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Oraeons Coaching sliders and Team stats

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Old 08-06-2013, 01:54 PM   #97
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Re: Oraeons Coaching sliders and Team stats

Ok so I used the coaching slider roster you posted to start my test dynasty with nc state. I am 5-0 with a 4 point win over Houston and 7 point win over Clemson. I have the best rush d in the county and 3rd best rushing O in the country after those 5 games. I have done extensive testing but never been able to put up such good numbers, it's not realistic .

Also I've only been sacked twice in 5 games with 80 total drop backs. I use ask coach and my run/pass slider is 35/65 favoring more running than passing. There just isn't much in the way of sacks, yet I get 2-3 in my opponents per game. My defensive aggression is set to 35/65 which could be why I am stifling my opponents' run game (more blitzes> more tfl/sacks> less total rushing yards.

What I have noticed though with the reduced aggression sliders is that defenders seem to WAIT to tackle to ball carrier, rather than ATTACK once the play is recognized. It's often 4-5 yards before I see the defenders attacking and reacting to a hand off. Whereas, my defense, set more aggressively, is attacking pretty reasonably.

Now to figure out which is best - setting both defenses aggresively, or both defense very conservatively. I want my defense to not lead the nation in run d... They're not that good. And my o line is NOT good enough to be allowing for 220-270 ypg rushing.

It is not a slider issue as I An finalized on these and I know they are where I want them to be. Just wondering what the solution within coach sliders could be...
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Old 08-06-2013, 03:58 PM   #98
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Re: Oraeons Coaching sliders and Team stats

I'm not experiencing the situation Cheda describes above, prob because I built my sliders around those edited rosters?

I like the fact that they don't do the dumb / easily exploited 6-8 man Blitz packages (I also use custom books with almost all of those removed) and that they "read" more than just react...

That's been my experience anyway...

What I'm wondering is IF making the CPU O AGG settings slightly higher might get them to take more deep and medium shots in the passing game...

Might be a slider / game code issue as well, but they really lean on the screens and the dink and dunk for the most part...

Thoughts?
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Old 08-06-2013, 05:08 PM   #99
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Re: Oraeons Coaching sliders and Team stats

Quote:
Originally Posted by KingV2k3
I'm not experiencing the situation Cheda describes above, prob because I built my sliders around those edited rosters?

I like the fact that they don't do the dumb / easily exploited 6-8 man Blitz packages (I also use custom books with almost all of those removed) and that they "read" more than just react...

That's been my experience anyway...

What I'm wondering is IF making the CPU O AGG settings slightly higher might get them to take more deep and medium shots in the passing game...

Might be a slider / game code issue as well, but they really lean on the screens and the dink and dunk for the most part...

Thoughts?
Screens are essentially ineffective with these settings bc the defense is always in a conservative formation and play.

I forgot to mention that I control both offenses. So one would assume that whbe I take over the opponents' offense against my dynasty teams defense, I would have the same efficacy as my own offense.... This isn't the case WITH THESE ROSTERS- bc my point is that a less aggressive defense- while they blitz less, they also go for strips less, go for INT's less, AND do not attack the ball as hard, thus allowing me to control TOP and run for 7-9 yard a clip. With a more aggressive setting, I have to work for yards...
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Old 08-06-2013, 06:40 PM   #100
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Re: Oraeons Coaching sliders and Team stats

Quote:
Originally Posted by Chedapalooza
Screens are essentially ineffective with these settings bc the defense is always in a conservative formation and play.

I forgot to mention that I control both offenses. So one would assume that whbe I take over the opponents' offense against my dynasty teams defense, I would have the same efficacy as my own offense.... This isn't the case WITH THESE ROSTERS- bc my point is that a less aggressive defense- while they blitz less, they also go for strips less, go for INT's less, AND do not attack the ball as hard, thus allowing me to control TOP and run for 7-9 yard a clip. With a more aggressive setting, I have to work for yards...
I don't know how coaching sliders impact human controlled games where you use coaching suggestions or can adjust aggression in game.

These sliders do also control in game aggression settings for the CPU. That means there are less strips and interceptions per game. However I doubt this really controls your run game because strip and hard hits actually result in more missed tackles and failed tackles. I would look elsewhere for why your run game is so effective.

I have found that with Heisman difficulty defense for the CPU I don't have that effective a run game. If you are burning them with the option increase the run defense slider and see what happens. All trick plays with draws, counters, and options are less effective. Unfortunately this also kills play-action pass.

I run screens all the time in my games. One thing to realize is that screens are only designed to beat blitzes (exception is the bubble screen). You have to recognize a blitz and then audible. Screens are rarely called from a play menu (I set my audibles to screens).

Also everyone needs to realize the AI also has in game adjustments--i.e. these sliders effect frequency but are not the total story. If they blitz and sack you they continue to blitz until you burn them. Once they get in a blitz cycle that is a good time to run a screen, then they go back to being conservative again.

Last edited by Oraeon1224; 08-06-2013 at 06:43 PM.
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Old 08-06-2013, 06:57 PM   #101
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Re: Oraeons Coaching sliders and Team stats

Quote:
Originally Posted by KingV2k3
I'm not experiencing the situation Cheda describes above, prob because I built my sliders around those edited rosters?

I like the fact that they don't do the dumb / easily exploited 6-8 man Blitz packages (I also use custom books with almost all of those removed) and that they "read" more than just react...

That's been my experience anyway...

What I'm wondering is IF making the CPU O AGG settings slightly higher might get them to take more deep and medium shots in the passing game...

Might be a slider / game code issue as well, but they really lean on the screens and the dink and dunk for the most part...

Thoughts?
I tested this (didn't post here) and the pass locations for a set team did not appear to be different (though this is difficult to test accurately). If these sliders control play calling on offense I've never been able to tell. It does seem to control the in game aggression settings.
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Old 08-07-2013, 01:14 AM   #102
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Re: Oraeons Coaching sliders and Team stats

Oraeon
In regards to run/pass ratios- you suggested even air raid teams being no higher than 60/40 in favor of pass, correct?
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Old 08-08-2013, 12:01 PM   #103
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Re: Oraeons Coaching sliders and Team stats

Is there a list somewhere of what teams that run the no huddle spread should be set to aggressive or conservative? Thanks
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Old 08-08-2013, 09:32 PM   #104
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Re: Oraeons Coaching sliders and Team stats

Quote:
Originally Posted by Dbrentonbuck
Is there a list somewhere of what teams that run the no huddle spread should be set to aggressive or conservative? Thanks
I went to team rankings.com & looked at plays per play stat to figure out who ran no huddle. 90 plays to 74..

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