A different approach to sliders...

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • fairbanks freeze
    Rookie
    • Jun 2013
    • 49

    #1

    A different approach to sliders...

    Updated 2/2/2020 Penalties and autosubs revamped, also dropped punt accuracy to 75. Better breakdown on the 6th page near the top, just gonna update the numbers.

    Im not attempting to add difficulty, nor make it easier, just more natural/accurate. My goal is to balance an unbalanced game, seeking realism over anything else. I want to power up the weak areas and nerf the overpowered. My sliders allow for any outcome based on talent(players), play calls, coaching, location, weather. I dont want to feel like I or the computer have an advantage, that the game is cheating either of us. I dont always want close games against vastly weaker opposition because the sliders arent equal, but I do wanna get my *** kicked by better teams when I deserve it. I want it to "work right", to give the best simulation possible.


    Offensive Skill Heisman
    Defensive Skill Heisman
    User vs User Heisman
    Injuries ON
    Fatigue ON
    Quarter Length 8(pass heavy)-10(run heavy) Minutes(9 for balanced)
    Play Clock ON
    Game Speed NORMAL
    Threshold 0
    HFA - ON

    AI(both sides)
    25 Pass Acc
    50 Pass Block
    25 WR Catch
    75 Run ability
    75 Run Block
    25 Pass Coverage
    75 Interceptions
    75 Rush Defense
    50 Tackle
    75 FG Power
    25 FG Acc
    Punt Power 50
    Punt Acc 75
    KO Power 50


    Penalties

    Penalties

    Offside 65
    False Start 35
    Holding 85
    Facemask 60
    Offensive PI 70
    Defensive PI 30
    KR I 45
    Clipping 55
    Intentional Grounding 75
    RTP 50
    RTK 40

    Auto Subs
    QB 50 60
    HB 70 80
    WR 75 65
    TE 70 60
    OL 55 65

    DT 70 80
    DE 65 75
    LB 60 70
    DB 55 65
    S 50 60

    Because the game came with 50/50 sliders, I decided not to break the game in any way that favors the user over the cpu OR vice versa. Equal sliders means neither side can cheat, its an even playing field. Any reduction is counter-balanced with an EQUAL improvement. I wanted people to see my sliders and say "that looks official, it makes sense." A major problem with this game(and almost every football game) is the pass game is too strong while the run game is inconsistent if not ineffective for both the user and cpu. Because of this, my first objective was to balance out the offense. After that, I adjusted the defense to compensate.

    In order to balance the pass game out, I cut accuracy and catching in half. This stops the qbs from being laser-accurate, especially on the move. It stops average receiving options from catching everything or running perfect routes. Pass blocking stays at 50 to keep that based on the players ratings.

    To offset those changes to the pass, we boosted rb ability and run blocking. This improves the run game by opening better lanes and improving skill positions at finding people to block. It makes the ball carrier more responsive to his surroundings/user input. This turns impact runners, especially dual threat quarterbacks, into much bigger issues. Power runners shine breaking tackles, agile runners are more shifty with their movement, not just moves.

    On defense, we drop pass coverage to 25 to match the QB Accuracy and wr catching. To balance that reduction, we boost Interceptions to 75, which cuts out most of the dropped "GIMMIES" that happen way too much in this game. To put it short, the defense wont always be in perfect position, but when it is, you better not throw it or you'll pay. Rush Defense we put at 75 so it matches with Run blocking, allowing impact lineman to shine. Tackle we're gonna match to pass blocking at 50, because its a skill everyone has to use and should be based on ratings alone. This all allows for more contact in the backfield to balance out the broken tackles between rb ability and tackle(edit, thanks Nunyerbiz).

    For the Kicking, 75 fg power because it speeds the ball up in the air adding difficulty to shorter sideways kicks while boosting distance some allowing more long(40+ yd) fg attempts. We balance this with 25 fg accuracy making it more possible to miss easy fgs and giving a harsher penalty for bad flicks by the user. Punt power is fine at 50 but punt accuracy is atrocious. 75 allows for better accuracy without being so "perfect" at 100. Its not worth it because the coffin corners dont happen often at 100 anyways.


    Ive watched the cpu v cpu in all kinds of matchups. im playing a dynasty a cupcake team just starting the 2nd season. Doesnt matter how you enjoy the game, you will get a more realistic and organic representation of the game. Please try them out and let me know what you think. Give them a couple games to prove themselves, use different teams and types of matchups. You'll see soon enough that anything can happen, but theres always a good reason for it.
    Last edited by fairbanks freeze; 02-02-2020, 04:03 AM.
  • fairbanks freeze
    Rookie
    • Jun 2013
    • 49

    #2
    Re: A different approach to sliders...

