Statistics in Sliders 2014

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  • Oraeon1224
    Pro
    • Jul 2008
    • 861

    #1

    Statistics in Sliders 2014

    HEISMAN SLIDER SET (ALL-AMERICAN SET IS 4 POST DOWN):

    Offensive skill: Heisman
    Defensive difficulty: Heisman (for now considering All-American)
    Game speed: Normal
    Threshold: 60 (range 55-60)

    Quarter length: 11 minutes (it is critical to have about 70 total plays per game for real stats)

    Slider: Human/CPU
    QB accuracy: 5/5 (only effects short routes this year, EA please make deep balls harder)
    Pass blocking: 40/40 (too many sacks at 35)
    WR catching: 35/30 (goal 3-4 drops per game, but needs to be higher for real comp %)
    RB ability: 50/50 (Run game is great)
    Run blocking: 50/50 (no major impact this year)
    Pass coverage: 100/100 (not sure if this slider works this year)
    Interceptions: 30/25 (goal of 1-2 INT per game)
    Rush defense: 50/45 (impacts response to play action, draw, and other fake plays)
    Tackling: 25/25 (goal of 3-6 broken tackles per game, NCAA avg 4.5/game)
    FG power: 50/50
    FG accuracy: 0/35 (Human doesn't work CPU 30-35, 30 more fails, 35 too much success)
    Punting power: 45/50 (goal about 40yd avg per game)
    Punting accuracy: 50/50
    Kickoff power: 20/40

    Penalties:
    Offside: 50
    False start: 98
    Holding: 50 (broken)
    Facemask: 59 (I am not seeing this penalty)
    Off PI:100 (actually occuring this year substituting for holding)
    Def PI:50 (never seen one, substituting roughing passer for effect)
    KR/<ACRONYM title="Page Ranking">PR</ACRONYM> Interf: 50 (doesn't work)
    Clipping: 57 (substitute for chop blocks and holding etc...; goal 2-3 per game)
    Intent grounding:100 (never seen AI do this, but maybe it effects throwing away)
    Roughing passer: 54 (simulate this penalty + 1-2 pass interference/game; 55 too high)
    Roughing kicker: 100 (never seen)

    Autosubs (Sub out/Sub in):
    Set running backs, DT, and DE to 80/81 (EA please give fatigue sliders)
    Mainly to get HB ratios right create substitution packages with your other HB or use spell HB switch in game (I setup up power formations with my power back and speed formations with my speed back)
    To get variable WR play like in real life create substitution packages.
    Last edited by Oraeon1224; 07-31-2013, 11:25 PM.
  • Oraeon1224
    Pro
    • Jul 2008
    • 861

    #2
    Re: Statistics in Sliders 2014

    Placeholder for testing results

    Finished testing threshold slider which is the same as last year. Decent HB 40 time is 4.6seconds and default MLB is 5.1 seconds, at threshold 100 MLB 4.9 sec and at 0 was 5.6 sec, HB stayed 4.6 at 0 and changed to 5.0 at 100. This shows that it levels playing when raised by slowing faster players and when lowered it slows slower players further--it makes a MLB into a lineman at 0.. Gap is about right by NFL combine data. ideal gap 0.3-0.4 so I am bumping to 53-56range and narrowed MLB speed to 5.0. I wouldn't change by more than 10 from default. With regards to pass coverage not much difference at 0. However at 100 LB smothered tight ends (not realistic).

    Pass blocking:
    At default 5 sec rush 4 vs 4 DE about 3/4 of sacks. At 100 had 10 seconds and DE 50% of sacks. At 0 slider had 3-4 seconds with DT having majority of sacks. Against 4 man rush I like default.

    QB accuracy:
    Pretty useless for player and AI. Deep routes unaffected overall some missed short routes at 20 or less without having much impact on the deep ball. mainly seems to nerf arm strength and not accuracy. Overall a big disappointment setting at 15 player and 20 CPU.

    Pass coverage:
    I reviewed every route combo at 0 and 100 against man and zone. I can't tell that this slider is doing square other than possibly knocking players off routes better. Can try 100 but may not be better than default. After revisiting I noted the slider appears to have no effect on actual coverage but does seem to result in better reaction times to the ball in flight with slight bump in deflections and less YAC.

