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The sliders that are reversed are:

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Old 07-16-2008, 06:04 AM   #91 (permalink)
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Re: The sliders that are reversed are:

Quote:
Originally Posted by erivera7
I viewed the videos man. Just wondering, were any of the defensive plays you called blitz packages? Or just regular defense. I agree, the pressure looks better. Not entirely fixed as you said, but its an improvement at least.
Last one was a blitz the, the first two weren't as I was testing what kind of rush I might get with just the front four.

It definitely isn't a fix but I do feel like something is up. The main thing though is that the super accurate QB needs to be fixed since the slider screws up the throw power and the cheese they have going on around the line this year needs to be corrected.
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Old 07-16-2008, 06:24 AM   #92 (permalink)
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Re: The sliders that are reversed are:

Quote:
Originally Posted by bad_philanthropy
I hope we can get some word from the EA guys about sliders.
LOL good luck. The game is out, the hype is over. They have never heard of the word support.
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Old 07-16-2008, 06:33 AM   #93 (permalink)
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Re: The sliders that are reversed are:

Quote:
Originally Posted by dbrandon
LOL good luck. The game is out, the hype is over. They have never heard of the word support.
Actually Adam has been quite the opposite, and has been extremely supportive.

Back on topic, I think I am going to try these on varsity since I'm having no luck now against Minnesota, QB is 10-10 so far in the 1st quarter, and not even one pressure. So confusing how I had suck luck in two games (playing SMU of all teams) and none with a team with a decent DL.
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Old 07-16-2008, 07:09 AM   #94 (permalink)
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Re: The sliders that are reversed are:

I'm not sure if you've guys noticed this, but the hot/cold indicators have a major effect on gameplay.

From what i've seen, when ur hot (esp. QB) your unstoppable, every pass is on the money.

When the cpu is cold, they go 4/17 with 2 ints.

It varies game to game. I have a feelin that the hot/cold levels are too much effect on the game.

Its either Robo QB, or Can't hit the water outa a boat QB.

Same with other positions. They either suck major or a Jesus in cleats.
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Old 07-16-2008, 08:10 AM   #95 (permalink)
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Re: The sliders that are reversed are:

Damn EA,I'm just gonna set my sliders all at 20 but leave the sp teams at 50,usually when you set them all at 0,it'll go to the players ability,well,in past games anyway.
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Old 07-16-2008, 08:50 AM   #96 (permalink)
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Re: The sliders that are reversed are:

Ok guys, I have good news. I've spent a decent amount of time investigating all of the sliders. Now, I probably haven't spent as much time investigating as some of you would but I'm certain that what I've found is accurate. So, I went back to Heisman and was playing San Jose St. @ Wyoming(Me). I went with two bad teams so that a 100 would look unnatural and unusual while a 0 would look downright hideous(and it definitely did, lol). Anyway, here are the results:

Defense
The defense sliders work great and work accurately for the user vs. the CPU! I put the knockdowns down to 0 and had interceptions at 100 and, while purposefully throwing into double or triple coverage, on 3 straight possessions were 3 straight interceptions. When I put knockdowns at 100 and interceptions at 0, I saw no interceptions and one time all 3 defenders were up in the air trying to knock it down. It was like this for pretty much everything. However, break block obviously needs to have a bigger extreme to it but, there is a decently noticeable difference between 100 and 0. It's definitely not effective enough as I haven't gotten a single sack but, my pressure did improve.

Special Teams
The special teams sliders are okay and are pretty much on par with every other EA Football title in terms of effectiveness. With a 0 for kickoff power, the San Jose St. kicker(with a kick power of 90) kicked the ball to my 10 and with it at 100, he kicked it about 4 yards deep into the endzone. There may have been wind though since I thought that kicks were going shorter than the 10 yard line with the power at 50. I don't remember if there was wind though. My Wyoming kicker(84 kick power) kicked it down to the 17 with a 0 rating.