    Originally posted by jww
    do you use any particular autosubs to optimize the gameplay?
    Personal opinion on auto subs is use 20 between each. So for me personally, I believe it should be like this.

    Qb 45 out 65 in
    Rb 60 out 80 in
    wr 55 out 75 in
    TE/FB 50 out 70 in
    OL 40 out 60 in

    I feel as though when you go over 80 your players dont come back in enough at the end of the game. I also run aggressive Clock adjustment on offense unless its late and I need to run the clock. This allows players to sub in more frequently. I have ol at 40 and 60 because they never sub in real life unless injured. You could switch it with the qb if you dont have a backup you ever want to see the field, but option teams bring in a backup here and there at qb.

    Defense is the same principle, the game came with a 20 point difference for a reason, thats how the game was made to be played. you could also use random numbers instead of multples of 5, I like everything to look clean/official.

    60 80 dt
    55 75 de
    50 70 lb
    45 65 cb
    40 60 S

    If you're willing to see big names be out on big plays, or you're a powerhouse with incredible depth, you can go higher than 80 for sub in but I wouldnt advise it. You can go lower than 40 out if you really just never want to see a position sub. I feel as though this does a good job though. If there's someone you specifically want to get touches that dont seem to be getting them, use formation subs to make them the starter in some.
    Last edited by fairbanks freeze; 11-17-2019, 07:20 PM.

    Comment

    • fairbanks freeze
      Rookie
      • Jun 2013
      • 49

      #3
      Re: A different approach to sliders...

      You're not wrong about roughing the passer. Its literally that finicky. I find it happens less when you have your coverage at aggressive and your qb contain at conservative(cover wrs). This makes it so the qb has to scramble more often, helps with your coverage making the pass come out later. However, if you're gonna blitz, you better get there or you better have cover(deep safety/ies), they can kill you over the top.

      You are more than welcome to put anything you dont like on fouls to 50 and they'll never happen. I have learned to play around roughing the passer so even with my lesser school, its not happening as much. But RTP Clipping, Facemask all can get out of hand some games. Theres no shame in turning them "off" at 50(clipping still gets called by very rarely).
      Last edited by fairbanks freeze; 11-18-2019, 09:26 PM.

      Comment

      • AKEjcl41
        Rookie
        • May 2017
        • 158

        #4
        Re: A different approach to sliders...

        Originally posted by fairbanks freeze
        Im not attempting to add difficulty, nor to make it any easier, just more natural/accurate. My goal is to balance an unbalanced game, seeking realism over anything else. I want to power up the weak areas and nerf the overpowered.

        My sliders allow for any outcome based on talent(players), play calls, coaching, location, weather. I dont want to feel like I or the computer have an advantage, that the game is cheating either of us. I dont always want close games against vastly weaker opposition because the sliders arent equal, but I do wanna get my *** kicked by better teams when I deserve it. I want it to "work right", to give the best simulation possible.


        Offensive Skill Heisman
        Defensive Skill Heisman
        User vs User Heisman
        Injuries ON
        Fatigue ON
        Quarter Length 8(pass heavy)-10(run heavy) Minutes(9 for balanced)
        Play Clock ON
        Game Speed NORMAL
        Threshold 0
        HFA - ON

        Penalties
        Offsides - 100
        False Start - 75
        Holding - 100
        Facemask - 55
        OPI - 100
        DPI - 100
        KRI - 100
        Clipping - 55
        Int Grounding - 100
        RTP - 55
        RTK - 100

        AI(both sets)

        QBA 25
        PB 25
        WRC 50
        RBA 75
        RBL 75
        PC 25
        Int 75
        Rush D 50
        Tackling 75
        FGP 75
        FGA 25
        Punt P 50
        Punt Acc 100
        KP 50


        Autosubs(added 11/18/19)

        Qb 45 65
        RB 60 80
        WR 55 75
        TE 50 70
        OL 40 60

        60 80 dt
        55 75 de
        50 70 lb
        45 65 cb
        40 60 S

        Because the game came with 50/50 sliders, I decided I wouldnt break the game in any way that favors the user over the cpu OR the cpu over the user. Equal sliders means neither side can cheat, its an even playing field. Any reduction is counter-balanced with an EQUAL improvement and vice versa. I wanted people to see my sliders and say "that looks official, it makes sense."

        A major problem with this game(and almost every football game) is the pass game is too strong while the run game is inconsistent if not ineffective for both the user and cpu. Because of this, my first objective was to balance out the offense. After that, I adjusted the defense to compensate.

        In order to balance the pass game out, I cut accuracy and pass block in half. This stops the qbs from being laser accurate in 2 ways, both when standing in a clean pocket(qb acc) and on the move(pass block). This gives the qb less time and makes them move more affecting their accuracy. WR stays at 50 though because drops occur naturally and will only get overblown lowering it.