    RB Ability: effects HB speed somewhat but did not effect fumbles or tackles. Biggest difference seems to be in CPU ability to pick the right hole. This may be controlling ball carrier vision. Useful for CPU but didn't matter much to my play between 0 and 100 though things were more sluggish. At 0 the AI would sometimes just sit in a hole confused.

    Run blocking:
    Since last year big change. Doesn't effect pancakes just time stuck blocked. Even then I didn't notice a big difference between 0 and 100. Powerful last year but minimal this year.

    Rush defense:
    Critical this year as it controls AI brains. At 0 on a counter play AI massively overplays. Same for option. Coolest of all is the slider name is misleading. Against the play action is its biggest effect. Nearly 100% int or deflections when maxed but a huge gain or touchdown if set to 0 nearly every play. Very cool now we can adjust success of draws, counters, options, play action and other trick plays with this slider.

    Kickoff in practice seems fine
    Punt seems fine
    Field goal power fine
    Field goal accuracy 30-35 result in some misses at 45 yards for CPU. 35 a bit too accurate and 30 too poor. Pick your poison. Human FG accuracy doesn't matter.

    Difficulty sets: As in prior iterations the game doesn't actually improve AI at Heisman. What it does is provide a STAT boost to the CPU and a penalty to the Human (you can test this by speed testing running backs with human). Varsity applies a penalty to the CPU and a boost to the human. As in prior years after 2 test games on default All American is about right for the CPU offense (too many slider corrections to get QB accuracy right at Heisman) ,but offense is too easy for human. This year we have split sliders so I am recommending All american for CPU offense with possible boost to CPU run game to compensate in the future and Heisman for CPU defense.
    Last edited by Oraeon1224; 07-13-2013, 09:33 AM.

    Comment

    • Oraeon1224
      Pro
      • Jul 2008
      • 861

      #3
      Re: Statistics in Sliders 2014

      Coaching sliders done calculated using first half offensive production.
      Download the OS roster for PS3 with edits done: DrMayor1224

      The number listed is the one that appears to the right of the slider
      I recommend you reduce aggression for defense for all teams by 20 points to reduce the 6 man blitzes that make the game too easy for humans.

      Spoiler
      Last edited by Oraeon1224; 07-17-2013, 11:04 PM.

      Comment

      • Oraeon1224
        Pro
        • Jul 2008
        • 861

        #4
        Re: Statistics in Sliders 2014

        Place holder for 2013 real team statistics: Use first 2 quarters for calculation as reflect coaching strategy and not dictated by lead or deficit in an individual game (i.e. Alabama always has way more running per game than their coaching strategy because they are usually ahead in the final 1/2 of the game and are running out the clock; weak teams are frequently behind and throw more to conserve time in the second half).

        Comment

        • Oraeon1224
          Pro
          • Jul 2008
          • 861

          #5
          Re: Statistics in Sliders 2014

          ALL-AMERICAN SLIDER SET:

          Offensive skill: Heisman
          Defensive difficulty: All-American
          Game speed: Normal
          Threshold: 60 (range 55-60)

          Quarter length: 11 minutes (it is critical to have about 70 total plays per game for real stats)

          Slider: Human/CPU
          QB accuracy: 5/15 (only effects short routes this year, EA please make deep balls harder)
          Pass blocking: 40/45 (too many sacks at 35)
          WR catching: 35/40 (goal 3-4 drops per game, but needs to be higher for real comp %)
          RB ability: 50/100 (HB needed a boost to have any big runs)
          Run blocking: 50/100 (not sure if working but CPU running game was struggling)
          Pass coverage: 50/100 (not sure if this slider works this year)
          Interceptions: 25/25 (goal of 1-2 INT per game)
          Rush defense: 45/45 (impacts response to play action, draw, and other fake plays, AI and human needed boost)
          Tackling: 25/25 (goal of 3-6 broken tackles per game, NCAA avg 4.5/game)
          FG power: 50/50
          FG accuracy: 0/35 (Human doesn't work CPU 30-35, 30 more fails, 35 too much success)
          Punting power: 45/50 (goal about 40yd avg per game)
          Punting accuracy: 50/50
          Kickoff power: 20/40

