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NCAA 14 - OS Community + Playmakers Split Sliders

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Old 07-08-2013, 07:28 PM   #1
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NCAA 14 - OS Community + Playmakers Split Sliders (FINAL VERSION)

Welcome to Opeartion Sports Community Sliders. Enjoy the incredible history we have had in trying to get this game to play SIM and realistic.

1/25/15: It has been determined that you are no longer required to use the 50/5 playcall coaching aggression. These sliders play great as is, and with the "default" coaching aggression values.
Please note, the following roster and zipped files are NOT REQUIRED for the sliders to work correctly. We are merely offering them as a "service". You can use any roster and the results will still be an enjoyable experience.
Matt10: XBOX 360 only: I have uploaded the most current Buffeye Roster with default aggression to Roster Share -
  • GT: Indo10 X

See Attached .ZIP files for Coach Info and Skills:

JoshC:

OK guys, I have attached a .zip file with the following rosters (PS3 only):

2013 - This roster is based on Buffeyes last roster posted by JasonD316. This roster already has a 'default' aggression set, so no changes were made there. I did make the following changes:
  • The last version had updated all early draft entrants to make them RS Seniors. I undid all of this and restored them (to the best of my ability) to their original class (so Manziel is a RS Soph). I like this to create an 'alternate universe' scenario to change things up. Don't like it, feel free to make your own changes.
  • I did an overhaul of coach levels to give all coaches more skills. Coach skills are essential to CPU competitiveness.
  • I set all Coach Sub Frequencies to 70 - see below
  • Teams with the Normal 'No Huddle' style changed. The normal setting is glitched and teams run a super rapid no-huddle all game. So, all teams are set to Conservative or No Huddle.
ncrmnd roster: This roster was posted in JPs slider thread based on his aggression values (thanks to rbartlett for doing the work). This roster is a modification of Buffeyes' latest 2014 roster for PS3; he seemed to just adjust the run/pass and aggression sliders (I have not touched those from what he posted). However, I did fix a couple of things:
  • I set all Coach Sub Frequencies to 70 - see below
  • Teams with the Normal 'No Huddle' style changed. The normal setting is glitched and teams run a super rapid no-huddle all game. So, all teams are set to Conservative or No Huddle.
  • A handful of coach playbooks were incorrect (e.g. Arkansas using their PB and not Wisconsin's)
A note on Sub Frequencies
I set all coaches to have values of 70 for sub frequency as this affects fatigue rate, injuries, and substitutions. Many of us have seen the CPU tire out in games when this is maxed and the User constantly gets an advantage late in the game. What I suggest you do is to set YOUR coaches (HC/OC/DC) to a sub frequency of 85. This seems to balance it out a bit better late in game.

Final note: if you don't know what to do with the .zip file, please go to the roster forum and read the stickies....uploading a roster file to your PS3 is not difficult.
**************************************
You can also MANUALLY use the ZIP file called "Spreadsheets.zip" and it will list the Coaches information, including their aggression values.

XBOX 360 Only: Coaches Tab and Coaches Skill Spreadsheet can be imported using the NCAA Editor.

**************************************

1 THRESHOLD SLIDER SET



Explanation of Special Teams and some values in the Slider set:
Spoiler


Auto Subs - thanks to JoshC

Out/IN

QB 0/1
RB 59/70
WR 64/65
FB/TE 35/36
OL 0/1

DT 84/85
DE 84/85
LB 0/1
CB 0/1
S 0/1


Quote:
Originally Posted by Joshc1977
On another note, I freakin' love this set. If you think you see "issues", make note of the following:
  • Your 1-star team feels sluggish? Guess what, it's because they suck - better start recruiting. If you start to get frustrated, play one of the other scheduled games in your dynasty with a good (or even decent) team. I had played two games with UTEP last night...and man it was rough. I popped in a Washington State v. USC game (using WSU) and I was like, "Wow...it feels good to use a higher-level team."
  • Getting "screened" to death? Stop the screen. Getting run all over? Stop the run. The CPU will keep running what is working. You'll swear that the "screen issue" is back...it isn't, you just aren't stopping it.
  • Both the pass game and run game are going to be more dynamic. My crappy UTEP team had a 23-23 tie with Tennessee in Knoxville going into the 4th quarter. I was nervous that things were too easy. THEN, my worn-down UTEP defense started to slow down a bit (getting sloppy) and Jalen Hurd took advantage. Tennessee scored 21 unanswered points to cruise to the win.
As I was playing several games yesterday with this set....I kept wanting to change things, thinking something needed to change. But I stayed the course and I'm telling you....it's worth it.
Explanation of Penalty Sliders and their Impact on Gameplay - by JoshC:

Quote:
Originally Posted by JoshC1977
Many of you have asked for a breakdown of what each slider does. Below is a quick summary. The bolded line items are the ones that will most definitely require a 'tweak' to the intentional grounding slider to re-balance the CPU pass game (more on that below). Yes...every penalty slider will impact this balance.