        To offset those changes to the pass, we boosted rb ability and run blocking. This improves the run game by opening better lanes and improving skill positions at finding people to block. It makes the rb more responsive to his surroundings/user input. This turns impact runners, especially dual threat quarterbacks, into much bigger issues. Power runners shine breaking tackles, agile runners are more shifty with their movement, not just moves.

        On defense, we drop pass coverage to 25 to match the QB Accuracy. To balance that reduction, we boost Interceptions to 75, which cuts out most of the dropped "GIMMIE". To put it short, the defense wont always be in perfect position, but when it is, you better not throw it or you'll pay. Rush Defense we keep at 50 because it affects LINE PLAY, so it matches with Run blocking and Pass Blocking. We dont need to raise it or drop it because we balanced out their interactions on the offense. Tackle at 75 because we dont want scrubs running over impact players so it matches 75 run ability. This also makes tackling more aggressive/forceful. A weak rb/qb/wr better not run into a hard hitter without covering up...

        For the Kicking, 75 fg power because it speeds the ball up in the air adding difficulty to shorter sideways kicks while boosting distance some allowing more long(40+ yd) fg attempts. We balance this with 25 fg accuracy making it more possible to miss easy fgs and giving a harsher penalty for bad flicks by the user. Punt power is fine at 50 but punt accuracy is atrocious. Even at 75, you rarely see a coffin corner or punt inside the 20. At 100, the best punters can change field position in one kick.


        The penalties at 55 shouldnt go higher or they take over the game. The ones at 100 never/rarely get called. False start rarely gets called but you dont want offside to NEVER be called so it needs to be lower than offside. Besides, over 75, you cant fake hike often at all. At 75, you can use it if you dont abuse it. But know the scenario, dont use it if you cant lose the yards.

        Ive watched the cpu v cpu in all kinds of matchups. im playing a dynasty a cupcake team just starting the 2nd season. Doesnt matter how you enjoy the game, you will get a more realistic and organic representation of the game. Please try them out and let me know what you think. Give them a couple games to prove themselves, use different teams and types of matchups. You'll see soon enough that anything can happen, but theres always a good reason for it.
        Got VERY frustrated w/ my sliders last night. I tried something...so bear w/ me I was playing with a set that i can't remember their origin. I (Nebraska) played against a ranked Minnesota (94 ovr-93 off-92 def) and quit early. The first two plays while i was on defense, were 60+ yard runs for touchdowns w/ uncountable broken tackles, got sacked my 2nd play threw a pick on my 3rd play by a guy covering my WR from the opposite side of the field...on an out route...it hit my receivers hands bounced up in the air and intercepted by the guy trailing by 5 yards. The next play was a 20+ yard run. stopped them on the next two plays, and tackled a screen play for a loss on 3rd down and got a facemask penalty, gave up 2 more 3rd downs on that drive...and through the 1st quarter was down 21-0, 2 turnovers, 3 penalties and they were 4 of 6 on 3rd down. That was enough...i started over...different script of course, but the same kind of game...just felt like i got cheated...and my backs and receivers just get crushed on every tackle...sick of that. I simmed the game and took the loss. I don't mind losing, actually prefer it...if its done the right way...not when i'm being cheated.

        I decided to try these sliders for the next game against a top 10 Michigan team (97-96-97). I was down 13-0 at halftime, being dominated in yardage, but gave up a big run, w/ 1 broken tackle. When i had the ball, ripped off one of my own big runs w/ a broken tackle, 100% more than the entire previous season...got things going offensively and still lost the game 28-34. they were just a better team. We each threw an interception on bad decisons...no penalties or wide open receivers on 3rd down...it was a really refreshing experience. I'm really looking forward to playing tonight (Friday) and see how these games go.

        PS: I use a version of Hellisan's manual offseason improvement system, so my guys aren't all 99's and i give 5 pt boosts to all top 10 team's incoming freshman, so the blue bloods stay the blue bloods and i'm usually outmatched or the lower rated team. It was so fun to play a game that i felt like i was still in the game...I could stop them when needed, they were stopping me...but it wasn't like playing against a godly Old Dominion team that i snuck out a win on.

        In short, thanks for spending the time to put this set together. Through 1 game...its the best set i've seen so far. I'll post updates tonight as i get through more games.

        I didn't try the penalty sliders and auto-subs as i just wanted to try the sliders...but will put the rest in (threshhold, penalties, etc for the rest of the season). Also have never really messed w/ threshhold...i understand how its done, but curious how much of a difference it really makes, looking forward to testing.
        Last edited by AKEjcl41; 11-22-2019, 10:31 AM.

        Comment

        • Von Dozier
          MVP
          • Apr 2006
          • 2196

          #5
          Re: A different approach to sliders...

