AI Runnig game discussion

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  • fistofrage
    Hall Of Fame
    • Aug 2002
    • 13682

    #1

    AI Runnig game discussion

    I play on Heisman.

    Is anyone seeing decent results from the AI? A consistant drive down the field using mainly the run? Hitting 4, 5, 6 yards a pop?

    My main issue with the on the field gameplay is the AI rushing. I have tried lowering the human Rush defense all the way down to 0, but it really doesn't seem to help.

    I raised the AI run block, and that works great, but the AI returns too many kick-offs and punts for TD's because of this.

    Reducing Human tackling makes it so the AI receivers break too many tackles on passing plays.

    Increase AI run ability makes it so they do the judo moves and leads to just more long runs, not a consistant rushing attack.

    What are you guys finding?
    Chalepa Ta Kala.....
  • mkharsh33
    Hall Of Fame
    • Nov 2006
    • 12758

    #2
    Re: AI Runnig game discussion

    i'm finding exactly what you said...and it's a headache.

    i gave up 3 k-off returns for TD's last night...they've got to fix this.
    STEELERS INDIANS CELTICS

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    • Playmakers
      Hall Of Fame
      • Sep 2004
      • 15340

      #3
      Re: AI Runnig game discussion

      That's why I absolutely love Varsity Level.

      The sliders have so much of an impact on all aspects of the game. I don't even have to use the CPU Run Blk slider very high and they still get very good yards because Varsity does so much right when it factors in ratings.

      My only problem with the AI on Varsity is that they don't run enough unless you go into Dynasty mode and change their coaching tendencies.

      You can get them to run really good on Varsity because the Human tackle slider and run defense slider can come down low and it'll imediately ignite the CPU's running game to realistic play.
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      • seriousluboy83
        Pro
        • Jan 2008
        • 965

        #4
        Re: AI Runnig game discussion

        it happens but mostly when i play a zone d...in man i kill the cpu run game even wit adjusted sliders...
        What's Understood Ain't Gotta Be Explained...But You Don't Understand Me So Let Me Explain...o_0

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        • callmetaternuts
          All Star
          • Jul 2004
          • 7045

          #5
          Re: AI Runnig game discussion

          I played Miami (CPU) @ FSU (User) last night in my dynasty. I couldnt run for a lick against them (or pass against them, but thats another story). They didnt do much on me except for two long runs. One I guessed run right, they ran left.......oops and the other my LB flat out missed a tackle and Cooper took it 77 yards.

          I saw some consistent gains, but nothing extraordinary. Although I wouldnt expect much based off a game where both D's are A-.

          Using phillyfans sliders fwiw
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          • J-Unit40
            Boom!!
            • Sep 2005
            • 8258

            #6
            Re: AI Runnig game discussion

            Oh, I can get the CPU to run the ball quite well against me in short bursts and occassional long runs mixed in depending on whether the back is a gamebreaker. I just hate how they run. It's zig-zag nation meets herky-jerkyville. It just looks awful.

            I never switch on D after the ball is snapped and don't use any of the "Run Right", "Run Middle" pre-snap stuff.

            My three main gripes with the running game and pretty much the game (in no particular order):

            1) CPU running animations and lack of fluidity. Hit a freaking hole. Make a move and run straight ahead. Not zig-zag or parallel to the endzone. STRAIGHT ahead.

            2) Run blocking slider is broken because it has too much of an impact on KRs. Silliness.

            3) CPU Dual Threat QBs. Make me fear them. I want to stress playing against a Griffen III, Pryor, Tebow or McCoy. Right now. I don't at all.

            I am still loving this game more than any other NCAA though.
            "Hard work beats talent, when talent isn't working hard.”

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            • gptp20
              Rookie
              • Dec 2007
              • 12

              #7
              Re: AI Runnig game discussion

              Agreed with everything said so far.

              Also ... the OPTION
              I absolutely can not get a team to run the option with success against me. The quarterback just runs in slow motion and i tackle him in the backfield. I play with the osu beavers and want to have the civil war be competitive and play out like it does in real life but right now the ducks can not run against me at all which makes it no fun.

