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First off, I just want to thank the many slider gurus who have placed their time and efforts into this game. I learn so much from all of them year in and year out. With that being said, I always like to do my own sliders. I love to lab and to see how tweaks to this and that effect the game play. As many of you know, over the past few weeks I have put many hours into testing various slider sets.
As most of you know, there are some issues with the game this year making testing difficult. I list them as follows: <o
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Let me start with coaching sliders:
Thanks to Orion for all of his research this year and for this spreadsheet which should help all of you to set your offensive coaching sliders. As for the defensive sliders, I am in agreement with Orion that defensive aspects of the coaching philosophy sliders will not need to be changed.<o
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Offensive Coaching Slider Settings here:
Ok now to the sliders:
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All - American Sliders
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User // CPU
QB Accuracy: 5 // 15 (Final)<o
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First off, I just want to thank the many slider gurus who have placed their time and efforts into this game. I learn so much from all of them year in and year out. With that being said, I always like to do my own sliders. I love to lab and to see how tweaks to this and that effect the game play. As many of you know, over the past few weeks I have put many hours into testing various slider sets.
As most of you know, there are some issues with the game this year making testing difficult. I list them as follows: <o


- Named or un-named rosters - Do you really know your team? My belief is that tendencies play a huge role in how each player performs. I have noticed a significant drop off in player performance with named rosters. I don't know for sure but tendencies may tell the CPU which ratings to use for which player. If the tendencies are switched around, this may lead to a sort of AI confusion as to which rating to use.


- Patched or Un-patched - At this point, it almost seems as if we are to pick our poison. There is a difference, with each having its pros and cons. Un-patched seems to play a much tighter defensive game, has much sharper visuals, and provides a smoother game play. The CPU seems to be more aggressive running the ball, and seems to make better decisions. The patch notes for the first patch specify fixed coverageโs and blocking assignments but the visuals and the CPU running game seem to be toned down. Named rosters may make an additional impact by further reducing the CPUs performance. <o
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Let me start with coaching sliders:
Thanks to Orion for all of his research this year and for this spreadsheet which should help all of you to set your offensive coaching sliders. As for the defensive sliders, I am in agreement with Orion that defensive aspects of the coaching philosophy sliders will not need to be changed.<o


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Offensive Coaching Slider Settings here:
Ok now to the sliders:
- Skill Level: All-American
- Quarter Length: 8-9 Min <o
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- Game Speed: Slow <o
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- Speed Threshold: 0<o
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- Offsides: 52
- False Start: 48
- Holding: 50
- Facemask: 53
- Offensive PI: 100<o
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- Defensive PI: 100<o
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- KR/PR Interference: 100<o
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- Clipping: 48
- Intentional Grounding: 100<o
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- Roughing the Passer: 52<o
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- Roughing the Kicker: 52


All - American Sliders
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User // CPU
QB Accuracy: 5 // 15 (Final)<o


- I think I have settled on 5 as the User QBA setting. I like the difficulty of completing passes at this setting. Pressure makes a difference as to how accurate the user passes are. Touch passing feels great. Good timing is required when passing to the receivers. Users can still zing balls into tight coverage but will pay for bad decision making. 15 feel strong for the CPU. (Anything above results in poor CPU QBs being deadly accurate with passes). Anything lower seems to result in some unrealistic, poor passing.


- Offensive line executes blocking assignments well and misses fewer blocks <o
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- Suction could be an issue with a significant increase in the pass rush slider required for the CPU and User to generate a pass rush <o
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- Very few sacks allowed at these settings
- No changes required at this time
- Good decision making by the CPU running back, see holes well. (Named rosters may have a significant impact on this aspect of the game)<o
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- User Run Blocking down to 25. Blocks being held too long at 30 this allowed too many big user runs
- CPU run blocking needed more help. 50 seems to allow a much more effective running attack from the CPU (Named rosters may have a significant impact on this aspect of the game)
- Pass Coverage slider does not seem to make any noticeable difference with adjustments <o
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- User and CPU settings updated to compensate for increased pass block (Named Rosters may have an impact on this aspect of the game)
- User pass rush toned down by 5 - Too many sacks being allowed by CPU


- Tightens pass coverage
- Less dropped interception opportunities<o
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- User 5 to compensate for quick run recognition by the user run defense - this may help the CPU run game
- CPU raised to assist the CPU in run recognition (Named rosters may have an impact on this aspect of the game)
- Tackling feels fluid with some missed tackles and increased gang tackles
- More realistic number of big hits (Hit Stick effectiveness may be reduced)
- Momentum and weight seem to matter more
- More and smoother tackling animations<o
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- FG Power: 45 // 45 (Final)<o
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- FG Accuracy: 30 // 35 (Final <o
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- Punt Power: 50 // 50 (Final)<o
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- Punt Accuracy: 40 // 40 (Final)<o
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- Kickoff Power: 50 // 50 (Final)
- QB Sub: 25 // 60
- RB Sub: 70 // 75
- WR Sub: 79 / /85<o
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- FB/ TE Sub: 50 // 70
- OL Sub: 50 // 70<o
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- DT Sub: 75 // 80
- DE Sub: 75 // 80
- LB Sub: 60 // 80
- CB Sub: 35 // 75
- S Sub: 35 // 75


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