Penalties

False start: Higher settings give O-line a faster jump. However, we have found that a setting of "1" enables the tackles to properly back-up, thus forming a proper pocket and eliminating some glitchy blocking by the LT. However, this may 'bug' the CPU QB AI and more testing would be needed.

Offsides:
Higher settings give d-linemen a faster jump and greater block-shedding abilities.

Holding:
Higher settings causes more holding animations to occur (mainly on pass blocking)

Facemask: Higher settings will result in bigger hits on tackles and more fumbles, but also more broken tackles. Lower settings will result in more wrap-up tackles but fewer fumbles. Anything over 54 will result in an inordinate number of facemask penalty calls.

OPI: The higher it is, the more likely the receiver is to dive for a catch or run through a catch. If it is at a low setting, receivers will do anything they can to make the "safe" catch (they will almost never leave their feet, jump for a ball, etc.).

DPI: Set this at one point below OPI for tight, but fair, coverage.

KRI: The higher this is, the more quickly defenders react to a play. Set it too high and mis-direction plays (like read option plays, jet sweeps, etc.) become too powerful.

IG: Affects QB AI. Set this after you have settled on all other sliders. If you set this below 50, CPU QBs will play poorly, taking too many sacks and making bad decisions. Above 50, the ideal setting will depend on your other sliders. See below for how to re-calibrate this.

RTP: Go above 54, you get too many calls. Just leave this at 50 - 53. A setting of 53 may result in QBs getting rid of the ball more quickly.

RTK: Tough one to pin down. Low settings seem to improve pursuit. However, go too low and defenders will sometimes stop (as though they have ADD and can't decide who to go after)


Human Sliders

Human QBA: How accurate your QB throws. A setting of 5 is pretty much the only setting that will give you offline throws.

Human PBK: How much time your line gives you on pass plays.

Human WRC: Can WRs catch the ball? We have found that 40 is optimal for drops and great catches.

Human RBA: Keep this at the same setting as the CPU RBA. Note that lower settings drain stamina more quickly and result in more injuries.

Human RBK: How well your line blocks on run plays. However, on Heisman difficulty, any setting above 5 results in your line getting a massive push that is not ratings-dependent. Leave it at 5, it allows your line to shed blocks properly and move to the second level.

Human PCV: Lower values means that DBs stick to their routes more, high values mean they bat down more passes. However, if you bump it up too much, CBs will actually stop in the middle of the route. If you lower it too much, you will get mirroring where the DBs will actually be out in front of the WR running the same pattern (which also takes them out of run plays more often). We have found that 30 is the optimal value for balancing this. Side note, changing this value also seems to affect how the CPU QBs attack your defense (if it is too high, they will dump off too much).

Human INT: Higher value, more success picking off passes. Set this too high and CPU QBs will start to dump off too much.

Human RDEF: Affects both run and pass defense. With the lower run block sliders, a high run defense will overwhelm the run game. With this set, we have found that a value of 5 is ideal to keep the balance intact.


CPU Sliders

CPU QBA: How accurate the QB throws. A setting of 5 is pretty much the only setting that will give you offline throws. Setting this higher and CPU QBs will attack more downfield (but you have to set it at 35 minimum before you really start to see the difference and by then, even bad QBs will complete high percentages). If you want higher challenge on this set and are willing to sacrifice stat realism...bump up CPU QBA to 35 (or higher).

CPU PBK: How long does the line hold its blocks on pass plays? If this is kept too low, the CPU QBs will start dumping off on every play. A higher setting will give them more confidence to attempt deep passes.

CPU WRC: Can WRs catch the ball? We have found that 40 is optimal for drops and great catches.

CPU RBA:Interesting slider here as it effectively lowers the ratings of all RBs (and possibly other skill position players). If you set this to 50 and above, the CPU RBs will not use their special moves and will just start running like bowling balls (even the small scatbacks). I refer to this as "left-stick running", as it is akin to a human player running the ball using nothing but the left stick on your controller. We have found that settings in the range of 35-45 are ideal. Also has the added benefit of reducing stamina, allowing for more RB rotation).

CPU RBK: Same as Human RBK, but you can go higher here before you start getting the unrealistic "pushback" blocks. I think we have pretty much maxed it out.

CPU PCV: Lower values means that DBs stick to their routes more, high values mean they bat down more passes. However, if you bump it up too much, CBs will actually stop in the middle of the route. If you lower it too much, you will get mirroring where the DBs will actually be out in front of the WR running the same pattern (which also takes them out of run plays more often). We have found that 30 is the optimal value for balancing this.

