Hey guy's an old slider maker here... thanks to guys like SECElit3 i could afford to take a break for awhile but with NCAA 13 and the troubles i was having with "Realism" i decided to give it another go.
The concept behind these sliders was to truly reveal the essence of fundamental football and to release the power of the individual player ratings. I wanted a player to play according to his numbers. If his awareness was a 30, he should be very slow to react during a play as well as you should see a noticeable difference between him and a player with say a 75 awareness reacting to the play.
What this does during dynasties truly makes you have to recruit your players and make you examine who you have on the field. D-Linemen will now have true match ups whereas as if your offensive tackles suck blitzing linebackers will have a field day.
Also the way the ratings are setup allows for all 3 phases of the game to matter... offense, defense, and SPECIAL TEAMS! You will see blocked punts and FGs as well as returns if you are not careful. The computer wont play dumb so if you are not careful you will get juked by that IMPACT running back. Kickers... kickers, if you dont have a good one he will miss kicks... PERIOD!!! Want to make kicks, get a better kicker.
So with no further ado here is the break down, PLEASE POST STATS AND OPINIONS!!!
***THESE SLIDERS WORK FOR USER VS. USER / CPU VS. CPU / & USER VS. CPU... USER AND CPU ARE THE SAME***
Rules: Don't use cheeser plays ie: 4 Verts, extensive draw plays, ect.
SKILL LEVEL: Freshman(But use the difficulty you would normally use if you feel you need a better challenge)
RECRUITING LEVEL: All-American
GAME TIME: 8 Mins (Allows for the correct number of offensive plays, a balanced offense will have 25 carries and around 35 passes, so roughly 60 plays per team)
THRESHOLD: 0 (I know people have their own theories as to what this does and where it should be... buuuuuuut with THESE sliders it helps authenticate the realism and differentiate the individual numbers.)
GAME SPEED: Very Slow (This is solely for the animations, people like juice so they tend to play on faster modes but they miss out on animations they would occur on VERY SLOW, which in turn adds to the realism-you will see linebackers take read steps!!!)
HOME FIELD ADVANTAGE: On (It happens in real life so it should happen in the game)
Penalties: (Simple, the more underclassmen the more penalties)
Offsides: 56
False Start: 56
Holding: 52
Facemask: 54
OPI: 100
DPI: 100
KR/PRI: 100
Clipping: 56
IG: 100
Roughing Pass: 50
Roughing Kick: 56
SLIDERS:
QB ACC:100 - (Allows QB to make the throws he a can make as well as he will go through his progressions based off of HIS ratings... you can now tell the difference between and all-american and a walk on)
PASS BLK:50 - (Allows linemen to get to their spots PERIOD... this slider does nothing more but help with positioning, leave as is)
WR CTH:50 - (Allows receiver to be him, going up or down will start to make CPU decide what should happen vs. whats capable of happening. You still will see drops and great catches)
RB ABILITY:50 - (Allows game to play correctly this slider effects a lot so changing it changes the game it self, running backs will do what their best at... watch BCV & AWR)
RUN BLK:50 - (Allows linemen to play to their abilities passing and running, you will see great impact blocks and pancakes)
PASS COV:100 - (Allows secondary to play CORRECTLY, you have all seen this at 100 before and it works the same no jumped routes, no mirroring, you will now see shuffling and foot planting in order to make up ground)
PASS RUSH:100 - (Allows defense to have acceleration... it help pass rush but ultimately gives that player HIS very own acceleration... you will now see blocked kicks and true speed rushers)
INTS:25 - (Allows picks to come based off of the player not the situation... YES the ball can be in his hands BUT if HE cant CATCH he WONT catch it)
RUN DEFENSE:100 - (Allows d-linemen to disengage blocks and linebackers will be true to themselves, safeties wont know the play before it happens but react accordingly)
TACKLE:25- (Allows for proper pursuit angles and makes hit power relevant... players with 95 TAK will make the tackle 95% of the time a player with a 60 TAK will probably miss the tackle)
FG POWER: 45 - (Allows kicker to kick to his power rating)
FG ACC: 35 - (Allows accuracy to mean something, if he sucks it wont be a sure thing anymore)
PUNT POWER: 45 - (Good distance based off of stats)
PUNT ACC: 35 - (Allows for shanks and harder coffin corners and effects some distance)
KICKOFF: 45 - (Allows for blocker to set up for return as well as correct distance per ratings)
RB Sub Out/In: 80/85
WR Sub Out/In: 80/85
FB/TE Sub Out/In: 80/85
OL Sub Out/In: 65/70
DE Sub Out/In: 80/85
LB Sub Out/In: 80/85
CB Sub Out/In: 80/85
S Sub Out/In: 80/85
Master: 100
Commentators: 75
Stadium PA: 95
Crowd: 100
On the Field: 75
Custom Stadium Sounds: 25
Play 3 games and let me know your results again post stats so people can see your findings. With these sliders you should be able to know who the good players are and who you need to replace. Stats will be true to life as well, QB pct, RB avr, WR catches, tackles, picks, and sacks.
P.S. Dont rely on OVERALL rating... there WILL be times where the lower guy out performs the higher one... these sliders will leave you with decisions to make on a promising freshman or very battle tested senior.
Good LUCK!!!
Game Play Footage --- Click Below
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