          Mainly interested in cpu vs cpu for these, if you've done that, do you personally do coach mode, or auto QB?

          Comment

          • Nunyerbiz
            MVP
            • Sep 2010
            • 1478

            #6
            Re: A different approach to sliders...

            I am about to play a game in my dynasty with these sliders, because I find them intriguing and I'm not sure if I've ever kept the individual user/cpu sliders identical across the board except for straight 50/50 vanilla. That said...

            Originally posted by fairbanks freeze
            Because the game came with 50/50 sliders, I decided I wouldnt break the game in any way that favors the user over the cpu OR the cpu over the user. Equal sliders means neither side can cheat, its an even playing field. Any reduction is counter-balanced with an EQUAL improvement and vice versa. I wanted people to see my sliders and say "that looks official, it makes sense."
            The various difficulty levels of All-American, Heisman, etc. already imply that the playing field is inherently uneven. If both sides were "equal" and all you had to do was tweak the sliders, then difficulty levels wouldn't be needed at all. When you move to Heisman, a boost to CPU ability is already in effect before any sliders are touched. The CPU is already 'cheating' because that's essentially what we've asked for. In a 50/50 vanilla slider set, an 80 MCV cornerback on a Heisman level CPU team will play better coverage than an identically rated cornerback on a HUM team. Not that this is necessarily a problem, the CPU likely needs to 'cheat' a little bit against anybody who has decent stick skills and can read a defense... But using Heisman as the base difficulty is already slanting things in favor of the CPU... so just something I wanted to throw out there in case I decide to tweak these later and break away from the symmetry. (I believe the old wives tale around here is that All-American is the "level playing field" where players for both HUM and CPU play straight to their ratings, but not sure if that was ever officially confirmed by a dev.)

            All that said, I am looking forward to playing... as I like most of what I'm seeing behind your individual choices. I do think HUM rushing might be a bit overpowered, but maybe not, as that 75 tackling should offer better shed and pursuit angles... anyways, I'm babbling now, off to the PS3 to play the game... I'll reply back with my impressions after the game.

            Comment

            • fairbanks freeze
              Rookie
              • Jun 2013
              • 49

              #7
              Re: A different approach to sliders...

              Originally posted by Von Dozier
              Mainly interested in cpu vs cpu for these, if you've done that, do you personally do coach mode, or auto QB?

              Personally, I go auto qb, I dont think it really matters, just personal preference prolly. Now, if you're doing straight up cpu v cpu on a regular game, you just dont put a controller on each side, but I take it you mean in a dynasty/season.

              Comment

              • fairbanks freeze
                Rookie
                • Jun 2013
                • 49

                #8
                Re: A different approach to sliders...

                Originally posted by Nunyerbiz
                I am about to play a game in my dynasty with these sliders, because I find them intriguing and I'm not sure if I've ever kept the individual user/cpu sliders identical across the board except for straight 50/50 vanilla. That said...



                The various difficulty levels of All-American, Heisman, etc. already imply that the playing field is inherently uneven. If both sides were "equal" and all you had to do was tweak the sliders, then difficulty levels wouldn't be needed at all. When you move to Heisman, a boost to CPU ability is already in effect before any sliders are touched. The CPU is already 'cheating' because that's essentially what we've asked for. In a 50/50 vanilla slider set, an 80 MCV cornerback on a Heisman level CPU team will play better coverage than an identically rated cornerback on a HUM team. Not that this is necessarily a problem, the CPU likely needs to 'cheat' a little bit against anybody who has decent stick skills and can read a defense... But using Heisman as the base difficulty is already slanting things in favor of the CPU... so just something I wanted to throw out there in case I decide to tweak these later and break away from the symmetry. (I believe the old wives tale around here is that All-American is the "level playing field" where players for both HUM and CPU play straight to their ratings, but not sure if that was ever officially confirmed by a dev.)

                All that said, I am looking forward to playing... as I like most of what I'm seeing behind your individual choices. I do think HUM rushing might be a bit overpowered, but maybe not, as that 75 tackling should offer better shed and pursuit angles... anyways, I'm babbling now, off to the PS3 to play the game... I'll reply back with my impressions after the game.


                You're absolutely right, the difficulty slider does help the cpu by boosting them. I know I said it was to help an even playing field but I still do want to add difficulty, just without the sliders being used for it. If you want, put it at all american. Personally, I want it to be as hard as possible without uneven sliders. But please dont feel bad about writing a lot. I wrote like 10 paragraphs! Any input is good input.

                I know the sliders might seem a little overpowered here or there, I promise Ive balanced them as best as possible so that impact players stay impact players against scrubs. 75 tackling does exactly what you think, pursuit and even awareness is affected by it. Technically any slider per position affects awareness for people doing those things.

