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Old 11-06-2012, 12:47 AM   #9
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Re: Well Guys this is it right here

As guys like GMS, TarHeelPhenom and Playmakers have said for a long time. The ratings are too high. Agility, speed and pursuit are not spread out enough to create momentum. That is why on default rosters defensive guys turn on a dime and don't get faked out as much by spins and jukes.

The pursuit rating acts as an agility rating and it's normal to see CBs with this in the high 80s upper 90s. That is why speedy/ elussive players on offense are having such a hard time making great plays in the open field. I have also seen 300lbs defensive ends with pursuit in the high 80s. That is why ppl complain about their speed guys being caught from behind and they try to cure this by reducing their speed threshold, but that creates another problem that I won't get into here.

The game plays much, much better with a fully edited roster and a close to default slider set. The best slider set on these boards cannot and will not release the full potential of the players in the game. Hell half of the sliders don't work as they should in game anyway. That's why I gave up on them.
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Old 11-06-2012, 01:25 AM   #10
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Re: Well Guys this is it right here

Quote:
Originally Posted by Sundown2600
As guys like GMS, TarHeelPhenom and Playmakers have said for a long time. The ratings are too high. Agility, speed and pursuit are not spread out enough to create momentum. That is why on default rosters defensive guys turn on a dime and don't get faked out as much by spins and jukes.

The pursuit rating acts as an agility rating and it's normal to see CBs with this in the high 80s upper 90s. That is why speedy/ elussive players on offense are having such a hard time making great plays in the open field. I have also seen 300lbs defensive ends with pursuit in the high 80s. That is why ppl complain about their speed guys being caught from behind and they try to cure this by reducing their speed threshold, but that creates another problem that I won't get into here.

The game plays much, much better with a fully edited roster and a close to default slider set. The best slider set on these boards cannot and will not release the full potential of the players in the game. Hell half of the sliders don't work as they should in game anyway. That's why I gave up on them.



HighCmp, I am glad that you are having the time of your life with what you have come across. At the end of the day, that's the goal of any gamer...to get the best experience out of the game he shelled $65 out for.

With that being said, my man Sundown with a 5* post once again. If you are at a point with your game where you are completely satisfied, then disregard everything I have typed from this point forward. But, should you decide to keep going lol...


Like Sundown said, EA rates players way too high; and this coupled with the field being too small takes a lot away from the game. IMO, the best way to fix this is to reduce speed, acceleration and agility...a whole lot lower than I believe you have chosen to do(I think you said you were lowering attributes by -10). In my game nobody has speed, acceleration and agility over 75. The fastest guys in the game are in the 70's. This in and of itself makes the game feel more wide open. Also, with the agility, the guys are right...the overwhelming majority of players should not be able to turn on a dime like they do in the game. Think about this for a second...

IRL when the scouts break down DB's in football, one of the most important things they look for is "how fluid the hips" are. How agile are they when it comes to turning the hips and changing direction.

Well, in EA Sports version of NCAA Football, EVERY defensive football player in the game on default roster have fluid hips...from the DT's to the Safeties. Seriously, how realistic is that. The % of CB's with great agility is low...and even lower for safeties which is why they are playing safety b/c they don't have the hips to play CB.


So, in knowing that, imagine how low DT's Agility needs to be. If you can find that out and work your way up you should be fine.

Also, think about this...and I got this from GMS...that for defense Play Recognition is Awareness for defensive players. You want to open up the running game and not have to dabble with the sliders too much...lower that PRC. As it stands now, the majority of defensive player on the default roster have decent to great PRC.

Something else to think about...I watch a lot of football, especially college...and one of the main things I see week in and week out is terrible tackling in the secondary...especially from CB's. With the exception of the Bama's and LSU's, you rarely see good tackling CB's. So, why are the majority of CB's on NCAA Football 13 great tacklers? I've made a conscious decision to CAP CB tackling at 65...that's the highest. Some people may look at that and be like that's too low...and that may be true(may have to revisit)...but as of now 65 is the highest. Maybe, watching UNC's secondary week in and week out flail their arms out and fail to wrap up has me a little salty lol...but oh well!

That's just a couple of things man. You may look at this and be like "that's a lot of work" and YEAH IT IS!! However, that work can be GREATLY reduced with my man Xan's Madden Roster Editor. You can edit NCAA rosters with it and it saves a WHOLE lot of time!!!
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Old 11-06-2012, 01:40 AM   #11
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Re: Well Guys this is it right here

Hey nice post Tarheel, Yeah I know this is just kinda the tip of the iceburg and i'm still working on my main roster. Just put this out there for some people who maybe aren't as crazy as we are about editing rosters.

