Hey, I'm fairly new to the thread, but I have been following many a Slider Log. After testing a bunch, and finding both positives and negatives from them, I've concocted my own set.
Some things to know before you read any further...
*I am currently testing using the Florida Gators, I am in the year 2009, but will be posting stats from games in the 2008 season.
*I use a free safety, or in this case Major Wright, and control him throughout the play. I have found this helps with interceptions, CPU running game, and the overall flow of my defense.
*I try not to roll out of the pocket but this is a preference, by no means should this change the way the sliders work for you.
*I do play on Heisman, as mentioned. I play with seven minute Quarters, but once again, I believe this is a preference. I have found this set of sliders tend to work well with the range of 7-8 minutes, other than that I have no idea.
*I use a set of Sub in/Sub out's that is completely parallel to Florida's depth chart. I have no set that would work with every team.
*I switch the CPU's Offensive Playbook pre-game. This is by no means my idea, and I wish I could give credit where it is deserved, but I couldn't find the user who gave me this idea on the thread. But if you would let me know, I would be happy to give you full credit for the idea.
Heisman, 7 minute Quarters
Human
Offense
QB Acc- 40
I have found that at 40, if you are a smart player with the ball, and your QB has good Throw ACC, then you will have a nice consistent game. Also, you will be able to take shots down the field, although once again, if your QB lacks in either TP or TA, this may be risky.
Pass Blocking- 30
I've gone back and forth with this, but have found that's it's practically irrelevant. At 30, it seems like you have time to let the WR to run their routes, but if you don't make a quick decision it's gonna be a sack or a pressured throw resulting in a INT or bad incompletion.
WR Catching- 0
This helps greatly with the Incompletion %. Also, you can't throw a ball into double coverage, because there is a 90% chance your guy is gonna get smashed, resulted in at best, an Incompletion.
RB Ability- 50
This is a tricky one for both the Human and the CPU. I've found the best compromise for HUM, is right at 50.
Run Blocking- 60
You will see your running back consistently being blown up if you don't have a decent O-line here.
Human
Defense
Awareness- 45
I have played with this more than anything because in truth, I have no Idea to what it does for the overall Gameplay of the HUM. 45 seems to have made a nice mix of good coverage, and occasionally letting up the play however.
Knockdowns- 100
This is an easy one for me. I have found that the best way to lower INT's is to both, control only one player on Defense, and to turn KD's up to 100. With awareness at a mere 45, you won't see many miraculous jumps by your LB's batting the ball down.
INT- 0
Once again, this doesn't really even need to be explained. The only thing I dislike about this is the ball constantly being strait in your players hands only to be dropped for an Incompletion. But that's just something about Ncaa 09 I'll have to live with

.
Break Block-0
This is really what's needed to propel the CPU running game, it doesn't actually change the outcome of the Pass Rush, but it does make it more difficult to put the pressure on the QB if your only rushing your 3 or 4 D-linemen.
Tackling- 30
This helps the CPU running game greatly. You will see nice gang tackles in the back field, but also some break out runs for 20 yards. In my first year I had 5 CPU backs carry the ball for over 100 yards.
CPU
Offense
QB Acc- 35
This is a hard one, because as much as I would love for the CPU to have the same advantage throwing wise as I do, 35 seems to be the most Anti-Robo I'm gonna get with the CPU still able to throw an occasional deep ball.
Pass Blocking- 0
I get about 3-4 sacks a game. Normally 2 of them are coverage sacks, which is great. This is really a no brainer.
WR Catching- 0
On the contrary to the HUM WR Catching, I put this at 0 for the sole purpose of lowering Pass Completion %. I notice the CPU will still have less drops than the HUM (not sure why), resulting in maybe 4 or 5 a game.
RB ability- 55
I hate this one, because I know how ridiculous it is that the CPU gets a boost in speed here, but really it's the only way to get a consistent running game out of them. As I fiddle with the sliders my goal is to get this down to 50.
Run Blocking- 100
This may be the saving grace for the Run Game. Ever since I boosted this up from 80 to 100, I have been seeing great results.
CPU
Defense
Awareness- 90
This really helps out the pass defense for the CPU. I'm not sure why but it does, and the great thing about it is you will rarely see a player doing absolutely nothing on the field!
KD- 100
Even with this at 100, I find myself getting some good passing games out of Tebow. He'll normally have about 60-70 % completion (last year he had 66.9%).
INT- 0
Once again, sort of a no brainer. The CPU averages about a pick every other game on me, Tebow had 6 last year- (Note these are real life stats).
Break Block- 70
I've been messing with this one for awhile. I've kept it high because if you have an awful O-line, than your Run is bound to get dominated.
Tackling- 50
This keeps it so that power backs can break tackles, and speed backs get wrapped up more often than not.
HUM/CPU
Special Teams
FG Power- 5/5
FG ACC- 0/0
Punt Power- 25/30
Punt Acc- 0/45
KOP- 60/65
Thank you for taking the time to check out my set, I would very much appreciate it if people tried and came back with results, both positive and negative.
I'll be posting the stats from 2 of my best SEC wins from the 2008 season, and stats from both of the losses in the 2008 season, later on today.