          Penalties:
          Offside: 50
          False start: 98
          Holding: 50 (broken)
          Facemask: 59 (I am not seeing this penalty)
          Off PI:100 (actually occuring this year substituting for holding)
          Def PI:50 (never seen one, substituting roughing passer for effect)
          KR/<ACRONYM title="Page Ranking">PR</ACRONYM> Interf: 50 (doesn't work)
          Clipping: 57 (substitute for chop blocks and holding etc...; goal 2-3 per game)
          Intent grounding:100 (never seen AI do this, but maybe it effects throwing away)
          Roughing passer: 54 (simulate this penalty + 1-2 pass interference/game; 55 too high)
          Roughing kicker: 100 (never seen)
          Last edited by Oraeon1224; 07-31-2013, 11:23 PM.

          Comment

          • DetroitStyle
            Meow
            • May 2011
            • 1045

            #6
            Re: Statistics in Sliders 2014

            Welcome back! Your coaching sliders the past few years have been great!

            Comment

            • fins
              Banned
              • Dec 2012
              • 250

              #7
              Re: Statistics in Sliders 2014

              So looking forward to these!

              Comment

              • Billy Batson
                Rookie
                • Jun 2013
                • 97

                #8
                Re: Statistics in Sliders 2014

                Oraeon ftw!
                Oakland Raiders
                LA Dodgers
                LA Clippers
                UNLV Rebels
                Newcastle United
                LV Black Knights?

                Comment

                • dorsett33
                  Rookie
                  • Aug 2009
                  • 321

                  #9
                  Re: Statistics in Sliders 2014

                  Hey Oraeon!! Good to see you back in the mix! I luv the indepth analysis you give in your assessments of how things work. I just wanted to ask you are you aware of the affect that the penalty sliders have on gameplay? It was discovered last year (I gotta find the thread that addressed this) that the penalty sliders have an affect on in game player reactions and so forth......

                  Comment

                  • Oraeon1224
                    Pro
                    • Jul 2008
                    • 861

                    #10
                    Re: Statistics in Sliders 2014

                    I wasn't aware penalty sliders effect players reactions. What is the effect?

                    Comment

                    • skundy
                      Rookie
                      • Sep 2007
                      • 479

                      #11
                      Re: Statistics in Sliders 2014

                      I have to put together a great set of sliders. I won't talk about em here but check out my link and look at the stats for yourselves. If you can give them a go and post your stats, that would be greatly appreciated.

                      http://www.operationsports.com/forum...n-sliders.html

                      -Know yourself-you win 50% of the time.
                      -Know your opponent-you win 50% of the time.
                      -Know yourself and your opponent- 100%Pwng
                      The Art of War- Sun Tzu


                      Comment

                      • JoshC1977
                        All Star
                        • Dec 2010
                        • 11564

                        #12
                        Re: Statistics in Sliders 2014

                        Originally posted by Oraeon1224
                        I wasn't aware penalty sliders effect players reactions. What is the effect?
                        Oraeon, take a look at this thread (primarily the opening post).

                        http://www.operationsports.com/forum...-included.html

                        You can ignore the actual sliders; but I have a brief discussion of the effect of the different penalty settings. (I figure that's what you would be interested in anyways).

                        You may also want to read the threads I hyperlink in the OP of that thread too (even the one on Madden; as the concepts are similar). I would love to have you looking at this further as your research in past games has produced some truly great work.
                        Play the games you love, not the games you want to love.

                        Comment

                        • Oraeon1224
                          Pro
                          • Jul 2008
                          • 861

                          #13
                          Re: Statistics in Sliders 2014

                          Interesting. It actually makes sense for some of the sliders. I am not sure I buy all the things listed but I will test tonight and see. Offsides and False start in particular are interesting ideas.

                          1.) Offsides set to 100 makes defenders shed blocks much more efficiently than at 50 or 25.

                          2.) Clipping at 33 instead of at 50 GREATLY improves the blocking. (Theres actually a video on youtube titled terrible cpu rushing in cc...and he has the clipping at 55 in combination with offsides at 100...this is disaster for the cpu rushing game as the blockers don't seal anybody and if he sets the clipping to 33 with those same sliders the cpu would dominate in the run game.)