Anyway I could get a little more detail on the edits your making? Also maybe what your using for your close to default set?
Would really love to implement your ideas for the UAB dynasty i'm spending so much time on before I even make it lol!!
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Old 11-06-2012, 01:56 AM   #12
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Re: Well Guys this is it right here

Quote:
Originally Posted by TarHeelPhenom
HighCmp, I am glad that you are having the time of your life with what you have come across. At the end of the day, that's the goal of any gamer...to get the best experience out of the game he shelled $65 out for.

With that being said, my man Sundown with a 5* post once again. If you are at a point with your game where you are completely satisfied, then disregard everything I have typed from this point forward. But, should you decide to keep going lol...


Like Sundown said, EA rates players way too high; and this coupled with the field being too small takes a lot away from the game. IMO, the best way to fix this is to reduce speed, acceleration and agility...a whole lot lower than I believe you have chosen to do(I think you said you were lowering attributes by -10). In my game nobody has speed, acceleration and agility over 75. The fastest guys in the game are in the 70's. This in and of itself makes the game feel more wide open. Also, with the agility, the guys are right...the overwhelming majority of players should not be able to turn on a dime like they do in the game. Think about this for a second...

IRL when the scouts break down DB's in football, one of the most important things they look for is "how fluid the hips" are. How agile are they when it comes to turning the hips and changing direction.

Well, in EA Sports version of NCAA Football, EVERY defensive football player in the game on default roster have fluid hips...from the DT's to the Safeties. Seriously, how realistic is that. The % of CB's with great agility is low...and even lower for safeties which is why they are playing safety b/c they don't have the hips to play CB.


So, in knowing that, imagine how low DT's Agility needs to be. If you can find that out and work your way up you should be fine.

Also, think about this...and I got this from GMS...that for defense Play Recognition is Awareness for defensive players. You want to open up the running game and not have to dabble with the sliders too much...lower that PRC. As it stands now, the majority of defensive player on the default roster have decent to great PRC.

Something else to think about...I watch a lot of football, especially college...and one of the main things I see week in and week out is terrible tackling in the secondary...especially from CB's. With the exception of the Bama's and LSU's, you rarely see good tackling CB's. So, why are the majority of CB's on NCAA Football 13 great tacklers? I've made a conscious decision to CAP CB tackling at 65...that's the highest. Some people may look at that and be like that's too low...and that may be true(may have to revisit)...but as of now 65 is the highest. Maybe, watching UNC's secondary week in and week out flail their arms out and fail to wrap up has me a little salty lol...but oh well!

That's just a couple of things man. You may look at this and be like "that's a lot of work" and YEAH IT IS!! However, that work can be GREATLY reduced with my man Xan's Madden Roster Editor. You can edit NCAA rosters with it and it saves a WHOLE lot of time!!!
Just to add on to this great post and as you have said before the only drawback when doing edits is how hard the overalls fall. I tried playing a dynasty with default rosters but after seeing one too many examples of the speed option with default ratings I had to give it up. I have yet to test how the lower ratings on my team and the teams that I play will affect the draft. I would expect it would hurt significantly.

I'm hoping and praying for that global editor for NCAA 14. If we don't get it I'm gonna have to stick to my guns and not buy the game. I almost held out this year and the only reason I bought this game was because of the pass trajectories and Read and React.

On another note I've been labbing recently with the Tackle and RB Ability slider. I usually keep my Tackle slider 20-25 points less than my RBA slider to help promote elussiveness and special moves (Tip from Playmakers that worked well in the past), but I found something interesting today. I lowered Dat Thomas' Trucking ability and Stiff Arm very low and even then he was still breaking too many tackles using powerful arm throws and the like with the settings I had. I've noticed that once small elussive guys got in the open field against DBs they were less likely to use moves, instead preferring to make contact and break the tackle that way. Def not what we want to happen.

I then raised the Tackle slider to within 10-5 points of my RBA slider. What I saw was less broken tackles obviously, but the other thing I noticed was when Barner and Thomas went up against DBs in 1-1 situations they were more likely to spin or juke, or just do their best to avoid contact altogether. Too often before you would see a speed back attempt an elussive move, but then get caught in a power move, break tackle animation, or even more often than that you would see a small guy not even try to avoid a DB at all, seemingly knowing that they would break the tackle anyway.

This is why we need more sliders. The tackle slider is doing too much in this game. If you lower the tackle slider to help elussive playmakers they will instead rely on power moves that are not even in their arsenal (Dat Thomas under 40 Trucking and Stiff Arm). If you raise the tackle slider they will at least avoid contact as much as they can and attempt elussive moves, but will have much less success rates, but when they nail them it's a thing of beauty. I saw Marcus Mariotta put a spin move on a LB and it was perfectly executed I was very pleased to see it, it just doesn't happen often enough. Had the tackle slider been lower Marcus would just broken right through the tackle using a power move after initially attempting a finesse move.

