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As real as it gets CPU vs. CPU sliders

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Old 10-08-2014, 02:15 PM   #73
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Re: As real as it gets CPU vs. CPU sliders

I've made a few small changes to the settings. The only real issue I was seeing was that the poor QBs were just performing a little too well, but all of the other numbers were turning out great. Even with some of the bad QBs performing well, the overall numbers were still almost spot on when I ran a half season with Alabama. They averaged about 230 passing yards on defense, which was actually pretty accurate from last year, but the only issue is that most of those yards came against Johnny Manziel and Texas A&M, whereas in the sim, nearly every QB averaged around 230 yards, regardless of the skill. Manziel still had over 300 in the sim though.

Here are the latest settings with the changes from the previous one in red:

Gameplay Options:
Offense: All-American
Defense: All-American
Quarter Length: 8 minutes
Game Speed: Normal
Speed Treshold: 25
HFA: Off

Penalties:
Everything on default

AI (Both CPU and HUM)
QB Accuracy: 15
Pass Blocking: 40
WR Catching: 45
RB Ability: 55
Run Blocking: 40
Pass Coverage: 50
Interceptions: 30
Rush Defense: 10
Tackling: 5
FG Power: 55
FG Accuracy: 35
Punt Power: 55
Punt Accuracy: 50
Kickoff Power: 55
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Old 10-08-2014, 02:32 PM   #74
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Re: As real as it gets CPU vs. CPU sliders

Here's a box from the latest settings and it was statistically nearly identical to the actual Georgia/Clemson game from 2013, but this one was even better and ended on a 41 yard TD from Taj Boyd as time expired.

Georgia Bulldogs at Clemson Tigers
Jan 1, 1ST2ND3RD4THSCORE
#5 Georgia Bulldogs (0-1)71010734
#9 Clemson Tigers (1-0)14761441
Team Stats Comparison
UGACLEM
Total Offense451554
Rushing Yards134230
Passing Yards317324
First Downs2124
Punt Return Yards1417
Kick Return Yards6648
Total Yards531619
Turnovers01
3rd Down Converstion11-177-12
4th Down Conversion0-01-2
2-Point Conversion0-00-0
Red Zone Touchdowns/Field Goals6-3-25-3-2
Penalties1-54-20
Posession Time18:1213:48
Georgia Bulldogs
PASSINGC/AYDSTDINT
A. Murray30/4431730
RUSHINGATTYDSAVGTD
T. Gurley231325.71
K. Marshall3165.30
A. Murray4-14-3.50
RECEIVINGRECYDSAVGTD
K. Marshall36120.31
C. Conley6569.30
A. Lynch44912.21
T. Gurley8435.30
J. Rome23216.00
R. Wooten22311.50
M. Mitchell12222.00
M. Bennett2199.50
B. Harton177.01
M. Hall155.00
KICKINGFGXPPTSLONG
M. Morgan2/34/41036
PUNTINGNOYDSAVGIN20
C. Barber313244.00
Clemson Tigers
PASSINGC/AYDSTDINT
T. Boyd24/3132431
RUSHINGATTYDSAVGTD
R. McDowell181196.61
T. Boyd13544.10
D. Howard6406.61
C. Peake2126.00
M. Bryant155.00
RECEIVINGRECYDSAVGTD
S. Watkins28040.01
G. Hopper57114.22
C. Peake46516.20
S. Cooper6579.50
A. Humphries4369.00
K. Priester188.00
S. Seckinger144.00
R. McDowell133.00
KICKINGFGXPPTSLONG
C. Cantanzaro2/25/51129
PUNTINGNOYDSAVGIN20
B. Pinion14444.00

Last edited by zocrates; 07-31-2017 at 02:46 PM.
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Old 11-06-2014, 03:08 AM   #75
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Re: As real as it gets CPU vs. CPU sliders

Are you still playing on these settings?
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Old 11-10-2014, 11:39 AM   #76
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Re: As real as it gets CPU vs. CPU sliders

