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Has anyone had success toning down Human Run blocking effectiveness?

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Old 07-08-2013, 12:51 AM   #9
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Re: Has anyone had success toning down Human Run blocking effectiveness?

I'm playing on default AA and I'm getting perfect results not overpowered at all. sometimes my line makes the block sometimes they don't as it should be. All my games have been with low rated teams so that's probably why I'm seeing those results
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Old 07-08-2013, 12:54 AM   #10
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Re: Has anyone had success toning down Human Run blocking effectiveness?

Quote:
Originally Posted by moylan
I'm playing on default AA and I'm getting perfect results not overpowered at all. sometimes my line makes the block sometimes they don't as it should be
I'm pretty much in the same boat but on Heisman.

I'm using Georgia State and running the the triple and am not coming up with out of the question rushing totals. To be fair though, I limit myself to the first and fourth quarters and choosing from the three "ask coach" plays.
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Old 07-08-2013, 01:15 AM   #11
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Re: Has anyone had success toning down Human Run blocking effectiveness?

Quote:
Originally Posted by jello1717
I think the sliders are broken.

Set user kickoff power to 0 and kickoff.
Then set it to 100 and kickoff.

There's no difference so at the very least, that slider is broken and I doubt that it'd be only 1 slider.
I concur with this. I've got mine set to 0 and I can still punch it to the back of the EZ at will.
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Old 07-08-2013, 02:03 AM   #12
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Re: Has anyone had success toning down Human Run blocking effectiveness?

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Originally Posted by AuburnAlumni
This is very alarming....


I've been working on lowering the effectiveness of the user run game and I've come across an alarming trend.


I've run Auburn vs Alabama(CPU).


I line up in shotgun and run HB Dives over and over and over.

No matter what I do slider wise I get 5-10 yards a carry or more.

I tried it on All American with all kinds of slider combos.

I switched to Heisman, human run block at 0...CPU Rush defense at 100, default 50 speed threshold......and I literally ran 7 Dive plays for a TD.

I tried going back to default settings, Heisman, AA, tweaked just about every combination imaginable. No matter what I try...I'm able to line up and blow opposing front sevens off the ball with incredible blocking on simple inside dive plays. The defense never adjusts or whips my line.

Has anyone else noticed this? It's become more pronounced the more I play.
Yeah, in the demo i did the same exact thing as u and it seemed like it was easier to run even though i did all that. The run that really exposed run blocking for me at least, was the read option, where id get at least a 10 yard gain every play and a 40 yard gain with the qb when the d end would chase the rb. Ughhhh thanks for posting this
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Old 07-08-2013, 07:41 AM   #13
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Quote:
Originally Posted by moylan
I'm playing on default AA and I'm getting perfect results not overpowered at all. sometimes my line makes the block sometimes they don't as it should be. All my games have been with low rated teams so that's probably why I'm seeing those results
On dive plays or read option? Under center or shotgun?

Because I run almost exclusively out of shotgun. Dive plays and HB Isos have been virtually unstoppable against the CPU for me.
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Old 07-08-2013, 07:49 AM   #14
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Re: Has anyone had success toning down Human Run blocking effectiveness?

Quote:
Originally Posted by khaliib
We need the editor, but what I've done until then is put the Player Ratings like this...

DL
-Break Block >90 (for Power Schools)
-Tackle <50

LB's
-Break Block 99
-Strength 99
-Tackle <50 (allows backs to not get tackled EVERY time)
-Hit Power 99
-Play Rec 40-55 (above that, they don't recognize fakes at all)

I combine this with..

HUM RB Ability 100 (want all the animations)
AI Rush Def 100
AI Tackle 20-25 (above this, the tackle ratings goes out the window for the AI, and they make almost every tackle)

**Important Note:
Turn your sub sliders to "0" so Fatigue can play a larger role.
Also, the HUM player can decide when to sub players in at the Play Screen.
Adds another wrinkle to your coaching control.

I'm getting frustrated because of a bunch of 1-3 rushes now.
Had to give my RB 30 carries just to crack 110 yrds.
(Lost because I didn't rest him and he had 2 big fumbles in the 4th qtr)
"LOVED IT"!!!

The other thing is that "Stamina" by default is way too high, thus players are playing most of the game close to "100%" because it decides how fast decreased ratings are regenerated back to 100% levels.
Good breakdown as always, but this does nothing for us OD guys.

Why can't they put in a mass editor to the game?
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Old 07-08-2013, 09:53 AM   #15
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So apparently we have 2 tuners and a patch dropping on release day?

I'm really hoping that squashes this issue. It will be the first thing I try.
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Old 07-08-2013, 10:01 AM   #16
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Re: Has anyone had success toning down Human Run blocking effectiveness?

Quote:
Originally Posted by AuburnAlumni
So apparently we have 2 tuners and a patch dropping on release day?

I'm really hoping that squashes this issue. It will be the first thing I try.
where did you get that info?
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