Little things like this make me ask "Why can't EA get this right"?
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Old 11-06-2012, 02:24 AM   #13
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Re: Well Guys this is it right here

Sundown any editing outlines from you too man?
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Old 11-06-2012, 03:50 AM   #14
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Re: Well Guys this is it right here

Bro I've been experimenting with the edits in this game since release lol! I feel like a mad scientist in the lab. To give you an idea, I've only played ONE season in Dynasty Mode.

I've tinkered with everything from Stamina to Hit power...from the rooter to the tooter! Some of it is personal preference. For example, I decided to lower Hit Power to "0" for every team. I did this so that all you would see was wrap up and leg tackle animations as well as more gang tackling.

I've also re-edited stamina based on specific position and then adjusted auto sub's accordingly. For example...

QB's- 45
RB's- 35(for teams with primarily 1 featured back) and 30(for teams who use 2 or more). For a team like LSU who uses a stable of backs it prolly should be at 25.
WR's- 40
OL- 20
DE's- 20
DT's 10
LB's- 30
DB's- 40
K's- 45

If you do that though you MUST adjust the auto sub's to fit. But, it's awesome to see players over the field huffing and puffing all over the field after a series of plays.

Let's see...I'm at work while typing this so i might be all over the place but...

Random

I've adjusted player moves based on their tendency so that they will play more like what their tendency is. For example, a Speed Back...I focus more on Juke and Spin Move and lower Trucking and Stiff Arm. For Power Backs it's the opposite...high Trucking and Stiff Arm and lower Juke and Spin. For Balanced Backs they have a little of each.

I also went and printed off from Madden the breakdown they have for players and schemes. They have a breakdown of offensive and defensive schemes and the type of player that fits.

For example, they have...

4-3 DE
Pass Rush Specialist
4-3 Nose Tackle
Balanced DE
3-4 DT
3-4 DE

4-3 LB
3-4 LB
Balanced LB

...just to name a few and they have the 2 most important attributes for each type player. I actually was experimenting with Alabama trying to create 3-4 Attacking Defense and re-edit their attributes to fit this style of defense(still a work in progress). If you wanna look it up just google "Madden 13 Connected Careers manuel."

I'm currently trying to do something with OL/DL interaction, specifically trying to eliminate that "pattie cake animation" between the OL/DL where the OL pushes the DLineman twice before engaging. I've tried a couple of things, but that too is still a work in progress.

I'll come back and edit this post as I think of more things. Been a long night at the job lol.



Found the link for you regarding Connected Careers. Scroll down to page 10 for Player Types and Schemes
http://vassets.ea.com/Assets/Resourc...eersManual.pdf

Last edited by TarHeelPhenom; 11-06-2012 at 03:57 AM.
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Old 11-06-2012, 07:27 PM   #15
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Re: Well Guys this is it right here

Hey thanks for the info man!! Definitely know what you mean with the long nights lol. I get on here a lot while I'm still on the tractor planting picking or something, gotta love John Deere's with satelites that drive them!!


Yeah I took what you gave me earlier and worked on Bama and Usc for awhile. Both teams have one or two players with now fastest speed of 69 along with big time agil,accl,accur,pursuit,and plyrec rating hits. Must say it plays fantastic slow speed all 50 all-american in spectate mode.

Got a 45-40 game with 9 min qtrs, it was better than the last few real NC games I've watched LOL

Yeah that what I was seeing too was a good bit of the points were coming off long passes so I started watching, it wasn't really the secondary play it was just they had so long to pass they could wait till they had the big play.

I tried reducing all OL strength -10 and T's pass blk ratings by -15 and it helped slightly thinking of coupling this with maybe +10/15 power moves and block shedding for DEs?

Think I need to edit 2 more teams though, kinda hard to judge pass rush with USC and Bama cause they keep 6 and 7 in to block A LOT.
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Old 11-06-2012, 09:27 PM   #16
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Re: Well Guys this is it right here

Well I've almost completely gotten rid of the Patty-Cake motion, ends aren't getting quite the pressure I want but it is better. Switched to very slow with 50 thresh and seeing pretty good results on all 50 AA.

Here's what I've edited for USC & Bama:

All Players: -25 to speed,agility,acceleration

QBs: all AWR to 99/ Capped Accuracy at 69 (still testing this getting good games from away QB but home QB tends to still be pretty accurate)

HB: Capped Truck & Elusiveness at 85

WRs: +20 to all block ratings

OL: strength -10/ C Pass & Impact Block -10(? change to -20)

DT: strength +10

OLB & DE: Spin move to 99 (just to see)

All DEF players: AWR to 99

CB tackle -25/ FS & SS -5 tackle


Two possible changes I'm thinking of is reducing the Tackles pass & impact block ratings -15 to maybe free up the ends.

Also thinking of upping zone coverage for all LBs, as I think I heard GMS say this acted as a recovery rating? Thinking it might help sure up the defense in the middle of the field.

But besides the pressure and maybe a little slackish play in the middle by LB's I think these are gonna be my main edits to go forward with.
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