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Old 10-12-2024, 04:44 AM   #1
Wizardtwiggy
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Join Date: Aug 2024
Chat GPT All-American Suggested Sliders

Did something similar with Madden 25 with some good results. Not tried these though

Creating a set of realistic College Football (CFB) 25 sliders for All-American difficulty requires balancing the high-scoring nature and faster pace of college football with realistic gameplay that reflects actual college football statistics, including completion percentages, rushing averages, and defensive performance. Since college football differs from the NFL in several ways—such as wider gaps between player skill levels and more explosive offenses—these sliders will need to reflect that dynamic.

Here’s a set of sliders that will provide a realistic college football experience on All-American difficulty.

Gameplay Options:
Quarter Length: 8-10 minutes
(This helps reflect the faster pace of college football and gives you realistic totals of about 120-140 plays per game).

Accelerated Clock: Off
(College football doesn’t use a play clock in the same way as the NFL. Keep this off to give more control over your play-calling).

Skill Level: All-American
(This provides a balanced challenge for both you and the CPU).

Fatigue: Was 55 now 60
(This setting will ensure realistic fatigue, forcing rotations and making depth a factor, especially in fast-paced offenses).

Speed Parity (Threshold): Was 40 now 45
(This lower setting helps differentiate speed more clearly. In college football, speed is a major factor—lowering the threshold highlights the explosive plays typical of the NCAA).

Player Skill Sliders:
These sliders adjust how your team plays. Since college football involves more variability between player skill levels, the sliders reflect that by making gameplay more dynamic.

QB Accuracy: Was 15 now 35
(In college football, completion percentages range from around 55-65%. Lower-rated QBs will struggle more, while high-rated QBs can be efficient).

Pass Blocking: Was 30 now 40
(A solid offensive line is important, but you shouldn’t have all day to throw. This setting gives realistic pass protection).

WR Catching: Was 50 now 45
(In college football, receivers drop more passes, but talented receivers should still stand out. This setting gives a realistic amount of drops without feeling frustrating).

Run Blocking: Was 35 now 45
(Running lanes open up, but not every play will result in a big gain. College football often has explosive runs, and this setting reflects that without making the run game too easy).

Fumbles: 50
(Fumbles should occur at a realistic rate. This setting keeps it balanced, as college football often has more turnovers than the NFL).

Pass Defense Reaction Time: 50
(Keeps defenders in position, but still allows for high-powered offenses to shine. College defenses tend to give up more big plays compared to the NFL).

Interceptions: Was 25 now 30
(This keeps the number of interceptions realistic. College football sees more picks than the NFL, but they shouldn't happen on every mistake).

Pass Coverage: Was 45 now 50
(This allows for more room for college receivers, reflecting the fact that college secondaries often give up more yards and big plays).

Tackling: Was 45 now 50
(Tackling in college football can be inconsistent, with more broken tackles and missed assignments. This setting reflects that without becoming unrealistic).

CPU Skill Sliders:
These sliders will help make the CPU more challenging while keeping the gameplay fair and in line with college football.

QB Accuracy: Was 20 now 30
(The CPU QB should miss some throws, especially with lower-rated QBs, but elite QBs should still dominate. This keeps completion percentages realistic).

Pass Blocking: 35
(Keeps pass blocking strong but still allows for your defense to create pressure).

WR Catching: Was 50 now 40
(Like for the human player, this setting gives a realistic balance between catches and drops for the CPU).

Run Blocking: 40
(The CPU should be able to run the ball effectively, but it should still be possible to stop them with good defensive calls).

Fumbles: 50
(Keeps the CPU fumble rate balanced, so turnovers don't happen too often but still occur at a reasonable rate).

Pass Defense Reaction Time: Was 55 now 50
(Makes the CPU secondary more responsive to your passes. You’ll have to be smart with your decisions, but there will still be opportunities for big plays).

Interceptions: 25
(This keeps the CPU’s ability to pick off passes at a realistic level. Turnovers are a big part of college football, but this prevents the CPU from picking you off too often).

