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Player speed parity scale

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  • PsychedelicTrip
    Rookie
    • Jul 2024
    • 33

    #1

    Player speed parity scale

    I've been experimenting with this slider. I've currently got it set at 25 with the Heisman sliders I'm using and it's like playing a brand new game. The animations and player movements are way better. After multiple games I haven't seen anymore bad pursuit angles. Defensive players react and attack to the ball. I might try going lower, to see how the game plays at 20, but right now 25 is absolutely amazing. I can share the sliders I'm using if anyone wants to try them out.

    From my perspective PSPS affects all the other sliders in game. CPU QB will scramble, he'll throw bad passes, he'll throw balls out of bounds, Wrs will drop passes without contact, etc. Nothing egregious, the gameplay feels natural. Hard to explain. Experience it for yourself.
  • CLORPIOUS
    Rookie
    • May 2020
    • 202

    #2
    Re: Player speed parity scale

    Originally posted by PsychedelicTrip
    I've been experimenting with this slider. I've currently got it set at 25 with the Heisman sliders I'm using and it's like playing a brand new game. The animations and player movements are way better. After multiple games I haven't seen anymore bad pursuit angles. Defensive players react and attack to the ball. I might try going lower, to see how the game plays at 20, but right now 25 is absolutely amazing. I can share the sliders I'm using if anyone wants to try them out.

    From my perspective PSPS affects all the other sliders in game. CPU QB will scramble, he'll throw bad passes, he'll throw balls out of bounds, Wrs will drop passes without contact, etc. Nothing egregious, the gameplay feels natural. Hard to explain. Experience it for yourself.

    What sliders do you currently use

    Comment

    • jdb7623
      Rookie
      • Jun 2003
      • 171

      #3
      Re: Player speed parity scale

      Originally posted by PsychedelicTrip
      I've been experimenting with this slider. I've currently got it set at 25 with the Heisman sliders I'm using and it's like playing a brand new game. The animations and player movements are way better. After multiple games I haven't seen anymore bad pursuit angles. Defensive players react and attack to the ball. I might try going lower, to see how the game plays at 20, but right now 25 is absolutely amazing. I can share the sliders I'm using if anyone wants to try them out.

      From my perspective PSPS affects all the other sliders in game. CPU QB will scramble, he'll throw bad passes, he'll throw balls out of bounds, Wrs will drop passes without contact, etc. Nothing egregious, the gameplay feels natural. Hard to explain. Experience it for yourself.
      I use 25 as well. I play on varsity and only just call plays for defense. I agree it unlocks alot of gameplay. For me there are certain plays on offense that just never work because the defense was too fast to the edge. Things like outside zone runs would never work. The return game plays alot better, much more dynamic. QB Scrambling is also big and just QB run game in particular. Basically, it makes players playing in space exciting like it should be as in real life. Without it, you have Defensive lineman running everything down

      Comment

      • PsychedelicTrip
        Rookie
        • Jul 2024
        • 33

        #4
        Re: Player speed parity scale

        Originally posted by CLORPIOUS
        What sliders do you currently use
        This a rendition of Matt10's sliders so shout out to him.

        Heisman
        15 sec playclock
        Injuries 35
        Fatigue 50
        Speed scale 25

        User/cpu are the same
        QB Acc 45
        Pass block 50
        Wr catch 45
        Run block 50
        Ball security 50
        Reaction time 52
        Interceptions 35
        Pass coverage 50
        Tackling 54
        Fg power 52
        Fg acc 45
        Punt power 50
        Punt acc 50
        Kickoff power 50


        Penalties, all set to on

        Offsides 75
        False start 95
        Off holding 55
        Facemask 95
        Illegal block in back 75
        Rough passer 50
        DPI 95

        Comment

        • scrouch
          Rookie
          • Oct 2004
          • 64

          #5
          Re: Player speed parity scale

          Do you use any sliders on varsity or just change the speed parity?

          Comment

          • PsychedelicTrip
            Rookie
            • Jul 2024
            • 33

            #6
            Re: Player speed parity scale

            Originally posted by scrouch
            Do you use any sliders on varsity or just change the speed parity?
            I haven't played anything but All American and Heisman, haven't tried speed scale at 25 on All American. 90% of my games have been on Heisman and I think that's where I'll be staying.

            You can try it on Varsity, just lower the scale to 25.

