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Landeye's CPU vs. CPU slider set (using editor)

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Old 12-01-2016, 06:10 PM   #9
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Re: Landeye's CPU vs. CPU slider set (using editor)

Where are you at now with these sliders? Are they complete or are you still testing? Also would these work better in dynasty than play now?

I simulated VTech vs Clemson in play now and it played pretty good (albeit I rarely play '14 so I couldnt really say his much better it played versus the other sliders I used) I did notice the defense seemed almost nonexistent.
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Old 12-01-2016, 08:11 PM   #10
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Re: Landeye's CPU vs. CPU slider set (using editor)

Quote:
Originally Posted by Brock
Where are you at now with these sliders? Are they complete or are you still testing? Also would these work better in dynasty than play now?

I simulated VTech vs Clemson in play now and it played pretty good (albeit I rarely play '14 so I couldnt really say his much better it played versus the other sliders I used) I did notice the defense seemed almost nonexistent.
Im definitely still testing. When I figured out what OAFO/FI and PSfo/fi did I guess I thought figuring some of the other hidden fields (CSLV,etc.) wouldn't be so difficult. But after messing with that I still dont have a definite idea of what its doing. Im reluctant to use things when I dont know what they do exactly, since it could affect other sliders without me realizing it. This is what made me want to start over in the first place.

I used to have PSfi/fo at 255 which made the reaction time equal for both sides of the ball but with it being so high toss plays are pretty much always huge gains since the linebackers react so slow. to counter this i had run defense up to about 57 to boost reaction time but then that caused more issues in other aspects of the game. Had I known what PSfi/fo were doing from the beginning I never would have had them set that high.

Basically my game plan is to get all the settings in the profile save done first and then move on to penalty sliders and gameplay sliders (if need be) since I can mess with them in-game.

But yeah I kinda took a little break after doing a LOT of testing the past couple weeks but this game always manages to suck me back in I don't think I've not played it for longer than 3 weeks since it came out. As far as play now vs. dynasty I don't really know I always play in dynasty.

EDIT: Oh and what exactly made the defense so bad? reaction time? playcalling? Tackling? Curious of what you're seeing.

Last edited by Landeye; 12-01-2016 at 08:16 PM.
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Old 12-01-2016, 10:31 PM   #11
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Re: Landeye's CPU vs. CPU slider set (using editor)

Quote:
Originally Posted by Landeye
Im definitely still testing. When I figured out what OAFO/FI and PSfo/fi did I guess I thought figuring some of the other hidden fields (CSLV,etc.) wouldn't be so difficult. But after messing with that I still dont have a definite idea of what its doing. Im reluctant to use things when I dont know what they do exactly, since it could affect other sliders without me realizing it. This is what made me want to start over in the first place.

I used to have PSfi/fo at 255 which made the reaction time equal for both sides of the ball but with it being so high toss plays are pretty much always huge gains since the linebackers react so slow. to counter this i had run defense up to about 57 to boost reaction time but then that caused more issues in other aspects of the game. Had I known what PSfi/fo were doing from the beginning I never would have had them set that high.

Basically my game plan is to get all the settings in the profile save done first and then move on to penalty sliders and gameplay sliders (if need be) since I can mess with them in-game.

But yeah I kinda took a little break after doing a LOT of testing the past couple weeks but this game always manages to suck me back in I don't think I've not played it for longer than 3 weeks since it came out. As far as play now vs. dynasty I don't really know I always play in dynasty.

EDIT: Oh and what exactly made the defense so bad? reaction time? playcalling? Tackling? Curious of what you're seeing.
I just got my elgato today and decided to test out both that and your sliders, if you want can link you to the video. But my suggestion would probably be to drop qba, rba, and maybe wr catching to 45.

I saw a ton if broken tackles from both Gallman and vtechs rb and even qb. Tons of big plays with the passing. And not a single sack, which is weird for the Clemson defense. Mind you, I've only played one game (probably should have played more before I posted) and I didn't play in dynasty mode (not sure if there's a gameplay difference).

I also played with fatigue off, should it be on? I wasn't sure what "mm" meant. But the sliders seem to have potential.I really liked how the running looked. I'll test out Alabama/Florida tomorrow.
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Old 12-02-2016, 10:27 PM   #12
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Re: Landeye's CPU vs. CPU slider set (using editor)

Quote:
Originally Posted by Brock
I just got my elgato today and decided to test out both that and your sliders, if you want can link you to the video. But my suggestion would probably be to drop qba, rba, and maybe wr catching to 45.