Pass Coverage: Was 50 now 45
(Keeps CPU coverage balanced. College defenses are more vulnerable to giving up big plays, but this ensures you won’t have easy completions all the time).

Tackling: 50
(Gives the CPU solid tackling without making it too dominant, allowing you to break some tackles but still be challenged).

Special Teams Sliders:
Special teams play a big role in college football, especially given the range of kicker skill levels. These sliders reflect realistic kicking and punting distances.

FG Power: Was 55 now 50
(College kickers have slightly more variability in range compared to the NFL. This allows kickers to attempt longer field goals, but they won’t always be successful).

FG Accuracy: Was 45 now 40
(Kicking accuracy should be more challenging than in the NFL, where college kickers are generally less consistent).

Punt Power: Was 55 now 50
(Punts tend to go a bit further in college, especially with the variety of field positioning. This setting keeps it realistic).

Punt Accuracy: Was 50 now 45
(Keeps punt accuracy realistic, as college punters are generally less consistent than their NFL counterparts).

Kickoff Power: Was 55 now 50
(Gives you a bit more power on kickoffs, leading to more touchbacks or deep returns, similar to college football).

Penalties Sliders:
To make penalties more in line with college football, where there are often more mistakes, adjust the penalty sliders to reflect the higher rate of infractions compared to the NFL.

Offside: 60
(Encourages more offside penalties by the defense, which happen more frequently in college).

False Start: 55
(Increases false start penalties, especially on away teams in noisy stadiums).

Holding: 55
(Reflects the common occurrence of holding penalties, especially on long runs or pass plays).

Facemask: 50
(Keeps facemask penalties at a balanced level).

Defensive Pass Interference: Was 70 now 65
(Increases DPI calls, reflecting college football’s tendency for more pass interference penalties).

Offensive Pass Interference: 50
(This penalty is rarely called, so leave it at default).

Kick Catch Interference: 50
(Balanced as this is rare but still happens).

Clipping: 50
(Keeps the penalty rate fair and balanced).

Roughing the Passer: 50
(Keeps roughing the passer calls balanced, as college football tends to see fewer of these penalties compared to the NFL).

Roughing the Kicker: 50
(Balanced to reflect real-life occurrences).

Auto Sub Sliders:
Auto subs are especially important in college football because of the greater emphasis on depth and frequent player rotation. These settings help ensure realistic substitution patterns.

Offense:
QB Sub In/Out: Was 5/3 now 1/0
(QBs rarely rotate unless there’s an injury or a blowout).

RB Sub In/Out: 85/80
(This ensures a heavy rotation for running backs, reflecting college teams’ use of multiple RBs).

WR Sub In/Out: 80/75
(Receivers should rotate frequently to keep them fresh, especially in high-tempo offenses).

OL Sub In/Out: 0/1
(Offensive linemen generally play the whole game, so no subs unless injured).

Defense:
DL Sub In/Out: 85/80
(Defensive linemen should rotate frequently, especially in up-tempo games).

LB Sub In/Out: 80/75
(Linebackers will rotate occasionally but play the majority of snaps).

CB Sub In/Out: Was 70/65 now 80/75
(Cornerbacks rotate less often but will still need some rest during long drives).

S Sub In/Out: Was 70/65 now 80/75
(Safeties rotate similarly to cornerbacks).

Recommended Injury Slider for Realism:
Injury Slider: Was 45-50 now 25
Reasoning:
45 will keep injuries at a moderate level, where you’ll see a few injuries throughout the season—mainly minor ones, but with the occasional long-term injury. This reflects the variability in real college football, where teams face injuries but aren’t overwhelmed by them.
50 is the default injury rate, which should also work well if you want to maintain a balance between immersion and challenge. It will cause a steady but manageable number of injuries that won’t feel excessive, allowing depth to play a role in your season.
If you're aiming for a balance where injuries happen naturally but don't disrupt the flow of the game or season, keeping the injury slider between 45 and 50 should be ideal.

Last edited by Wizardtwiggy; 10-21-2024 at 10:40 AM. Reason: Updated since patch
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