            Comment

            • jdb7623
              Rookie
              • Jun 2003
              • 171

              #7
              Re: Player speed parity scale

              Originally posted by scrouch
              Do you use any sliders on varsity or just change the speed parity?
              Same for CPU and Human

              QB - 8
              Pass block - 32
              WR - 40
              Run Block - 55
              Fumbles - 22
              Reaction time - 95
              Int - 38
              Pass Cov - 95
              Tackling - 35

              FG power - 25
              FG Acc - 30
              Punt power - 60
              Punt Acc - 100
              Kickoff - 75

              Injuries - 55
              Fatigue - 74
              Speed Threshold - 25

              12 min quarter, 12 sec accelerated clock

              Penalties
              Offside 70
              False Start 85
              Holding 53
              Face mask 85
              DPI 99
              Block in the back 55

              I'm still experimenting with FGs not sure the power slider even works. On short FGs from a hash with a sharp angle I've seen the CPU miss alot of those but at the same time they are hitting a high percentage Tage of 50+ yard FGs.

              Penalties are lower than the average. Be careful with holding. If you raise it they call holding on a high percentage of outside runs. To the point that those plays are not even worth calling. If you want more Penalties I recommend increasing false starts and offsides. You'll still get the occasional holding 1 or 2 a game, but it's not stupid high.

              Run block was also an interesting one. I noticed outside zone getting stuffed everytime when I had it too low. I went into practice mode and played with it until outside zone would work. It also is not making inside zone overpowered but if you play a light box it goes as expected.

              I'm having a blast with these

              Comment

              • jdb7623
                Rookie
                • Jun 2003
                • 171

                #8
                Re: Player speed parity scale

                Originally posted by Lakers 24 7
                Does this slow the game down a lot?
                No. The speed threshold just increases the difference between say a 90 speed WR and a 60 speed DT. If you increase the threshold there's not as much difference in speed.

                Comment

                • HeadCoach2.0
                  Pro
                  • Jan 2023
                  • 712

                  #9
                  Re: Player speed parity scale

                  Originally posted by PsychedelicTrip
                  I've been experimenting with this slider. I've currently got it set at 25 with the Heisman sliders I'm using and it's like playing a brand new game. The animations and player movements are way better. After multiple games I haven't seen anymore bad pursuit angles. Defensive players react and attack to the ball. I might try going lower, to see how the game plays at 20, but right now 25 is absolutely amazing. I can share the sliders I'm using if anyone wants to try them out.

                  From my perspective PSPS affects all the other sliders in game. CPU QB will scramble, he'll throw bad passes, he'll throw balls out of bounds, Wrs will drop passes without contact, etc. Nothing egregious, the gameplay feels natural. Hard to explain. Experience it for yourself.
                  So basically EA doesn't know how to calibrate the motion on its own game.

                  I am going to give this a try because right now I am ready to quit this game.
                  The reason is because what is the point of trying to make the playoffs if the CPU is virtually unstoppable for large stretches of the game.

                  I played the Miami FSU game in my dynasty and could not stop FSU at all. My DB's would drop back in zone and still get burned by deep passes. I would think that increasing the speed parity would stop that but I think you are on to something. They don't have the game calibrated right in the first place.

                  Reducing the PSPS might be the answer because I am not insane enough to think that the sliders are going to all work in a perfect rhythm anyways. I discovered that playing the NHL series. The sliders don't work in numerical rhythm like we all think.

                  25 might be the zero point where everything works in perfect order. I am willing to try it. Otherwise I have wasted 70$.

                  I play on All American and from my perspective that is just as tough as Heisman.

                  Comment

                  • jdb7623
                    Rookie
                    • Jun 2003
                    • 171

                    #10
                    Re: Player speed parity scale

                    Originally posted by HeadCoach2.0
                    So basically EA doesn't know how to calibrate the motion on its own game.

                    I am going to give this a try because right now I am ready to quit this game.
                    The reason is because what is the point of trying to make the playoffs if the CPU is virtually unstoppable for large stretches of the game.

                    I played the Miami FSU game in my dynasty and could not stop FSU at all. My DB's would drop back in zone and still get burned by deep passes. I would think that increasing the speed parity would stop that but I think you are on to something. They don't have the game calibrated right in the first place.

                    Reducing the PSPS might be the answer because I am not insane enough to think that the sliders are going to all work in a perfect rhythm anyways. I discovered that playing the NHL series. The sliders don't work in numerical rhythm like we all think.

                    25 might be the zero point where everything works in perfect order. I am willing to try it. Otherwise I have wasted 70$.

