08-30-2004, 06:32 PM
|
#1
|
Rookie
OVR: 6
Join Date: Aug 2002
Location: Bay Area, CA
|
Snake's Heisman Sliders
Human Offense
QB ACC 11
Pass Block 15-18 (preference)
WR Catch 15
RB Ability 11 (you will be able to run)
Run Block 15
Human Defense
Aware 7
Knockdown 0
INT 10
Break Block 10
Tackle 10
CPU Offense
QB ACC 20
Pass Block 8
WR Catch 13
RB Ability 11
Run Block 15
CPU Defense
Aware 3
Knockdown 0
INT 10
Break Block 6
Tackle 10
CPU Special Teams
FG Length 9
FG ACC 7
Punt Length 10
Punt ACC 7
Kick Off Length 10
Human Special Teams are up to you really, I use the Kick Assist option in the easy play menu because the kick meter is insane. Just remember to turn all penalties back on and all the other easy play stuff off because it isn't necessary.
Analysis: These are derived from a base set by LikeWhoa of the UtopiaFootball forum. He put together a great foundation, of which I changed only a few things after playing with them for a full season.
Originally he had RB ability at 10, the default. I was able to run fine with it at that setting.. but I like adding atleast +1 to it just to give kick returners a better chance and help WRs with some YAC. The other major difference is I also brought the Human WR Catch up to 15 (from 13.) Just too many drops even at 13, 15 seems to be a decent middle ground between getting alot less B.S. drops while retaining balance in the vertical game.
The CPU offense is great.. often the CPU QBs will get hot and complete strings of passes in a row and they will kill you deep if you bite on playaction consistantly. I'm not in any way garaunteeing they will all throw for 60% or anything, because you will still get some guys throwing in the 40's or lower, but the majority of the time they will be more consistant. Especially with momentum on their side.
The great thing with Heisman level is the CPU's committment to the run game and seeing speedy QBs who pull it down and run often. I really feel no other level on this game is anywhere close to the playcalling AI of Heisman, on both sides of the ball.
You must be able to run the ball for atleast 80 yards a game or so to be successful.. otherwise you'll be pummeled with blitz packages. I play with a spread offense and I learned the hard way that you must atleast offer the threat of being able to run at times just to keep the pass rush off your back. I find crossing routes, quick in's, slants, and angle routes (by the RBs) to be reliable patterns. Don't throw the out unless you are certain you have a one-on-one machup to that side. Use wheel routes if you've got a fast slot WR who can stretch it down the sideline.
I find that a short controlled passing game mixed with PA and the occassional shot down the field works the best. This is especially true when the defense is pressing on a blitz or leaving any of their DBs on a island. You have to take advantage of those oppurtunities, especially in the redzone because the CPU's zone is very hard to break down inside the 20.
Always be aware of your safety valves in the flat or over the middle to counter the blitz. I also often use the audible-on-the-fly option to call two plays in the huddle, this can help you more flexibility at the LOS and allow you to make not only your reads, but critical adjustments. I really recommend this tactic to anyone who runs a spread type passing offense.
I play alot of cover-2 zone on defense.. mixed with man-under 2 deep, and the occasional blitz. The CPU will hurt you if you're overly aggressive, only play alot of man if you feel like your secondary can handle it. Again, the CPU will be able to generate a run game in most games, so that too will probably factor into your defensive playcalling.
Last edited by SnakeEyez; 08-30-2004 at 06:40 PM.
|
|
|