                But yea, please just give it some time without tweaking it. If the penalties(specifically rtp) get out of hand, just put it below 55, I'd just go to 50 at that point. You wont ever see them again tho, its really ridiculous. You could even bring facemask as high as 75, but then it too gets a little outlandish, same with clipping(damn near every return).

                Comment

                • fairbanks freeze
                  Rookie
                  • Jun 2013
                  • 49

                  #9
                  Re: A different approach to sliders...

                  Originally posted by AKEjcl41
                  Got VERY frustrated w/ my sliders last night. I tried something...so bear w/ me I was playing with a set that i can't remember their origin. I (Nebraska) played against a ranked Minnesota (94 ovr-93 off-92 def) and quit early. The first two plays while i was on defense, were 60+ yard runs for touchdowns w/ uncountable broken tackles, got sacked my 2nd play threw a pick on my 3rd play by a guy covering my WR from the opposite side of the field...on an out route...it hit my receivers hands bounced up in the air and intercepted by the guy trailing by 5 yards. The next play was a 20+ yard run. stopped them on the next two plays, and tackled a screen play for a loss on 3rd down and got a facemask penalty, gave up 2 more 3rd downs on that drive...and through the 1st quarter was down 21-0, 2 turnovers, 3 penalties and they were 4 of 6 on 3rd down. That was enough...i started over...different script of course, but the same kind of game...just felt like i got cheated...and my backs and receivers just get crushed on every tackle...sick of that. I simmed the game and took the loss. I don't mind losing, actually prefer it...if its done the right way...not when i'm being cheated.

                  I decided to try these sliders for the next game against a top 10 Michigan team (97-96-97). I was down 13-0 at halftime, being dominated in yardage, but gave up a big run, w/ 1 broken tackle. When i had the ball, ripped off one of my own big runs w/ a broken tackle, 100% more than the entire previous season...got things going offensively and still lost the game 28-34. they were just a better team. We each threw an interception on bad decisons...no penalties or wide open receivers on 3rd down...it was a really refreshing experience. I'm really looking forward to playing tonight (Friday) and see how these games go.

                  PS: I use a version of Hellisan's manual offseason improvement system, so my guys aren't all 99's and i give 5 pt boosts to all top 10 team's incoming freshman, so the blue bloods stay the blue bloods and i'm usually outmatched or the lower rated team. It was so fun to play a game that i felt like i was still in the game...I could stop them when needed, they were stopping me...but it wasn't like playing against a godly Old Dominion team that i snuck out a win on.

                  In short, thanks for spending the time to put this set together. Through 1 game...its the best set i've seen so far. I'll post updates tonight as i get through more games.

                  I didn't try the penalty sliders and auto-subs as i just wanted to try the sliders...but will put the rest in (threshhold, penalties, etc for the rest of the season). Also have never really messed w/ threshhold...i understand how its done, but curious how much of a difference it really makes, looking forward to testing.

                  Threshold to me is vital. At 0, you're making it so the difference between 25 and 99 is double what it is at 50, at 100 its half the difference from 50. So when you get outside the tackle box and a lineman chases you down, you get really upset, RIGHT? They're like a 70 speed against an 85+ speed/accel/agil. And its not even pursuit angles, its literally just chasing someone from behind. This helps limit that. It makes it so having 90+ speed AND acceleration guys are actually "worth it". Like you actually see a difference in how fast someone really is compared to the defense.

                  The penalties are finicky like Ive said. The ones at 100 just never really get called so we're trying to double the chances of them happening. The ones at 55 are literally capped there because any higher and they could be called EVERY PLAY sometimes. As someone else said, you could literally see 10 roughing the passers AT 55. Imagine going any higher, its literally almost every play. Same with clipping. Face mask is a little less often at 55, could go higher, but then IT takes over the game(every other play). Ive had it at 75 before, it just felt like they happened too often.

                  Auto subs are the thing im LEAST confident about. Im sure Im right with the difference staying at 20 between in and out. Its just a judgement call at that point BASED ON YOUR TEAM. If you got 3 rbs you wanna play, 80 60 with formation subs is perfect. But if you only got 1 rb you want playing, you might wanna drop it to 70 50 or even lower. This tells the computer that you NEED that position to stay in longer and come back in at a lower stamina.

                  Also, the adjustments in game matter as well. They're a judgement call tho based on your team and YOUR OPPONENT. If they got a smart accurate qb, you might need to be conservative with your pass coverage, but if he's stupid and inaccurate, BE AGGRESSIVE. I might breakdown my adjustments, I use the same ones to start every game and adjust from there based on what they're doing on offense or defense.
                  Last edited by fairbanks freeze; 11-22-2019, 07:43 PM.

