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

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Old 01-08-2017, 11:15 PM   #49
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Re: Landeye's CPU vs. CPU slider set (using editor)

Quote:
Originally Posted by OSUPiper
I am also interested in your system for edits.


I was tracking awareness changes when I quit playing NCAA. I intended to go in every few games and drop those positions by one point in Awareness for my team only to offset the artificial gains. I planned to plot the CPU gains against User gains, then normalize those ratings.
[quote=return.specialist;2048648151]What are the coefficients you are using to increase AWR? I would wager there is one for class, position, and maybe real-world team status?[/QUOTE

I've been trying for a while to figure out what criteria has to be met for players to get +1 AWR boost after games. What I noticed was usually went like this

QB - starter and backup get +1 every game
HB - hit or miss but more rare/maybe +3/4 all season
FB starter gets +1 every game
TE starter gets +1 every game, backup may if you use 2 instead of FB
WR hit or miss but more often than HB
LT/RT starter gets +1 around every 4th game played
LG/RG starter gets +1 around every 3rd game played
C probably on par with the LT/RT if not a little less often
LE/RE is probably the rarest.
DT is about on par with LG/RG
LOLB/MLB/ROLB are hit or miss maybe every 4th or 5th game
CB starting 3 corners get +1 every game
FS/CB seems to be slightly less often than CB but about every game still, starters get +1 backup SS if 4-2-5 or 3-3-5

Still though I have no idea what triggers it and I have seen backups get the boost when starters don't and QBs or CBs not getting it for a game. I also noticed a lot of times for the rarer positions like HB and LB that it would often be the same players getting it week to week. I think it could either be based partly on players being on hot streaks or maybe the hidden importance rating.

So since I can't filter by depth chart position what I did was give
QB,TE,CB +12 for each year after freshman
FS/SS around +8\9 for each year after freshman
LG/RG/DT around +7/8 ...
LT/RT/C around +6/7 ...
HB/WR/DE around +3/4 ...

I did this with a new dynasty where all the default roster players where red shirt juniors so after they graduated I mass edited all the players to boost for a years worth. The freshman technically got an extra boost but its only one recruiting class and I can't remember but I don't think you can filter by year and then mass edit AWR in the same tab but I could be wrong.
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Old 01-09-2017, 02:52 PM   #50
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Re: Landeye's CPU vs. CPU slider set (using editor)

Since I really started messing with PSfi/fo and figuring them out I started to worry that the game developers obviously knew what they were doing and they would need to be default 80-65 to work. Ive now pretty much come to that conclusion, at least with the offense.

So I know from before that PSfi needs to be higher so defenders don't react to quickly to play-action or draw plays. But i kept having to lower PSfo too because of things like the O-line not reacting quick enough, Qbs taking too long to make decisions and not throwing passes with anticipation, etc. So to try to lower the difference between the two I took 2 points off of PSfi to take it to 78 and added 2 points to PSfo to raise it to 67. I tested with some high rated LBs to make sure 78 isnt too low and so far it seems ok. But 67 seems to still be too high (noticed some issues with play-action from shotgun) so Ill either lower that to 65, or maybe lower to 66 and raise PSfi to 79.
I wanted to get rid of the O-line push and make these as close as possible but if you do too much it breaks everything else, so lowering the gap by 1 point on either side should help at least help a little. From there I might adjust offsides if needed. For now though I would go with PSfi at 78 and PSfo at 65. Even though its not much the added boost to defense from 78 PSfi seems to help with D-line play and good LBs reacting quicker so goal line stands aren't just gimme rushing TDs every time.

I've made some other changes too so ill try to update the OP later today.

Edit: I think 78 is too low. I noticed the playaction issue still happening even with PSfo at 65. There might be another way to fix that but it's back to the drawing board right now.

Last edited by Landeye; 01-10-2017 at 11:24 AM.
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Old 01-13-2017, 01:10 AM   #51
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Re: Landeye's CPU vs. CPU slider set (using editor)

So I've kind of hit a wall with this game in general. I've been having issues with interceptions on wr screens vs press man for a while and for the life of me I can't figure it out.

With one type of wr screen the outside wr stands towards the qb and waits for the ball while the inside wr is supposed to block the outside db. While playing off man you might have issues but usually can be fixed with a mixture of lower clipping, KR interference, and higher OPI.

But when the defense is playing press the db will immediately step towards the wr and the inside wr will not even attempt to block him and it will be a pick almost every time. There's no way to get the qb to not throw the ball and while I can make the wr better at blocking he still usually doesn't attempt it (I think its because he's a step or twi further down the field than the db and it would be a block in the back)

Having this issue keep popping up in test games is really discouraging me and if anyone has had this issue before or any ideas how to fix it id be super grateful.
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Old 01-14-2017, 03:50 PM   #52
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Re: Landeye's CPU vs. CPU slider set (using editor)

I just make custom play books and take out WR screens. They never work!