Quote:
Originally Posted by jwjones
Are you still playing on these settings?
I'm actually using a slightly modified version right now. It's not final by any means, but they seem to be working pretty well, but still need some improvement, especially with the number of passing TDs. I'm finally getting some really good disparity between the best and worst QB yard totals though. In other words, you'll see a few high totals in the 300s from the better QBs, but you'll also see some bad QBs consistently struggle to get 100 yards, which is something I haven't seen so far. I've seen bad QBs with low yard totals before, but it just wasn't consistent enough. I would get faked out by seeing a 70 OVR QB throw 100 yards against a good team one game, and then light them up for 300 yards the next. So far with this set, I haven't seen any bad QBs have any success against good defenses.

But like I said, the one thing I'm getting hung up on is just the number of passing TDs. And the odd thing is I see it all the time where a WR is about to run in for the TD, but he's stopped at the 1-yard line. It happens all the time, and I think the passing TDs would be realistic if that didn't happen as often as it does.

The upside is that the run game is nearly perfect.

Anyway, here's what I'm working with:

Gameplay Options:
Offense: All-American
Defense: All-American
Quarter Length: 8 minutes
Game Speed: Normal
Speed Treshold: 25
HFA: Off

Penalties:
Everything on default

AI (Both CPU and HUM)
QB Accuracy: 5
Pass Blocking: 55
WR Catching: 45
RB Ability: 55
Run Blocking: 40
Pass Coverage: 50
Interceptions: 35
Rush Defense: 15
Tackling: 0
FG Power: 55
FG Accuracy: 30
Punt Power: 45
Punt Accuracy: 65
Kickoff Power: 55

Last edited by zocrates; 11-10-2014 at 11:41 AM.
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Old 11-12-2014, 08:44 PM   #77
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Re: As real as it gets CPU vs. CPU sliders

In your first post, you said that you wanted games where "good passers will throw down field as they should and average about 12-15 yards per completion while still maintaining a realistic completion percentage". I just finished simulating an entire season with Boise State. Joe Southwick is their quarterback and he has a 93 overall with 88 throw power and 86 throw accuracy. I used your settings prior to your recent update, except I change the QB Accuracy to 10, WR Catching to 35, and Pass Coverage to 0. These are the stats Southwick accumulated:

Gameplay Options:
Offense: All-American
Defense: All-American
Quarter Length: 8 minutes
Game Speed: Normal
Speed Treshold: 25
HFA: Off

Penalties:
Everything on default

AI (Both CPU and HUM)
QB Accuracy: 10
Pass Blocking: 40
WR Catching: 35
RB Ability: 55
Run Blocking: 40
Pass Coverage: 0
Interceptions: 30
Rush Defense: 10
Tackling: 5
FG Power: 55
FG Accuracy: 35
Punt Power: 55
Punt Accuracy: 50
Kickoff Power: 55

Quarterback Rating: 146.1
Completions: 370
Attempts: 576
Total Passing Yards: 4339
Passing Touchdowns: 36
Interceptions: 6
Average Yards Per Game: 309.9
Completion Percentage: 64%
Average Yards Per Completion: 11.7
Average Attempts: 41.1
Longest Pass: 80
QB Sacks: 23

Two things that jump out to me are the minimal amount of interceptions Southwick threw and the average attempts per game. I'll increase the Interceptions rating a little more, because a lot of picks were getting dropped. I created a new head coach and used a balanced (50% pass - 50% run) Pro Style offense, so I wasn't expecting him to throw the ball so much. Also, Boise State ran about 74.2 plays per game. They're rated as a 90 overall offense, so I'm not surprised by that. What I'm trying to get at is that Southwick, a pretty good quarterback, averaged 11.7 yards per completion with a realistic completion percentage of 64%. I know you gave up on the realistic passing, but consider it again.
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Old 11-15-2014, 09:05 AM   #78
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Re: As real as it gets CPU vs. CPU sliders

Those stats are definitely encouraging, but I don't think we can just go off of just one player. When I test sliders, I do it with multiple teams and varied teams with different QB levels. In other words, I want to make sure the sliders work for the good QBs as well as the bad ones. Did you test your sliders with 60-70 rated QBs against good defenses?