                  Comment

                  • Nunyerbiz
                    MVP
                    • Sep 2010
                    • 1478

                    #10
                    Re: A different approach to sliders...

                    Just finished the game, my Niagara Rhinos versus Ohio Bobcats. They are a somewhat better team, a B-/C+ team where I'm still in D+ territory. They have a decent offensive line for the MAC and an a QB who had thrown for 14 TDs with no INTs in 5 games.

                    CPU on offense:
                    They came out this game doing nothing but running. They didn't attempt a pass until midway through their 2nd possession after 12 straight rushes for about 100-110 yards and a TD. Things settled down after that, I think once some fatigue effects starting kicking in, but they still ended up with 41 rushes vs 21 pass attempts. 41 rushes, 297 yards, 5 TDs... probably around 315 yards if you factor yardage lost from sacks. Like I said, they have a better team, so I don't think these numbers are too outlandish... and I'll be giving these sliders another game or two... but my gut instinct at this point is the 75 RBA and RBL might have to come down a tad... While I did see some cool tackling animations, the 75 pretty much eliminated broken tackles, so I might bring that down a bit along with the RBA/RBL. In general, both HUM and CPU rushing seems a bit too buff. First guy typically made the tackle, but especially in the first half, that first guy was typically one of the safeties.

                    Pass rush balance seemed very solid... sometimes the pocket held, sometimes it didn't, sometimes my one talented DE got the occasional power move to succeed and brought quick pressure, a good variety of outcomes. Pass coverage for HUM seemed a little weak, but they really didn't throw until the 4th quarter when I could sit back in cover 3/4 looks, something I'll keep an eye on in the next game where hopefully the CPU will run a more balanced attack early on.

                    HUM on offense:
                    Like I said above, rushing was a bit easy, DL block sheds were very few and far between in the first half, so lots of 5-6 yard gains before contact. Once the fatigue effects starting kicking in, things balanced out... but the 1st quarter for sure was insane for rushing... I was averaging 8ypc and CPU was close to 10ypc in the first half. My HB1 finished with a 6ypc with 22 rushes and probably 6 or 7 of those were just dives up the gut trying to kill clock.
                    Only issue I see with the passing game is that the zero threshold with 25 coverage probably gives a bit too much of a step to speed WRs. The higher interception setting did it's thing, you pay for bad reads / wrong button hits... which is good. No complaints there.

                    So if I had to tweak based on one game, which I won't, but just for discussion sake:

                    RBA and RBL down to 60 or 65 (to cut down super HBs / lack of shedding)
                    Tackling down to 50 or 55 (to introduce some broken tackles)
                    Some combination of a pass coverage bump to 40-45 and/or a threshold bump to 20-30, I'd probably start with just a threshold bump.

                    Comment

                    • fairbanks freeze
                      Rookie
                      • Jun 2013
                      • 49

                      #11
                      Re: A different approach to sliders...

                      I appreciate your input. You're more than welcome to use these as a "base" for any adjustments you like. Just give it another game or two, even outside of your dynasty. Put 2 good or even great teams against each other and see how it works out.

                      My interpretation of your info:

                      If the other team ran so much, it might have to do with your in game adjustments. The question is WHO was eating up all those yards. If it was the rb, you gotta focus on the pitch man for option d and have the dbs cover wrs more than contain qb. If it was the QB on the option, you gotta set the adjustments to stick with the qb, if he was scrambling you need to be aggressive on the contain, wrs open more often.

                      Personally, EVERY GAME, until the qb proves otherwise, I automatically focus on the pitch and cover the wrs. This forces the QB to beat me on the ground with scrambling more than anything else. I dont want their hb to beat me, I want their qb to prove me wrong. I also set the coverage to aggressive so everyone plays underneath, which helps with stopping the run game as well.

                      Play calls also matter, as well as "defensive changes" pre-play. The best thing you can do is to adjust the SAFETIES COVERAGE, understanding that the CBS will do the OPPOSITE. So lets say you're running a 0 man blitz and you think its a PASS. You obviously want to shade them OUTSIDE because they're in the middle of the field and need to be able to cover to the sideline, this tells the cbs that they have no help over the middle so they should shade INSIDE. However, if you think its a run, you want to adjust them INSIDE, making the cbs hold the edge on the outside of their man and the safeties to cheat inside to stop the run up the middle.

                      Personally, I think on 50/50 sliders, there's too many broken tackles, especially in the backfield. Unless you're barry sanders, I dont wanna see you breaking 3 tackles behind the line of scrimmage. Also, remember that the most yards rushing by one player in a single game is 427 yards on 37 carries. The most rushing tds by one person in a game is 8, set by 2 different players. Remember how you were saying the cpu ran 41 times to 21 passes, this is why. If you had stopped their run game better early on, they wouldnt have. But have you EVER seen ANY rb get CLOSE to the single game record in ANY game you ever played on ncaa 14?