Offense
Now, with my research into this(obviously other people have their own theories), I have seen that User QB Awareness and User RB Ability definitely affect both the User and CPU teams. I also noticed that the User Pass Blocking and User Run Blocking didn't seem to make any noticeable changes for either the User or CPU. If there was some, they seemed minute at best to me. As mentioned earlier, I also noticed that the User WR Catching was definitely working for the User but, I was unable to tell if it was affecting the CPU. Lastly, I tested all of the categories for the CPU side a lot and probably spent more time on it than any of the other sections and I have concluded that they are completely ineffective. So, with 4 out of 5 and possibly 5 out 5 categories matching in effectiveness for the User and CPU, I believe that there is bug making all of the User Offense sliders apply to both the User and CPU.

It's simple, logical, and my experiences also agree with it.

What do you guys think?
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Old 07-16-2008, 09:07 AM   #97 (permalink)
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Re: The sliders that are reversed are:

Quote:
Originally Posted by dbrandon
LOL good luck. The game is out, the hype is over. They have never heard of the word support.
I thought you returned your game
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Old 07-16-2008, 09:14 AM   #98 (permalink)
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Re: The sliders that are reversed are:

Alright, I went into Madden '07 on the PS3 and raised cpu QB accuracy which in turn effects PL for human in NCAA '09. I then went to last year's NBA Live and changed human shooting fouls which in turn effects Madden '08's RBA for cpu which then in turn effects sound fx for NCAA '09 which is really PB for human in NCAA '08 which is really defensive awareness for cpu in '09.

Whew! Slider edits are going to be a pain this year


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Old 07-16-2008, 09:43 AM   #99 (permalink)
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Re: The sliders that are reversed are:

Whatever...I don't think the sliders are reversed at all. I've played 3 games so far and have not seen anything out of the ordinary, and have posted pretty good stats on 8 min Qtrs using Auburn Alum's sliders as a base on AA.

Me, ECU, got blown out in my first game vs VT 45-17. I thought after that game, that penalties were broken since I committed quite a few and VT did not commit one single penalty.

However, my next game against WV, which was the single best college football game I ever played, saw WV rack up 6 penalties for 65 yards...ranging from clipping, holdings, and false starts to facemasking. I beat WV 25-18, and picked off Pat White 3 times.

I then proceeded to lay the wood on NC State picking them off 5 times and returning one for six.

Against VT I never registered a sack or turnover, but turned over the ball myself 4 times. But against WV and NC State my defense really showed up. I got to Pat White 3 or 4 times, and to NC State's QB 5 or 6 times...once forcing a fumble.

The ONLY issue I had w/ these 3 games I played would be in the running game...VT got over a 100 yards and WV was close, but the CPU AI struggles to run the ball w/ run block boosted like it is in Auburn Alum's sliders (to 90).

Virginia Tech's QB was deadly accurate, and his accuracy on top of my turnovers was the reason I lost.

Pat White incompleted 7 or 8 passes...3 of which were INTs.

But NC State's QB was awful throwing 15 incomplete passes...5 of which were INTs.

I'm sorry but I would have to say that the people complaining about the CPU QB accuracy and "lack of a pass rush" for human controlled teams must suck or not know how to playcall a defense. In 3 games played I saw 8-9 sacks, and 8 INTs...And the CPU QBs combined to maybe complete 50% of their passes.

This game is awesome, and anyone on here who knows of my posts knows I am not an EA fanboy at all.
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Old 07-16-2008, 09:45 AM   #100 (permalink)
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Re: The sliders that are reversed are:

Wow. I dunno about sliders being reversed or anything, but I think I have the golden copy of NCAA because I think the CPU has almost no offense.

I do know that I played on AA and lowerd both CPU and HUM accuracy as well as catch INT and raised KD. And I'll be damned is the CPU doesn't throw a ton of erratic passes. So does human.

I do howerver see a problem with the CPU running game. But early on it seems to me that these sliders do work fine. I was actually shocked after hearing about all these 28-32 games by the CPU and I'm seeing 13-25 games.

I also am having no problems getting pressure. I played as AA's boys and whupped up on ND 31-3 last night on AA. We had 6 sacks, 2INT's. Blackmon had 12 tackles, and a Dline man had 9 tackles and 2 sacks. I have no worries that this game can play a more defensive style if wanted.

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