CPU INT: Higher value, more success picking off passes.

CPU RDEF: Affects both run and pass defense. With the lower run block sliders, a high run defense will overwhelm the run game. With this set, we have found that a value of 5 is ideal to keep the balance intact.

Setting Intentional Grounding Properly (if you change a bolded slider from the OP)

As stated above, many of these sliders will affect the CPU pass game and will require a recalibration of the intentional grounding slider. Difficulty level and threshold will also affect this. Set ALL your other sliders (including penalties) and settings FIRST before doing this.

Start with IG at 95. Start lowering it 5 points at a time if they are not throwing it deep on obvious pass situations (they will dump off a lot and bypass better downfield options for safer throws when IG is high). You'll start to see it at some point where they are now throwing downfield fairly often (even into double coverage). Stop lowering it there. Then, if you see there are times they don't get rid of the ball quickly enough, start inching it up (starting at five point increments and then 1 point increments). You're essentially looking for a balance between getting rid of the ball and throwing deep. The final setting can take a while to hone in on as deep throws may not come every game (if they start throwing deep too often, it is too low, bump it back up one point). Once you think you have it, play a couple of games against other opponents in your dynasty to see how it holds up.
-----------------------------------------------
Coaching Sliders Tutorial (no longer needed to change to 50/50, but this video does explain what we were encouraging before this set took shape):



HIGHLIGHTS:















Previous Versions (there's a reason this thread is 400+ pages; we have been testing for a while)
Spoiler




And I try to broadcast games on twitchtv:

http://www.twitch.tv/matt10l

As does jct32:

www.twitch.tv/jct32_os

And Huskies v 3:

www.twitch.tv/huskies48

You can also click on the following link to see past broadcasted games.

http://www.twitch.tv/matt10l/videos?...ast_broadcasts

And for stats to post feedback, go here:

http://dynasties.operationsports.com...1&sport=ncaafb
Attached Files
File Type: zip PS3.zip (2.65 MB, 130 views)
File Type: zip spreadsheets.zip (22.1 KB, 96 views)


Last edited by Matt10; 01-28-2015 at 08:43 AM.
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Old 07-08-2013, 07:37 PM   #2
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Re: NCAA 14 - OS Community + Playmakers Split Sliders

Gonna try these out after I'm done stuffing my face. Hopefully there will be dancing in the streets!
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Old 07-08-2013, 07:38 PM   #3
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Re: NCAA 14 - OS Community + Playmakers Split Sliders

Do you not fear it will be TOO easy? Never tried varsity so do not know. Just curious.
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Old 07-08-2013, 07:39 PM   #4
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Re: NCAA 14 - OS Community + Playmakers Split Sliders

I had a feeling that split sliders were going to be the way to go, but i hadnt had.much time to test yet. I did get about a half in with what you suggested in your other thread, but i see these are a tad different. I loved the way they felt for sure, so im sure these will be great. Cant wait to try them out!
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Old 07-08-2013, 07:44 PM   #5
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Re: NCAA 14 - OS Community + Playmakers Split Sliders

Quote:
Originally Posted by TheBleedingRed21
Do you not fear it will be TOO easy? Never tried varsity so do not know. Just curious.
I've used Varsity sliders in the past, and they can be quite realistic when set up right...and the game plays right. lol
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Old 07-08-2013, 07:46 PM   #6
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Re: NCAA 14 - OS Community + Playmakers Split Sliders

Inputting now. Got any penalty sliders?
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Old 07-08-2013, 07:53 PM   #7
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Re: NCAA 14 - OS Community + Playmakers Split Sliders

Quote:
Originally Posted by TheBleedingRed21
Do you not fear it will be TOO easy? Never tried varsity so do not know. Just curious.
You would think but no the case. Varsity was hard as hell last year. There were some good sliders that removed the bd glitch for the most part. Problem was when u flipped it over. It was way to easy to play d. I solved this by playing as a oc only. When I took a head job I switched to matts. This year we can split them so not a issue.
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Old 07-08-2013, 07:56 PM   #8
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Re: NCAA 14 - OS Community + Playmakers Split Sliders

I ended up grabbing Playmakers 14 sliders and mixing your Heisman set in on my own (wasn't to far off from the slider set you just posted) and i got a good game in. It was Virginia(me) vs. V-Tech and I lost 19-21 I didn't record stats but the game felt good. What I do remember is both teams having about 3-4 sacks, around 1-2 Int's, and i caused V-Tech to fumble once. I'll probably be able to squeeze another game or two before calling it a night hopefully this is the start of something good...
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