              I also tried (with updated sliders) against georgia tech with the ducks to no avail. They only stayed in the game because the qb was 6-8 for 198 yards. Bummer.

              Has anyone had any success with the cpu running the option and if so what sliders are you using.

              Im going to try out some varsity sliders now.

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              • mkharsh33
                Hall Of Fame
                • Nov 2006
                • 12758

                #8
                Re: AI Runnig game discussion

                i'm starting to think i liked this game better pre-patch...
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                • fistofrage
                  Hall Of Fame
                  • Aug 2002
                  • 13682

                  #9
                  Re: AI Runnig game discussion

                  Anyone by there game right now?

                  Can you try default Heisman sliders, except put the human run defense at 0, 50, and 100 for a quarter or so each and see what you get. Its going to be while before I can test anything.
                  Chalepa Ta Kala.....

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                  • Solidice
                    Guns Up!
                    • Jul 2006
                    • 9925

                    #10
                    Re: AI Runnig game discussion

                    it seems to really depend of your defense. using the OS Legends Heisman sliders for my offline created team dynasty(D rating for defense) I'm getting killed by the CPU running game.

                    Clemson - 39 carries 279 yards rushing as a team. Spiller, 33 carries 225 yards. Harper 6 carries 54 yards.
                    Memphis - passed more than run but their HB was 14 carries 62 yards.
                    Maryland - 37 carries 275 yards, starting HB 27 carries 251 yards, 2nd HB 6 carries 23 yards.
                    North Texas - pretty much all pass. with the sacks, they had -7 yards rushing. their HB had 2 carries for 9 yards.
                    Troy - 36 carries 153 yards. starting HB was 23 carries 160 yards.
                    Mississippi State - 30 carries 174 yards, HB was 11 carries 105 yards. 2nd HB was 6 carries 67 yards.

                    but if you have a B or better defense, it seems you can hold them down as a whole.
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                    • mkharsh33
                      Hall Of Fame
                      • Nov 2006
                      • 12758

                      #11
                      Re: AI Runnig game discussion

                      no offense to anyone, but do the game designers actually TEST this stuff before they put it out? i mean, the very FIRST thing you do when playing a game is the kickoff. wouldn't someone have said, "wow...now there's an issue that needs to be fixed!" you can't get a much more glaring issue than the kickoffs all going the house for TD's due to the blockers laying out everyone...how does that get overlooked?
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                      • mgoblue678
                        MVP
                        • Jul 2008
                        • 3371

                        #12
                        Re: AI Runnig game discussion

                        There are two big problems I am noticing with the ai running game regardless of the sliders I try. Stopping the CPU'S options are way too easy and as J-Unit mentioned fast qb's don't seem to be effective at all. Just held Griffen of Baylor to 17 yards on 5 carries.

                        Add to that the CPU QB never takes off on passing plays.
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                        • stewaat

                          #13
                          Re: AI Runnig game discussion

                          I am gonna super sim kickoffs from now on and bump up CPU RBLK. I'd rather sacriface something small than something huge.

                          Kickoffs piss me off anyways because without formation subs I see 10 people I don't want on kickoff team making the tackle. Kicker is cool to be out there haha

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                          • Dbrentonbuck
                            Pro
                            • Jul 2006
                            • 634

                            #14
                            Re: AI Runnig game discussion

                            Originally posted by stewaat
                            I am gonna super sim kickoffs from now on and bump up CPU RBLK. I'd rather sacriface something small than something huge.

                            Kickoffs piss me off anyways because without formation subs I see 10 people I don't want on kickoff team making the tackle. Kicker is cool to be out there haha
                            I am wondering... do you see the issue when you hit the watch next play option? Do you get all those kickoffs returned for TDs when you watch?
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                            • stewaat

                              #15
                              Re: AI Runnig game discussion

                              Originally posted by Dbrentonbuck
                              I am wondering... do you see the issue when you hit the watch next play option? Do you get all those kickoffs returned for TDs when you watch?
                              I'm about to start watching the plays. Super simming them was fine with me last game. I did one without super sim and CPU run block at 65 and all my guys were knocked down haha...CPU still only made it to the 35.

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