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Originally Posted by firktaf |
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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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My theory is setting sliders at 0 or 100 is more harmful than helpful. In all honesty, I feel the only slider that doesn't work is cpu QB acc. I believe that it is reversed or hum cpu acc works for both sides. Here are some of my findings (AA).
Pass accuracy(HUM 35). I have to be a little more careful on out routes (less zip) but I can still throw deep. Still have zip on underneath routes. Will misfire a few times which is good. Can definitely tell the difference between a scrub and a star. Most noticeable is the ability to lead pass with better Qb's.
Pass accuracy(CPU 65). Human accuracy is either controlling this or it's backwards. Nonetheless cpu QB's perform similarly to the hum QB.
From what I can tell everything else works fine. But, you have to make adjustments based on what each sliders effects have on one another. This is where I feel most people get things messed up. For instance, if you have your defensive awr cranked up high the cpu won't be able to run the ball. The defense reacts to quickly. However, to be anywhere near receivers the awr needs to be adjusted.
Here are more of the results I'm having.
CPU rbk and rba 90 and 75- I can tell the difference. Especially on outside runs. I keep hum at default. Moving either up 5 points makes the running game too easy.
WR catch- Both at 25. more drops. High passes go through hands and, best of all, balls are jarred loose on contact more frequently. Occasional weird animation where mainly fullbacks in the flats won't even raise their hands.
Pass block (hum 40) (cpu 30). I had the cpu pass block at 25 but got too many sacks. I sacked Colt McCoy 9 times with Oklahoma. By controlling the MLB or whomever has the short middle zone the QB will look elsewhere sometimes holding on to the ball too long resulting in sacks. I get coverage sacks, blitz sacks, stunts, manual swim and power moves. I don't see a problem at all.
Defensive AWR- (hum 70) (cpu 75). This gets defenders closer to the ball. Works great for pass defense for both hum and cpu. With knockdowns at 75 and interceptions at 10(hum) 25(cpu). I rarely user pick, I mostly user swat. May be a little too strong in stopping the run(hum) but, lowering the tackling ability and block shedding helps.