I have actually found sliders lately that work to produce some pretty realistic stats for the great QBs, but they don't work for the bad QBs. While you'll have a good QB averaging 300 yards/game, you'll also see 70 rated QBs putting up 200-300 yards against 99 rated defenses, which just destroys the sliders for me.

I tested a few games with the sliders and didn't see anything off the bat that was too different than what I've been seeing with my sliders. Even though I've given up on the realistic completion percentage, since I lowered the QB ACC to 5 (and even when I had it on 10), I've actually been seeing some fairly realistic percentages. They're still slightly higher than the NCAA average, but they're a lot better than I expected. So, I haven't given up on it completely, but it's not something I'm focused on as I was before. The main stats I'm focused on in terms of QB performance are yards/attempt and TDs.
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Old 11-15-2014, 01:05 PM   #79
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Re: As real as it gets CPU vs. CPU sliders

I'm still trying to figure out which sliders work best. I just wanted to show you my first experiment, which was using Joe Southwick. I will simulate one season in dynasty with a team with a quarterback that has an overall ranging from 60-75, then customize the schedule so the team plays two or three games against top tier defenses. I will turn off injuries to keep players in for consistent numbers. I will be using these settings for the simulation (The red font denotes changes to your latest update):

Gameplay Options:
Offense: All-American
Defense: All-American
Injuries: Off
Quarter Length: 8 minutes
Game Speed: Normal
Speed Treshold: 25
HFA: Off

Penalties:
Everything on default

AI (Both CPU and HUM)
QB Accuracy: 5
Pass Blocking: 55
WR Catching: 40
RB Ability: 55
Run Blocking: 40
Pass Coverage: 0
Interceptions: 35
Rush Defense: 15
Tackling: 0
FG Power: 55
FG Accuracy: 30
Punt Power: 45
Punt Accuracy: 65
Kickoff Power: 55

I'll get back to you when I have my results and conclusion.
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Old 11-16-2014, 03:53 PM   #80
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Re: As real as it gets CPU vs. CPU sliders

zocrates
One of my main goals using your sliders in a cpu-cpu dynasty is to be with a good range with the CPU sim engine. Of course there are some issues with cpu sim engine which are not on par with real life ncaa football. Using your ncaa averages and and taking 10 random cpu sim engine results, also I used a 12 game results of my 1st dynasty season(CPUvs CPU as an OC with UTSA (68 ovr) with the sliders versions that was produced around June 8th. I came up with this. I know there are many different variables in this game that could effect the results including roster sets and coach skill sets. If my goal is to get as close to statistical average to the game sim engine, what suggestions do you have for me? Do you think I should make any changes or just hold on to what I have with the understanding that fixing one thing might produce a wider gap in another category.
Rush attempts:
Sim ave 38.42
Ncaa ave. 39.45
UTSA 30.83

Rushing yards:
Sim ave 165.17
Ncaa ave 175.94
UTSA 137.50

YDS/CAR
Sim ave 4.19
Ncaa ave 4.46
UTSA 4.37

RUSH TD
Sim ave 1.58
Ncaa ave 1.82
UTSA 1.46

PASS COMP
Sim ave 14.38
Ncaa ave 19.36
UTSA 19.63

PASS ATT
Sim ave 29.96
Ncaa ave 32.45
UTSA 30.08

COMP%
Sim ave 47.79%
Ncaa ave 59.68%
UTSA 66.57%

PASS YDS
Sim ave 201.75
Ncaa ave 236.36
UTSA 206.67

YDS/COMP
Sim ave 6.62
Ncaa ave 12.2
UTSA 7.16

PASS TD
Sim ave 2.04
Ncaa ave 1.69
UTSA 1.25

INT
Sim ave 0.96
Ncaa ave 0.95
UTSA 0.67

SACKS
Sim ave 2
Ncaa ave 2
UTSA 4

SCORE
Sim ave 29
Ncaa ave 29
UTSA 25
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