                      Of course not, the mins are too short even on 10 min quarters. So you NEED to boost the running ability and blocking to allow it to ever be close. You might have an argument if their hb was a complete scrub and your team was amazing, or their oline were all 60s. But you said your team is a D+, that they had a good oline, you should get run through. And if you call the right plays and execute well on offense, you should run well as well.



                      Again, its not my game thats affected, so if you choose to make adjustments, so be it. You should like how it feels, personal preference matters. But I would give it at least a couple games, 2-4 before you adjust anything. I've had games where I ran over someone else and then the next week got my *** kicked not being able to run at all...
                      Last edited by fairbanks freeze; 11-23-2019, 12:12 AM.

                      Comment

                      • fairbanks freeze
                        Rookie
                        • Jun 2013
                        • 49

                        #12
                        Re: A different approach to sliders...

                        Ok, I adjusted 2 things today, Its changed on the main post but here it is as well.

                        #1 I raised Facemask to 75. I had played on it this high before, felt it might be too many. But after playing the last couple games, at 55, it just doesnt get called still. I've matched it now to false start. You COULD match clipping to 75, but I wouldnt. At that point it happens almost every return.

                        #2 I dropped the auto subs 5 each. I did this because I actually had mine set too high for wr for the last game, at 85 65. That meant my 4th-6th wr were playing the 4th quarter and both overtimes as well as cbs and safeties. I also noticed my backup rb was in a little more than I wanted LATE IN THE GAME on the default 60 80 sliders. So I decided that I'd much rather the starter come back in at 75(C rated stamina) instead of 80, limiting backup touches later in the game. From there, you drop everything else. All you have to do is go through offense and defense clicking back once on each slider if you've already put mine in.

                        A caveat for #2, I play with aggressive clock management(more plays), so my players tire out faster. If you play on balanced or conservative, maybe you could stay at 60 80(dont go over 80 for sub in). I'd still drop them 5 just to be safe and KNOW your players should play almost every pivotal down.

                        Finally, if yall want me to put in my personal adjustments, just say so. I'll edit the main post with them.

                        Comment

                        • Nunyerbiz
                          MVP
                          • Sep 2010
                          • 1478

                          #13
                          Re: A different approach to sliders...

                          I will be playing at least one more game, probably two, before I make any changes. You could play two full seasons and still not get consistent enough results from an EA football game to feel confident about slider conclusions. Play the same Dynasty game four times and you'll likely see four different challenge levels.

                          But in general, I do agree that there are too many broken tackles at vanilla 50/50... and it seems no matter what the settings... mobile QBs break more tackles than freakin power HBs do. In that first game with these sliders, rushing yards were 185 for HBs and 112 for the QB. The option was probably their least effective look. QB made over half his yards on one play that was my fault due to a horrible user angle. But on the straight up handoffs to the RB, in the first half every block held every time until he was in the secondary.

                          In the grand scheme of things, I don't care about giving up yards... it's just more how the individual snaps are playing out. In week one, I gave up 398 rushing yards to a dedicated option team. My defense is bad, and they made the perfect choice in the triple option game almost every snap, countered all my adjustments, when I was covering the outside, the fullback broke tackles inside, or the outside guys made tacklers miss, it was a fun game to play... but I had chances to make tackles. In this first half of this game, there weren't many plays to make. It was just watching HBs maneuver through blocked defenders that never seemed able to shed until he reached a safety who would then make the tackle... and this was true for both HUM and CPU although a little more true for CPU due to their higher talent levels. Unlike in the passing game where pressure and coverage had nice amounts of variance, there was very little variety in the ground game until fatigue started kicking in... then the o-line weren't getting into the 2nd level with laser precision and eliminating all linebackers... or if they were, the linebackers were having better shed success.

                          Like we have both alluded to before, play this same game again and maybe they can't block to save their lives... But just at first blush, the run blocking for both CPU and HUM was really dominant for the first half.

                          EDIT: Forgot to add this, I 100% agree that the 75 for RBA/RBL would work very well with two higher OVR Power 5 type contender teams. As the OVR of individual players increase, the sliders appear to make less of an impact. I ran the JKits sliders in a different dynasty once my team OVR went to 90+ and I felt I needed more challenge and I loved it. He uses 90 RBA and 65 RBK for CPU and it really gave teeth to the CPU rushing game... But when I used the same sliders in the MAC rebuild, it didn't play out quite as convincingly, with every HB, whether a 74 OVR HB scrub from the MAC or an 89 OVR Power 5 HB, they all looked like Heisman candidates. There wasn't enough functional difference between playing against Akron or USC. Good teams didn't feel good, because bad teams were just as effective running the ball. The 90+ OVR defense could somewhat handle the CPU buffs, the general speed, block shed, pursuit, tackle, etc ratings of the individual players overcame a lot of it and allowed for interesting outcomes, but I felt it didn't scale very well for lower OVR teams.
                          Last edited by Nunyerbiz; 11-23-2019, 07:56 AM.

