07-27-2024, 10:57 AM
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#57
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Hall Of Fame
OVR: 23
Join Date: Apr 2006
Location: Overland Park, KS
Posts: 16,492
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Re: Matt10's CFB 25 Sliders
7/27/24 - My personal approach to having two difficulties is now I can play AA for home games and Heisman for away games. It's a bit of a makeshift homefield advantage in a way. Totally optional, but thought I'd mention it.
Thanks as always, take care, and stay tuned.
Matt10's CFB 25 Sliders | "Heisman Refined" - Version 2 || feat. MrHurriicane
Gameplay Settings
Key value: Player Speed Parity Scale = 48.
This is what holds the set together. Some say lowering this value makes the game more wide open, but it really just releases the players from each other a little bit sooner. This means less running into each other, less getting stuck in instant two-man animations, and more room to basically breathe and perform.
Values Explained: We are still working through the quarter length and play clock settings, but the current set up seems to be on the right track. The goal is to have 110-130 plays to match the amount of simmed plays. Injuries were increased a bit to get more injuries in game - simple enough.
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Difficulty: Heisman
Quarter Length: 11 minutes
Accelerated Clock: On
Minimum Play Clock Time: 15 seconds
Injuries: 30 (Previous: 25)
Fatigue: 50
Player Speed Parity Scale: 48
Values Explained: The
Penalties
Values Explained: The main adjustment here is lowering Roughing the Passer which is going to help with the aggression and directness towards the ball carrier. After that, Roughing the Kicker is turned off as it seems that penalty happens too often.
Roughing the Passer: 45 (Previous: 50)
Roughing the Kicker: Off (Previous: On)
All other penalties default 50 or On
Gameplay Sliders
Values Explained: The first goal was to get the pursuit angles and tackle quality a bit better, which was accomplished by raising the TAK value just slightly. Next was reducing the receiver's catching, but needs to be complimented with lowering the QBA so the location of throws are just as important. The goal with QBA wasn't to just make realistic incompletions (over-throws, under-throws, etc), it's to have QBs play more human like and error prone in regards to something as simple as leading a receiver and throwing behind him could be the difference between a first down or punt.
Dropping the interception value was important to get more brick-hands rather than soft, perfect, catching that tends to happen too often. The defending players can still intercept the ball, but not at the same rate is they were before.
The field goal values bring more pressure for both the User and CPU to time their kicks. A bit more power isn't necessarily always a good thing when a slight move to the right or left can throw the entire attempt wayward.
Pass Blocking was adjusted for Version 2, as was reducing the FG Power. Pass blocking was raised for the User as there just needed to be a bit more time, even half-a-second, in the pocket. The CPU's PBL drops a bit to balance out the OL/DL interactions, as the ratings weren't matching up where the CPU OL was playing 5pts higher than their OVR ratings (70 ovr OL dominating an 70 ovr DL for example).
FG Power was reduced to lessen those super long field goal attempts and conversions.
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USER/CPU
QB Accuracy: 45/45
Pass Blocking: 52/45 (Previous: 50/50)
WR Catch: 45/45
Run Blocking: 50/50
Fumbles: 50/50
Pass Defensive Reaction: 50/50
Interceptions: 35/35
Pass Coverage: 50/50
Tackling: 52/52
Special Teams
FG Power: 50/50 (Previous: 52/52)
FG Accuracy: 45/45
Punt Power: 50/50
Punt Accuracy: 50/50
Kickoff Power: 50/50
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Difficulty: All-American
Quarter Length: 11 minutes
Accelerated Clock: On
Minimum Play Clock Time: 15 seconds
Injuries: 30 (Previous: 25)
Fatigue: 50
Player Speed Parity Scale: 48
Penalties
Values Explained: The main adjustment here is lowering Roughing the Passer which is going to help with the aggression and directness towards the ball carrier. After that, Roughing the Kicker is turned off as it seems that penalty happens too often.
Roughing the Passer: 45 (Previous: 50)
Roughing the Kicker: Off (Previous: On)
All other penalties default 50 or On
Gameplay Sliders
Values Explained: The approach with All-American was to determine where the issues were. The main issue I found was the ease of the OL push for the User. Along with that the pursuit angles by the CPU needed some help, so the TAK value was increased. As mentioned in the penalties, the Roughing the Passer value was used for the aggression, and for the AA set, this is paramount as it really cleans up the pursuit angles.
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USER/CPU
QB Accuracy: 45/50
Pass Blocking: 45/50
WR Catch: 45/45
Run Blocking: 45/50
Fumbles: 50/50
Pass Defensive Reaction: 50/50
Interceptions: 35/35
Pass Coverage: 50/50
Tackling: 50/55
Special Teams
FG Power: 50/50
FG Accuracy: 45/45
Punt Power: 50/50
Punt Accuracy: 50/50
Kickoff Power: 50/50
Last edited by Matt10; 07-27-2024 at 04:10 PM.
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