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Old 01-15-2017, 11:40 AM   #53
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Re: Landeye's CPU vs. CPU slider set (using editor)

Updated OP. You may not notices some things that are changed so you might want to just start with a fresh profile.

Ive added in OAST (strength) and OAAG (agility) into the set and I really like the boost that strength provides to the QBs throwing and the boosted agility makes running way more life like. I almost feel like these are thresholds or at least sort of act as thresholds. With OAST at 44 I feel like all players are stronger but strength is mostly relative and matters in matchups with blocking more than anything. With this boosted you still see strength differences but now D-line with 1 lower strength rating won't get blown off the ball quite as bad as before. The QBs will throw faster than they did before but it kinda balances out being able to now lower QBA without such a nerf to throwing power. Agility is the same thing, all players will be more agile but the differences between someone with higher agility won't be as much.

I'm pretty close to just rolling with what I got I just want to test a few more things. Probably will be lowering QBA as much as I can. You can go with 49 at first and then lower it by 5 in game to see if that's too low or not. Might adjust agility a tad and BCV as well but if so not by a point or two. I like PSfi/fo at 79 and 64 but sometimes good D-linemen really fire off the line and cause mess up timing with options and play-action, so I could see putting it back at default but I like the boost to awareness it gives, so for now I'm sticking with it.
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Old 01-15-2017, 12:58 PM   #54
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Re: Landeye's CPU vs. CPU slider set (using editor)

Quote:
Originally Posted by Landeye
Ive added in OAST (strength) ... at 44 I feel like all players are stronger but strength is mostly relative and matters in matchups with blocking more than anything. With this boosted you still see strength differences but now D-line with 1 lower strength rating won't get blown off the ball quite as bad as before.
Coincidentally, I came to the thread to mention this. I am still experimenting with how to increase fumbles and tried boosting the OxST to 255 for Humans and leaving it at 0 for the AI (with AI fumble on 199). (really, I am trying to find settings that produce NFL blitz type havoc in terms of fumbles, huge hits, etc.)

With this setting, I've noticed that my RTG avatar will simply pancake any player he touches when blocking--but, only if the other player is not running or, if he is running, then does not engage my avatar. That is, if the computer player engages my running avatar, there is still a realistic block interaction and not a pancake.
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Old 01-15-2017, 02:54 PM   #55
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Re: Landeye's CPU vs. CPU slider set (using editor)

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Originally Posted by return.specialist
Coincidentally, I came to the thread to mention this. I am still experimenting with how to increase fumbles and tried boosting the OxST to 255 for Humans and leaving it at 0 for the AI (with AI fumble on 199). (really, I am trying to find settings that produce NFL blitz type havoc in terms of fumbles, huge hits, etc.)

With this setting, I've noticed that my RTG avatar will simply pancake any player he touches when blocking--but, only if the other player is not running or, if he is running, then does not engage my avatar. That is, if the computer player engages my running avatar, there is still a realistic block interaction and not a pancake.
There's a thread about ratings that was really insightful but I cant find it. Basically it points out that some ratings seem to be on a 1-99 scale vs. others are 1-127 (not sure if that's exactly the range they said or not). But things like agility, strength, and speed are on the 1-99 scale so the differences between 95 and 90 speed are greater than the difference between say 95 and 90 zone coverage which is on the 1-127 scale. So by turning on OAAG (agi) and OAST (str) I think It kind of makes those ratings work on the same 1-127 scale the other ratings work on.

I've been playing with OAFU at 50 but will probably increase it as needed as the season goes to try to get realistic fumble totals. I actually turned str from around 38 to 44 because stronger LBs and Safetys were blowing up weaker Rbs. So if you want big hits this might work for that.

Last edited by Landeye; 01-15-2017 at 03:02 PM.
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Old 01-16-2017, 12:23 PM   #56
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Re: Landeye's CPU vs. CPU slider set (using editor)

Playing around last night with a few things.
I think I might change IG. I switched it to 0 thinking it might help with my WR screen issue but I don't think it is really helping at all. One thing I've noticed with IG is that while it generally makes the QB get rid of the ball faster when it's higher, it really only matters when he is not pressured. Even with IG at 0 if the QB is pressured he will try to get rid of it more.

The issue with IG at 0 is that if the QB has a clean pocket he will just sit back all day and scan the field with no internal clock. What happens is on certain plays like 4 verts he'll sit there and then after a while someone will get off a block and get pressure on the QB, but since he's waited so long he has no option but to throw it away or chuck one deep. Usually though he's too late and the Wr has to come back for the ball and it has a high chance for a pick.

So I put IG at 49 so he still has some urgency but he will also let deep routes develop. I can't remember if I put RTP back at 50 or not but 51 may not be necessary anymore. But if you get a lot of immediate throwaways put this at 51 and it should help.

Also I had speed threshold at 51 and everything seemed to sync up a lot better so I'm rolling with that from now on. With this at say 53 you get a problem with DEs and DTs being too fast and messing up blocking. I thought it was due to PSfi being too low at 79 but with slightly lower threshold it seems to fix it.
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