                          Comment

                          • fairbanks freeze
                            Rookie
                            • Jun 2013
                            • 49

                            #14
                            Re: A different approach to sliders...

                            Originally posted by Nunyerbiz
                            I will be playing at least one more game, probably two, before I make any changes. You could play two full seasons and still not get consistent enough results from an EA football game to feel confident about slider conclusions. Play the same Dynasty game four times and you'll likely see four different challenge levels.

                            But in general, I do agree that there are too many broken tackles at vanilla 50/50... and it seems no matter what the settings... mobile QBs break more tackles than freakin power HBs do. In that first game with these sliders, rushing yards were 185 for HBs and 112 for the QB. The option was probably their least effective look. QB made over half his yards on one play that was my fault due to a horrible user angle. But on the straight up handoffs to the RB, in the first half every block held every time until he was in the secondary.

                            In the grand scheme of things, I don't care about giving up yards... it's just more how the individual snaps are playing out. In week one, I gave up 398 rushing yards to a dedicated option team. My defense is bad, and they made the perfect choice in the triple option game almost every snap, countered all my adjustments, when I was covering the outside, the fullback broke tackles inside, or the outside guys made tacklers miss, it was a fun game to play... but I had chances to make tackles. In this first half of this game, there weren't many plays to make. It was just watching HBs maneuver through blocked defenders that never seemed able to shed until he reached a safety who would then make the tackle... and this was true for both HUM and CPU although a little more true for CPU due to their higher talent levels. Unlike in the passing game where pressure and coverage had nice amounts of variance, there was very little variety in the ground game until fatigue started kicking in... then the o-line weren't getting into the 2nd level with laser precision and eliminating all linebackers... or if they were, the linebackers were having better shed success.

                            Like we have both alluded to before, play this same game again and maybe they can't block to save their lives... But just at first blush, the run blocking for both CPU and HUM was really dominant for the first half.

                            EDIT: Forgot to add this, I 100% agree that the 75 for RBA/RBL would work very well with two higher OVR Power 5 type contender teams. As the OVR of individual players increase, the sliders appear to make less of an impact. I ran the JKits sliders in a different dynasty once my team OVR went to 90+ and I felt I needed more challenge and I loved it. He uses 90 RBA and 65 RBK for CPU and it really gave teeth to the CPU rushing game... But when I used the same sliders in the MAC rebuild, it didn't play out quite as convincingly, with every HB, whether a 74 OVR HB scrub from the MAC or an 89 OVR Power 5 HB, they all looked like Heisman candidates. There wasn't enough functional difference between playing against Akron or USC. Good teams didn't feel good, because bad teams were just as effective running the ball. The 90+ OVR defense could somewhat handle the CPU buffs, the general speed, block shed, pursuit, tackle, etc ratings of the individual players overcame a lot of it and allowed for interesting outcomes, but I felt it didn't scale very well for lower OVR teams.

                            You know, maybe you're on to something. I'll look into putting tackle to 50(consider it like catching, rating based only), and making rush defense(line play) the 75. I worry it might overpower the 25 pass blocking and impact players might miss too many tackles at 50, but I'll cross that bridge when I get there. The sacks are still low anyways now that I think about it. Terrell Suggs got 24 sacks in a single season, dont think I've seen anyone get that high in ncaa 14... If I like the changes, I'll adjust the main post and put an update post in explaining what changed/why.

                            Appreciate the input, hopefully more people get a chance to try these and give feedback. I really feel we're close, it feels much better than default sliders in my opinion.

                            Comment

                            • AKEjcl41
                              Rookie
                              • May 2017
                              • 158

                              #15
                              Re: A different approach to sliders...

                              Originally posted by fairbanks freeze
                              Threshold to me is vital. At 0, you're making it so the difference between 25 and 99 is double what it is at 50, at 100 its half the difference from 50. So when you get outside the tackle box and a lineman chases you down, you get really upset, RIGHT?
                              YES!!! VERY!!!! Looking forward to trying it...i got home and played and have forgot...since using these, i've lost two more games...to teams that were 90+ overall due to turnovers and bad decision making. I've also beat a team 90+ because i took care of the ball and didn't give up big plays and didn't get overly aggressive. These seem like a really good fit for me. Currently sitting at 7-3 for the year. Looking forward to a clean slate next season to see if we can improve that.

                              Comment

                              Working...