Ok thought I'd throw these out there for people to have a base of. I have yet to test these on anyone else besides Arkansas State and their teams, but so far it seems to get pretty good stats. Help me with some feedback if you can. O/D Skills - Heisman Quarters - 8 minutes Game Speed - Normal Threshold - 20 Version 2.4 (trying these changes, CPU running seemed better) BOLD = Change Penalties - ALL at 100 except for following : Facemask - 60 OPI - 55 DPI - 55 KR/PR Int. - 80 Clipping - 55 Int. Grnd - 55 RTP - 54 RTK - 54 Auto Subs (thanks to SECElit3) Auto Subs (QB) Out In QB 0 5 RB 80 90 WR 55 60 FB 55 60 OL 30 40 DT 70 75 DE 70 75 LB 55 60 CB 30 50 S 30 50 User / CPU QBA - 10(felt like 5 on normal sucked) / 5 (felt like CPU was too accurate) Pass Block - 50 / 45 WR Cat - 40 / 35 RBA - 45 / 60 Run Block - 0 / 55 Pass Cvrg - 65 / 70 Int - 45 / 30 Rush D - 55(changed from 60) / 100 Tackle - 45 / 45 FGP - 40 / 40 FGA - 25 / 40 Punt Power - 40 / 60 Punt Acc. - 25 / 75 Kickoff - 35 / 40
I'll have to try these. They address three of my main issues thus far which are QBs are insanely accurate, WRs catch everything, and DBs let too much go right by them. Worth a shot! Thanks!
Yea they're not perfect, but they are a good start from default. They fit me pretty well, I went 9-4 with them, losing to Auburn, Mizzou, Memphis, and Idaho, won all my conference games except for WKU. Beating UTEP in NO bowl right now
Thanks for posting these. I played two games and they are a big improvement over default. I played ECU and UGA with South Carolina on Heisman with 6 minute quarters. Spoiler: ECU game Neutral site game I ran all over them and won 28-13, but that isn't too big of a deal if you look at their ratings vs mine. They are an Air Raid team, so their rushing total is useless. My passing: 7-19 110 yds 1 TD, 1 INT ECU passing: 16-27 169 yds 0 TDs, 0 INTs My rushing: 40 rushes, 195 yds 3 TDs (main back 6.7 yds per carry) Spoiler: UGA game At home UGA couldn't pass for crap and I won 21-16. I got in the backfield with Clowney a lot and had him throwing off his back foot or tucking it in and taking sacks. I took the lead early and they stopped trying to run the ball. My passing: 19-28 245 yds 1 TD, 1 INT UGA passing: 7-22 142 yds, 1TD My rushing: 32 rushes, 92 yds 2 TDs (main back 3.2 yds per carry) UGA rushing: 11 rushes, 15 yds 1TD I think cpu WR catching may need to go up a bit, but its hard to tell. UGA's receivers were making drops constantly. My QB's THA is 95 and he still managed to throw the ball to the wrong half of the field on a lead on an in, but after the offense started rolling he was solid.
I believe I upped the Pass blocking by 10, I'll have to recheck but in my first game of year 2 I wasn't putting SO much pressure in the backfield.
These play much better than default Heisman. I played 7 min quarters with Washington against Bama at a neutral field. I won in a tight one 17-14. Washington: Passing: 11/19 157 yds 1TD/1INT Rushing: 38att 124yds 1TD (main back 3.0 yds per carry) Alabama: Passing: 12/26 143yds 2TDs Rushing: T.J. Yeldon rushed 17 times for 142 yds. I think user passing could be bumped up one notch, Keith Price sometimes threw it closer to Bama players than Washington ones. I also think cpu catching could use a boost as Bama receivers dropped balls when they were wide open about a half dozen times. Otherwise, these sliders are very good, great job and thanks for sharing!
I agree with the others--these play much better than default heisman. I made three changes: increasing user qb accuracy 2 notches, increasing both catching sliders 2 notches, and lowering both kickoff power sliders 1 notch. I have had very good results so far.
Have you seen changes with KOP? In the demo I'd kick it just out of the back of the endzone with 50 KOP and I'd kick it just out of the back of the endzone with 0 KOP. It did work for the CPU kicker though. I haven't tested it with the retail version yet.
Ah, good catch. The user kickoff power slider is still bugged. I put it on zero and kicked farther than I did when it was on 40.
Can you try it at 100 then? I assumed it just didn't work, but if you're kicking it further on 0 than no 40 maybe it's reversed (EA has had buggy reversed sliders before). Also, what mode are you testing them? EA's sliders have performed differently in different game modes before.
Well, it was only a difference of a couple yards. It looks like 0 and 100 are essentially the same. There is a little variability, but they are the same within a couple yards either direction. This testing is in exhibition. I'll try it in dynasty today too. Edit: There's no change between the game modes.
Version 1.3 Game - Arkansas State @ #20 Tennessee - Week 1 / Year 2 Ark St l 00 l 14 l 14 l 00 l 10 l 38 TENN l 07 l 21 l 00 l 00 l 07 ll 35 Arkansas State l Tennessee 22 l First Downs l 19 400 l Total Offense l 365 36-124-2 l Rushes-Yds-TD l 24-81-0 19-29-3 l Comp-Att-TD l 26-34-5 276 l Passing Yards l 284 2 l Turnovers l 0 24:14 l TOP l 9:37 (no huddle) I had to set up my running game, only had 19 yards in the first half, turned out 100 in second. Tennessee got up 21-0 on me in 2nd quarter, then it seemed as if my team got set up and didn't look back. I honestly had trouble running the read option and triple option in the first half, even the second half the read option was still tough for me. Overall I like these sliders still, maybe a few tweaks after a few games to minor areas and I'll be pleased.
You are pretty much at what I've tweaked to now except for user tackling. I've had good results with QBA at 10 and putting the CPU catch at 35. The CPU hasn't completed more than 70%. These are working out pretty nicely. Good work man. Are you seeing a lot of broken tackles with user tkl at 35? I thought I was seeing i bit much with it at 70, but that may just be Heisman.
Eh it's not too bad, I feel like there'll be broken tackles either way. I don't feel like there's too much going on though
just wondered- sometimes when people make sliders they work great with a particular style of offense i may give these a run with my triple option offense and see how they do
I ran 1 game with them (so take that with a grain of salt) as Nebraska (88) @ Kentucky (84) and Taylor Martinez ran for about 160 on the ground with only 5 minute quarters.
I will probably be making running tougher though in my next update. Probably take away RBA, and add rush D to CPU Edit : actually can't add to rush D or take away from Human Run block...so maybe taking away RBA and maybe add CPU tackle, that may help