                          3.) Roughing the kicker at 99 greatly reduces the defenses aggressiveness on tackles and leads to many WTF moments where the db will stop and let a receiver run right by them after they make the catch. With this at 25 you will never see that.

                          4.) Defensive pass interference at 99 instead of 50 speeds up the receivers ability to get into their routes and therefore slows down the time it takes for the routes to develop for the qb.

                          5.) kick catch interference is very similar to the roughing the kicker slider. IMO its best to find a penalty combination that leaves this at 50 because i believe both of them negatively affect pursuit angles somehow.

                          6.) intentional grounding- im not sure what this does yet but i would leave it at 50 to be on the safe side so that you don't get any unwanted affects...especially since it never gets called anyway.

                          Comment

                          • Chedapalooza
                            MVP
                            • Jul 2011
                            • 2467

                            #14
                            Re: Statistics in Sliders 2014

                            Glad to see you back.

                            Here are some notes I've had since early release.

                            All testing on all American 50 threshold normal speed

                            I like grounding at 100 to cause more throw aways or scrambles (lowering comp%)

                            I have been desperately trying to get accurate comp%. The only things I found that work are frustrating bc it kills the flow of the game with so many dropped passes

                            I used (same for both)

                            Qba- 5
                            Catch -50
                            Pas cov 50
                            Int 50
                            But I set the opi to 50 and dpi to 0

                            Zero dpi makes the CPU defenders more aggressive to the ball. More swats and hits to jar ball loose.

                            A higher PI setting will make for very passive players -wr won't 'attack' or fight for the ball in the air and db will not go for ints as much or play tight cov

                            I also put the catching coach slider to aggressive in Game. This causes more dropped passes- too many tho- even on 50

                            I like pass block at 65 for use and CPU. Helps AI line pick up blitzes and reveals some nice animations. Still allows for 0-4 sacks per game. Per team avg of 2, usually coverage sacks

                            Tackle at 35 seems to be the ONLY setting in Whch u will see fumbles- confirmed my Matt10 In gameplay testing

                            I also set big run to aggressive in coach sliders. This greatly helps the CPU run game. The ball carriers run ANGRY and with a purpose. U will now see more fumbles too as they try to fight for yardage like they have a pair!!!

                            Home field advantage GREATLY affects ratings. Turning it off allows a much more realistc flow of momentum and hot/cold swings for players. It helps keep the stats and gameplay accurate, as any team affected by HFA will ultimately become inept and just go 3 and out always on offense.

                            Holding penalty slider affects run blocking- higher = better blocking.

                            I have offsides and holding set to 85 to create big runs and stuffed runs nice balance

                            Another potential passing set up is

                            Qba-10
                            Catch 40
                            Pas cov 60
                            Int 40

                            Opi 50
                            Dpi 0
                            This really helps the QB not to throw off his back foot with that falling away motion animation - but it then becomes way to easy to pass for 60-70%.

                            I hope u can find a good balance of drops, swats, and throw aways / over /under throws. The potential is here this year.
                            J-E-T-S
                            WCSU Football '10-'11 WR#87
                            UCONN HUSKIES Football
                            D2 Football Coach (receivers) in the PSAC

                            Comment

                            • Oraeon1224
                              Pro
                              • Jul 2008
                              • 861

                              #15
                              Re: Statistics in Sliders 2014

                              I just tested penalty sliders in game with 2 human controlled teams. It is not possible to really test anything in game unless you control the play calling. I don't really see this as true so far, and it may be that people tried in game against CPU with variable play calling and got random results.

                              It is true that offsides and false start trigger animations. However, they don't actually result in jumping plays or getting on blocks earlier. In testing with the same play the time to quarterback sack average was ~5 sec regardless of these settings.

                              Face mask definitely increases the penalty calls and does in fact regularly trigger the face mask penalty (it is triggering an animation). However after 20 run plays per setting and numerous facemask at 100 and none at 0, there was no difference in fumbling or broken tackles between a setting of 0 and 100. This slider does not seem to impact the game.

                              I still have to check the intentional grounding and pass interference sliders but so far I do agree these sliders trigger animations but don't seem to actually impact CPU controlled player interactions in a meaningful way. After I finish this I will move on to coaching sliders.

                              Comment

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