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Anybody experiment with the offensive and defensive agression sliders?

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Old 10-20-2008, 12:31 AM   #1 (permalink)
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Anybody experiment with the offensive and defensive agression sliders?

We know the run / pass ratio slider makes a difference in cpu playcalling ingame but do these other two sliders affect anything ingame? In particular in getting the cpu to throw downfield or calling smarter defensive plays. I tinkered with them but didn't notice much of a difference.
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Old 10-20-2008, 11:32 AM   #2 (permalink)
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Re: Anybody experiment with the offensive and defensive agression sliders?

There has been some work done on both.

A postetr by the name of HookEmHorns at NCAA Strategies has figured out that the run/pass ratios are actually tied into the playbooks so you can't just set the ratio to the actual percentages you want. Based on that he counted the plays of each type in each playbooks and factored those numbers along with the team's real life tendencies to get the best run/pass ratios for every team in the game. It definitely helps the sim engine and also seems to ork pretty well in the game although some of the crappy QB option playcalling still remains. But the CPU definitely runs more in game with these numbers. Here's the post with his results:

http://www.ncaastrategies.com/utopia...&postcount=158

As for aggression, here's a post by Capone2117 who has experimented with it and came up with numbers for each team's aggression slider:

I have 3 different ODs going on 3 levels.

I haven't tried the aggression sliders yet.
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Old 10-20-2008, 02:41 PM   #3 (permalink)
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Re: Anybody experiment with the offensive and defensive agression sliders?

Short answer: Yes
Long answer: I'll be posting a MASSIVE slider thread in here soon to show my findings.

One juicy tidbit: Aggression sliders are the most potent sliders for controlling INTs in this game.
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Old 10-20-2008, 03:48 PM   #4 (permalink)
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Re: Anybody experiment with the offensive and defensive agression sliders?

When do you plan on posting your findings. Ill be willing to help you test them out.
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Old 10-20-2008, 03:56 PM   #5 (permalink)
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Re: Anybody experiment with the offensive and defensive agression sliders?

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Originally Posted by atlplayboy23
When do you plan on posting your findings. Ill be willing to help you test them out.
I test everything in CPU/CPU mode first to eliminate the human error. I'd love if people could help confirm the findings in user games against the CPU though.

I'll try to get something up tonight because this could be the answer for a lot of people who are ready to quit playing because of the interception or lack of deep passing problems.

If you just want to see whether you can notice any difference at all... turn the CPU Defensive Aggression slider to 100 before a game. Then run the same game with that slider at 0.

I always play NCAA in CPU/CPU watch mode after playing the game becomes too easy, but the mode was impossible this year because of the INTs. I started a Texas Tech dynasty and had CPU/CPU games with both teams at Def Agr of 0 and Graham Harrell has only 1 INT through week 7. The TTU defense only has 3 INTs. Believe it or not, I've actually had to turn the INT and/or knockdown slider back up to get a realistic number of INTs.

Last edited by youALREADYknow; 10-20-2008 at 04:01 PM.
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Old 10-20-2008, 04:13 PM   #6 (permalink)
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Re: Anybody experiment with the offensive and defensive agression sliders?

You see here is another reason why EA just has to come out and say what these sliders do. Because I have asked this question before and the aggressiveness sliders are supposed to determine what plays are called. So on offense, Aggressiveness at 0 should be calling run plays mainly between the tackles.

So if you are finding that low defensive agressiveness is leading to low INT. It should be for a couple reasons.

1. The AI is calling plays that aren't putting pressure on the QB, no blitzes. What are your sack numbers like?
2. The AI is sitting back in a safe zone that should prevent big plays, but consequently the QB can pick them apart.


On top of that, EA said that the playcalling and agressiveness only work for simmed games.
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Old 10-20-2008, 04:17 PM   #7 (permalink)
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Re: Anybody experiment with the offensive and defensive agression sliders?

Seems like a lot of work to under take when:

a - its late in the season already. I have to think that most are well into their dynasty or have quit the game

b - EA doesn't care enough to do this level of testing....
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Old 10-20-2008, 04:45 PM   #8 (permalink)
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Re: Anybody experiment with the offensive and defensive agression sliders?

Quote:
Originally Posted by Keyser Soze
Seems like a lot of work to under take when:

a - its late in the season already. I have to think that most are well into their dynasty or have quit the game

b - EA doesn't care enough to do this level of testing....
To address your point a... you wouldn't set every team's aggression sliders like we did with the run/pass sliders.

You ONLY change these sliders prior to a game that is played, not simmed. Then after you advance the week after the game, you change the aggression sliders back to defaults.

I'm sure it's possible to find a good aggression slider that truly matches each team's style of play, but that would take FAR too long and too much effort from the gaming community because it involves play testing with every team. That is why your point b is correct.
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Old 10-20-2008, 04:56 PM   #9 (permalink)
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Re: Anybody experiment with the offensive and defensive agression sliders?

Quote:
Originally Posted by fistofrage
You see here is another reason why EA just has to come out and say what these sliders do. Because I have asked this question before and the aggressiveness sliders are supposed to determine what plays are called. So on offense, Aggressiveness at 0 should be calling run plays mainly between the tackles.

So if you are finding that low defensive agressiveness is leading to low INT. It should be for a couple reasons.

1. The AI is calling plays that aren't putting pressure on the QB, no blitzes. What are your sack numbers like?
2. The AI is sitting back in a safe zone that should prevent big plays, but consequently the QB can pick them apart.


On top of that, EA said that the playcalling and agressiveness only work for simmed games.
Personally, I haven't played the game a whole lot yet except for one season pre-patch. I believe I have settled on some Heisman sliders that should provide a good game most of the time and as far as tendencies and aggressiveness I figure I have nothing to lose (except maybe an hour or so) inputting the numbers I linked to in my previous post when I start my dynasty for real. Worse case scenario, it helps the sim stats and has no effect in played games. Best case scenario, it also helps the game's playcalling a bit without completely eliminating the issues.
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Old 10-20-2008, 06:31 PM   #10 (permalink)
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Re: Anybody experiment with the offensive and defensive agression sliders?

While I see that Capone has done the offensive agression slider but what about the defensive agression slider? Anybody expierment with that? The CPU defensive playcalling could use some serious work too.

I have been using the run/pass ratios that were posted.
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