

Score 34 - 17
Fds 22 - 11
Total offense 422 - 240
Rushing 41-201 - 24-66
Passing 21/31-221 - 9/17- 174 1int
3rd 8/12 - 2/11
Turnovers 1 - 3
Sacks 6 - 1
Deflections 1 - 2

Game 2
Kent state (me) @ lsu
score 27 - 34
Fds 17 - 12
Total offense 356 - 408
Rushing 18-103 - 20-106
Passing 26/40- 253 3tds 1int - 28/40-302 3tds
3rd downs 5/12 - 3/7
Turnovers 2 - 3
Sacks 4 - 4
Deflections 1 - 0

Game 3
Texas A&M (me) vs Alabama

Score 38 - 10
Fds 21 - 7
Total offense 463 - 149
Rushing 26-122 - 9 -48
Passing 24/33-341 - 11/19- 101

Game 4
Michigan state(me) vs usf
score 52 - 10
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Old 07-11-2014, 11:21 AM   #4461
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Re: NCAA 14 - OS Community + Playmakers Split Sliders

Going to be doing some testing throughout the day (offline till 3 pm cst). My aim is to get the CPU's game overall more established. I think the recent changes to PCV have helped a bit - but I believe there are 1 or 2 things that will make those tough teams more of a threat, without sacrificing realistic looking plays.
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Old 07-11-2014, 12:40 PM   #4462
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Re: NCAA 14 - OS Community + Playmakers Split Sliders

Some more insight into the Penalty Sliders from the raw data of the Game Install, the max setting is not 100 but 255.

Using the editor, they can be set to max.
What does a setting above 100 do is the big ???.


Also, have you guys tried editing GOPT tab in your Profile save, as there are Sliders in there that in-game doesn't give direct access to?

This may be what's needed to hit your target areas of gameplay.
Just a thought!!!

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Old 07-11-2014, 12:55 PM   #4463
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Re: NCAA 14 - OS Community + Playmakers Split Sliders

Quote:
Originally Posted by Matt10
Going to be doing some testing throughout the day (offline till 3 pm cst). My aim is to get the CPU's game overall more established. I think the recent changes to PCV have helped a bit - but I believe there are 1 or 2 things that will make those tough teams more of a threat, without sacrificing realistic looking plays.
Matt, here is just a thought I was playing around with it yesterday with some success. 9 sliders 50 for all on default settings 450 total points. Right now the game plays well I will have a breakdown of the games I played above. Anyway I have takin a couple of versions of the sliders and allocated the points to both sides at 450 or I have added more points to the cpu side depending on the user. I dont know if this actually makes a difference or has been tried but imo the games play out more fluid as long as the sliders are paired with there counterparts.
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Old 07-11-2014, 01:19 PM   #4464
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Breakdown of games above.

Cpu playcalling- I like the 50/50 more so for offense they play well but at critical points in the game 4 verts comes up way to much would it be better to edit play books to take it it. Defense 47% of all plays were blitzes with 62 called blitzes that I call unnecessary for the situation.

Cpu blocking - this is about as perfect as it will get. Imo maybe a tiny boost in run blk.

Cpu Passing- depends on the teams that are being played if you blitz a lot you will get torched if you play coverage I feel the qb still struggles a little bit making the correct throw not much of a variety either slot wr te or backs.

Cpu rushing- this is better but still easy to stop unless the user just calls the play without ushering a defender. The backs make better decisions and overall running better. Yards seem to be lower mainly due to the cpu abandoning the run when its working.

Cpu coverage- pretty good in every game the problem I still see are high press guys just getting torched off the line and the lack of looking for the football. In cuts and corner routes are pretty much a given. Ints still are a rarity when they are in position.

Cpu rush defense- this is pretty good when the lbs read the play instead of blitzing out of position. I dont know what slider causes them to not follow the ball but I am seeing that a lot a lot of timed a lb will be unblocked in the backfield and run right by the rb.
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