- Jul 26, 2002
- 11,757
- 0
- 71
Totally new sliders here
Alright, let me give a brief explanation on how I arrived at these sliders.
Through extensive testing in practice mode as well as talking with others, I think we've determined how quite a few of these sliders actually affect gamplay.
The pass blocking/run blocking slider effects when the blocking animation occurs. It doesn't seem to effect anything aside from when the animation occurs. With that in mind, a 0 will cause the blocking to look more realistic, while a 100 causes 'suction' blocking.
The tackling slider effects when a tackling animation occurs. Once that animation is set in motion the chance of making a tackle appears to be dependent upon two things. 1. The break tackle slider. 2. The angle/momentum taken during the tackle. Thus a low tackle rating should cause you to have more realistic tackles and not have any superman tackling going on.
With that in mind, the idea is to have tackling/blocking set to low so the animations are most realistic, then you can adjust the break tackle and block shed sliders accordingly to get the realistic stats.
Now I also did a lot of testing with the human passing game and the ability to throw long balls etc. One of the problems I had with my previous sliders is I really couldn't win any jump balls or deep balls in 1 on 1 coverage. I've determined it had nothing to do with my WR's ability to catch the ball, but more with the DB swatting nearly everything down. Thus I've decided to lower the AWR so that there is more space, but then compensated so that WR's do occasionally drop balls. I've also made some significant adjustments to QB accuracy with the idea that you want your better QB's to actually play different and show their accuracy than the lower QB's in the league.
Keep in mind, these are very rough, new sliders. I think in the end they will work a TON better, but Ive basically completely scrapped my old sliders (that with tweaking gave me good stats, just alienated certain gameplay elements). Lots of tweaking will be required, but its a lot harder to get a good base, tweaking is easy once you know what to tweak.
Quarter Length: 11 minutes (drop by 1 min. due to to many plays being run)
Accelerated clock: On
20 seconds runoff
Game Speed: Very Slow (very slow gives better animations)
Speed Threshold: 35
Fight for Fumble: Off
Hardcore
Human
Passing: 14
Accuracy:30
Blocking:10
Catching:50
Rushing: 13
Broken Tackles:40
Run Blocking:5
Fumbles:55 (I still think this is to low, but I haven't focused on it enough yet)
Pass Defense:13
Reaction Time:0
Interceptions:15
Pass rushing:90
Rush Defense: 16
Reaction Time:10
Block Shedding:30
Tackling:15
CPU
Passing:
Accuracy:12
Pass Blocking:5
WR Catching:40
Rushing:
Broken Tackles:50
Run Blocking:20 (not entirely sure of this yet, may need to be higher)
Fumbles:55
Pass Defense:
Reaction Time:0
Interceptions:5
Pass Rushing:90
Rush Defense:
Reaction:0
Block Shedding:65
Tackling:0
Injury slider I have set at 85 currently. I can say without a doubt 60 is to low. I played an entire franchise season at 60 and didn't have any major injuries. I've been playing at 85 in season 2 for a few games now, I lost Ware for the season and Felix Jones for a few weeks. Romo also got knocked out for a game. 85 may prove to be to high, although the jury is still out, 3 games is not enough of a sample size. One major gripe I have though is it seems the injuries happen to the skill position players way to often and not enough to the lineman. But its not the end of the world.
Fatigue I'm working with at 58. Totally unsure about that number right now. It isn't horrible, but pairing that with sub in/out settings makes it extremely complicated to figure out whats realistic.
Any thoughts are appreciated.
Alright, let me give a brief explanation on how I arrived at these sliders.
Through extensive testing in practice mode as well as talking with others, I think we've determined how quite a few of these sliders actually affect gamplay.
The pass blocking/run blocking slider effects when the blocking animation occurs. It doesn't seem to effect anything aside from when the animation occurs. With that in mind, a 0 will cause the blocking to look more realistic, while a 100 causes 'suction' blocking.
The tackling slider effects when a tackling animation occurs. Once that animation is set in motion the chance of making a tackle appears to be dependent upon two things. 1. The break tackle slider. 2. The angle/momentum taken during the tackle. Thus a low tackle rating should cause you to have more realistic tackles and not have any superman tackling going on.
With that in mind, the idea is to have tackling/blocking set to low so the animations are most realistic, then you can adjust the break tackle and block shed sliders accordingly to get the realistic stats.
Now I also did a lot of testing with the human passing game and the ability to throw long balls etc. One of the problems I had with my previous sliders is I really couldn't win any jump balls or deep balls in 1 on 1 coverage. I've determined it had nothing to do with my WR's ability to catch the ball, but more with the DB swatting nearly everything down. Thus I've decided to lower the AWR so that there is more space, but then compensated so that WR's do occasionally drop balls. I've also made some significant adjustments to QB accuracy with the idea that you want your better QB's to actually play different and show their accuracy than the lower QB's in the league.
Keep in mind, these are very rough, new sliders. I think in the end they will work a TON better, but Ive basically completely scrapped my old sliders (that with tweaking gave me good stats, just alienated certain gameplay elements). Lots of tweaking will be required, but its a lot harder to get a good base, tweaking is easy once you know what to tweak.
Quarter Length: 11 minutes (drop by 1 min. due to to many plays being run)
Accelerated clock: On
20 seconds runoff
Game Speed: Very Slow (very slow gives better animations)
Speed Threshold: 35
Fight for Fumble: Off
Hardcore
Human
Passing: 14
Accuracy:30
Blocking:10
Catching:50
Rushing: 13
Broken Tackles:40
Run Blocking:5
Fumbles:55 (I still think this is to low, but I haven't focused on it enough yet)
Pass Defense:13
Reaction Time:0
Interceptions:15
Pass rushing:90
Rush Defense: 16
Reaction Time:10
Block Shedding:30
Tackling:15
CPU
Passing:
Accuracy:12
Pass Blocking:5
WR Catching:40
Rushing:
Broken Tackles:50
Run Blocking:20 (not entirely sure of this yet, may need to be higher)
Fumbles:55
Pass Defense:
Reaction Time:0
Interceptions:5
Pass Rushing:90
Rush Defense:
Reaction:0
Block Shedding:65
Tackling:0
Injury slider I have set at 85 currently. I can say without a doubt 60 is to low. I played an entire franchise season at 60 and didn't have any major injuries. I've been playing at 85 in season 2 for a few games now, I lost Ware for the season and Felix Jones for a few weeks. Romo also got knocked out for a game. 85 may prove to be to high, although the jury is still out, 3 games is not enough of a sample size. One major gripe I have though is it seems the injuries happen to the skill position players way to often and not enough to the lineman. But its not the end of the world.
Fatigue I'm working with at 58. Totally unsure about that number right now. It isn't horrible, but pairing that with sub in/out settings makes it extremely complicated to figure out whats realistic.
Any thoughts are appreciated.