I saw a ton if broken tackles from both Gallman and vtechs rb and even qb. Tons of big plays with the passing. And not a single sack, which is weird for the Clemson defense. Mind you, I've only played one game (probably should have played more before I posted) and I didn't play in dynasty mode (not sure if there's a gameplay difference).

I also played with fatigue off, should it be on? I wasn't sure what "mm" meant. But the sliders seem to have potential.I really liked how the running looked. I'll test out Alabama/Florida tomorrow.
Yeah dude I would love to see the video and thanks for trying these out. Definitely will probably lower QBA and maybe WRC and RBA depending on other things. I would go ahead and raise Holding to around 85, that is probably what it will end up around and it should help with the sacks. The "mm" meant main menu. In the community sliders thread it was discovered that profile sliders and dynasty sliders can impact each other so having it off in the profile and on in the dynasty was a way of getting the benefits of both. I'm wondering though if we could keep it on and maybe mess with OAFT as well.
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Old 12-02-2016, 10:35 PM   #13
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Re: Landeye's CPU vs. CPU slider set (using editor)

Updated OP
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Old 12-03-2016, 01:38 AM   #14
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Re: Landeye's CPU vs. CPU slider set (using editor)

Quote:
Originally Posted by Landeye
Yeah dude I would love to see the video and thanks for trying these out. Definitely will probably lower QBA and maybe WRC and RBA depending on other things. I would go ahead and raise Holding to around 85, that is probably what it will end up around and it should help with the sacks. The "mm" meant main menu. In the community sliders thread it was discovered that profile sliders and dynasty sliders can impact each other so having it off in the profile and on in the dynasty was a way of getting the benefits of both. I'm wondering though if we could keep it on and maybe mess with OAFT as well.
https://www.youtube.com/watch?v=QcTXL5_weTo

I did the alabama/florida game, and it was really good. Florida was dominating a bit earlier on, but Alabama came out with the win in double overtime. I'm currently processing that video. But it seemed pretty accurate for the most part, both qb's struggled and it was a defensive game for the most part until the end it got a bit more offensive.

One thing I noticed the second time around and really liked, was when you said the receivers would stop their routes and come back to the ball to make a catch. I saw that a couple of times and thought it was really cool.

Also, I had fatigue on in the exhibition play. Don't really play '14 at all, so not sure what effects having them on or off really are.
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Old 12-03-2016, 03:27 AM   #15
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Re: Landeye's CPU vs. CPU slider set (using editor)

Quote:
Originally Posted by Brock
https://www.youtube.com/watch?v=QcTXL5_weTo

I did the alabama/florida game, and it was really good. Florida was dominating a bit earlier on, but Alabama came out with the win in double overtime. I'm currently processing that video. But it seemed pretty accurate for the most part, both qb's struggled and it was a defensive game for the most part until the end it got a bit more offensive.

One thing I noticed the second time around and really liked, was when you said the receivers would stop their routes and come back to the ball to make a catch. I saw that a couple of times and thought it was really cool.

Also, I had fatigue on in the exhibition play. Don't really play '14 at all, so not sure what effects having them on or off really are.
I'm at halftime on the video and it looks pretty awesome. I noticed you have edited rosters which reminded me that most of the time custom rosters can have ratings very different from what cpu generated players will have (usually slightly higher than normal and certain ratings much higher like WRs run blocking ratings). Since I plan on using these for 20+ year dynasties I try to set the sliders to work well for these cpu generated players. Not a big deal or anything but just something to keep in mind.
I think holding up higher will make a big difference in what you're seeing and I definitely see what you mean about Qba wrc. I've been testing with lower rates players so it hadn't been an issue yet. For the Alabama/Florida game did you use the same settings for the Clemson/VT game? The updated settings in the OP should help get the WRs to make more contested catches as well, and I would go ahead and set DPI to 51 with OPI at 84. Also set KRI and facemask to 49. On WR screens vs press the dbs will almost always intercept the ball if there's no one assigned to block them. With KRI at 49 they will hesitate just enough that the WR has a chance. With facemask lower you see more wrapping up and less shoulder tackles. I think it makes break tackle animations play out faster as well. Oh and what did you have CSLV set to for the VT game?
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Old 12-03-2016, 12:36 PM   #16
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Re: Landeye's CPU vs. CPU slider set (using editor)

I had the cslv at 3 for both games I played.

Here's the Florida/Bama game: https://m.youtube.com/watch?v=iMX41Ip23II

In currently testing with your new edits as I play Wash/Colorado.

I think tackling needs to be upped by 10 or so. Too many broken tackles IMO.

Last edited by Brock; 12-03-2016 at 12:53 PM.
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