Re: Just read and you'll understand...Real NFL...regarding stats..and gameplay..
Thanks for your perspective and insight as yes you have helped my "Special Teams" sliders tremendously. I will try and do the same my friend, and will investigate some of the theories you speak to.
You and anyone else are welcome to use any of my ideas or sliders glad I could contribute. I grew up playing baseball never been on a football field in my life but as an adult football as taken over as my favorite sport big time. I do not have any perspective from playing so I can only use what I see on TV or hear from people.
I've heard that most good QBs have to get rid of the ball in under 3 seconds so to me Fast speed plays challenging AND realisitc. I have a feeling that watching the game on TV from a zoomed out camera makes it look much slower than it is down on the field so playing at a faster speed forces you to make quicker decisions and that is replicated well on fast speed. I have also found the CPU to run the ball better and is the main reason I am trying to stick with it.
On the defensive side of the ball it makes it much tougher to stay with the guy you are covering, I use the no switch rule while controlling only the CBs to make things as fair for the CPU as possible and take into account the rest of the players ratings fully (mostly awareness and play recognition.) I feel we have an inherent advantage of being able to see behind the line of scrimmage and instantly tell when they are running the ball so we can react much quicker than our AI teamates and swarm to the ball carrier which if you are using a LB or S lets you stop them unrealistically fast and holds down their YPC. The key to getting a decent YPC out of the CPU is instead of them running for 1-2 yards on those short plays that they get 2-3 yards. Most running plays go for that amount and its the big plays that boost the YPC in the long run i've seen. I have struggled to make tackles or stick with my guy but to me that is realisitc as well I can only imagine how hard it must be to guess the direction a speedy WR is going to turn and have to adjust to his moves I think that is replicated well on fast speed. I like the control over my player on Normal but I like the challenge of Fast and feel it has realistic aspects to it. I know that isn't a popular feeling but its what I am going with. I am trying to strike a balance between challenge and realism which is a hard thing to accomplish.
I welcome you to do some of your own tests as your findings can only help all of us who make sliders and use sliders. I am interested on how you feel about Speed Threshold. I see you are using 0 while I am at 100. Again this was a decision I made balancing between realism and gameplay challenge. It's important to my set is designed for CCM. I don't see if your sliders are CCM or Play Now but those modes play radically different. The CPU running game is so dreadful in CCM that you need to approach sliders different. In Play Now 0 threshold works great and I prefer that but CCM it seems for whatever reason that 100 gives the CPU a better running game. I also think it's harder to turn the corner on outside runs on 100 which I can easily exploit on 0 almost every run and pickup 5+ yards without fail. I play with a lot of house rules but I try to make them as less restrictive as possible and they are setup so I can use the full playbook and as many pres-snap adjustments as possible. I only use features that have a positive or negative impact tied to them if you use them right or wrong.
The special teams sliders are working out good for me. I've never seen anyone use Punt Length 25 yet I found that to be the perfect setting to get 45 yard kicks and 10 yard returns. I think that lots of times people just copy parts of others sets and assume they are accurate I want to keep things within accordance to NFL averages and they guide me more than personal experience or what I watch on TV. Welcome to the club I look forward to your thoughts on sliders and see what you cook up! oh yeah it's the best Sunday of the year !!
EDIT: I made my sliders overly difficult at first and have now begun to scale it back so if you tried them before I suggest trying again they have changed radically every hour almost this weekend lol I am still changing things rapidly trying to find a starting point.
I've heard that most good QBs have to get rid of the ball in under 3 seconds so to me Fast speed plays challenging AND realisitc. I have a feeling that watching the game on TV from a zoomed out camera makes it look much slower than it is down on the field so playing at a faster speed forces you to make quicker decisions and that is replicated well on fast speed. I have also found the CPU to run the ball better and is the main reason I am trying to stick with it.
On the defensive side of the ball it makes it much tougher to stay with the guy you are covering, I use the no switch rule while controlling only the CBs to make things as fair for the CPU as possible and take into account the rest of the players ratings fully (mostly awareness and play recognition.) I feel we have an inherent advantage of being able to see behind the line of scrimmage and instantly tell when they are running the ball so we can react much quicker than our AI teamates and swarm to the ball carrier which if you are using a LB or S lets you stop them unrealistically fast and holds down their YPC. The key to getting a decent YPC out of the CPU is instead of them running for 1-2 yards on those short plays that they get 2-3 yards. Most running plays go for that amount and its the big plays that boost the YPC in the long run i've seen. I have struggled to make tackles or stick with my guy but to me that is realisitc as well I can only imagine how hard it must be to guess the direction a speedy WR is going to turn and have to adjust to his moves I think that is replicated well on fast speed. I like the control over my player on Normal but I like the challenge of Fast and feel it has realistic aspects to it. I know that isn't a popular feeling but its what I am going with. I am trying to strike a balance between challenge and realism which is a hard thing to accomplish.
I welcome you to do some of your own tests as your findings can only help all of us who make sliders and use sliders. I am interested on how you feel about Speed Threshold. I see you are using 0 while I am at 100. Again this was a decision I made balancing between realism and gameplay challenge. It's important to my set is designed for CCM. I don't see if your sliders are CCM or Play Now but those modes play radically different. The CPU running game is so dreadful in CCM that you need to approach sliders different. In Play Now 0 threshold works great and I prefer that but CCM it seems for whatever reason that 100 gives the CPU a better running game. I also think it's harder to turn the corner on outside runs on 100 which I can easily exploit on 0 almost every run and pickup 5+ yards without fail. I play with a lot of house rules but I try to make them as less restrictive as possible and they are setup so I can use the full playbook and as many pres-snap adjustments as possible. I only use features that have a positive or negative impact tied to them if you use them right or wrong.
The special teams sliders are working out good for me. I've never seen anyone use Punt Length 25 yet I found that to be the perfect setting to get 45 yard kicks and 10 yard returns. I think that lots of times people just copy parts of others sets and assume they are accurate I want to keep things within accordance to NFL averages and they guide me more than personal experience or what I watch on TV. Welcome to the club I look forward to your thoughts on sliders and see what you cook up! oh yeah it's the best Sunday of the year !!
EDIT: I made my sliders overly difficult at first and have now begun to scale it back so if you tried them before I suggest trying again they have changed radically every hour almost this weekend lol I am still changing things rapidly trying to find a starting point.
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