                    I play on All American and from my perspective that is just as tough as Heisman.
                    I thought the passing game on AA and Heisman was just too overpowered. Varsity allowed for defense

                    Comment

                    • HeadCoach2.0
                      Pro
                      • Jan 2023
                      • 712

                      #11
                      Re: Player speed parity scale

                      Originally posted by jdb7623
                      Same for CPU and Human

                      QB - 8
                      Pass block - 32
                      WR - 40
                      Run Block - 55
                      Fumbles - 22
                      Reaction time - 95
                      Int - 38
                      Pass Cov - 95
                      Tackling - 35

                      FG power - 25
                      FG Acc - 30
                      Punt power - 60
                      Punt Acc - 100
                      Kickoff - 75

                      Injuries - 55
                      Fatigue - 74
                      Speed Threshold - 25

                      12 min quarter, 12 sec accelerated clock

                      Penalties
                      Offside 70
                      False Start 85
                      Holding 53
                      Face mask 85
                      DPI 99
                      Block in the back 55

                      I'm still experimenting with FGs not sure the power slider even works. On short FGs from a hash with a sharp angle I've seen the CPU miss alot of those but at the same time they are hitting a high percentage Tage of 50+ yard FGs.

                      Penalties are lower than the average. Be careful with holding. If you raise it they call holding on a high percentage of outside runs. To the point that those plays are not even worth calling. If you want more Penalties I recommend increasing false starts and offsides. You'll still get the occasional holding 1 or 2 a game, but it's not stupid high.

                      Run block was also an interesting one. I noticed outside zone getting stuffed everytime when I had it too low. I went into practice mode and played with it until outside zone would work. It also is not making inside zone overpowered but if you play a light box it goes as expected.

                      I'm having a blast with these
                      I want to use these to see if they work.

                      How is the QB play with the accuracy at 8?

                      Comment

                      • jdb7623
                        Rookie
                        • Jun 2003
                        • 171

                        #12
                        Re: Player speed parity scale

                        Originally posted by HeadCoach2.0
                        I want to use these to see if they work.

                        How is the QB play with the accuracy at 8?
                        It's great. You get inaccuracy. Lower rated QBs will struggle more against good defenses and on the road. You get variability. A good example with my Rice QB who is an 80 overall Junior.

                        I played SMU at home, rivalry game. SMU is a better team for sure. It turned into a shootout. He threw for 400+ and we won in overtime 40-37. The SMU QB also had a great game, he was an 88 overall.

                        Then we played a slightly lower rated UH team on the road. Another rivalry game. Nothing worked, they shut us down. I think he threw for around 200 and had a pick. We lost 17-3. UH QB had about 270.

                        I've seen good QBs struggle and mediocre QBs have great games. The variability game to game is great.

                        Comment

                        • HeadCoach2.0
                          Pro
                          • Jan 2023
                          • 712

                          #13
                          Re: Player speed parity scale

                          Originally posted by jdb7623
                          It's great. You get inaccuracy. Lower rated QBs will struggle more against good defenses and on the road. You get variability. A good example with my Rice QB who is an 80 overall Junior.

                          I played SMU at home, rivalry game. SMU is a better team for sure. It turned into a shootout. He threw for 400+ and we won in overtime 40-37. The SMU QB also had a great game, he was an 88 overall.

                          Then we played a slightly lower rated UH team on the road. Another rivalry game. Nothing worked, they shut us down. I think he threw for around 200 and had a pick. We lost 17-3. UH QB had about 270.

                          I've seen good QBs struggle and mediocre QBs have great games. The variability game to game is great.

                          That might be the solution to the QB problem. I can deal with good CPU play but even the best QB has to adjust to coverage.

                          Increasing the pass coverage to 95 should help. I am willing to give this a try.

                          Tighter coverage and less accuracy should stop the overpowering pass game.

                          As long as my DB's are reacting to the WR movements then I am all for it. They take bad angles and then react too slow. 95 reaction time also seems like a good idea as well.

                          Comment

                          • jdb7623
                            Rookie
                            • Jun 2003
                            • 171

                            #14
                            Re: Player speed parity scale

                            Originally posted by HeadCoach2.0
                            That might be the solution to the QB problem. I can deal with good CPU play but even the best QB has to adjust to coverage.

                            Increasing the pass coverage to 95 should help. I am willing to give this a try.

                            Tighter coverage and less accuracy should stop the overpowering pass game.

                            As long as my DB's are reacting to the WR movements then I am all for it. They take bad angles and then react too slow. 95 reaction time also seems like a good idea as well.
                            Let me know how it works for you.

                            Comment

                            • HeadCoach2.0
                              Pro
                              • Jan 2023
                              • 712

                              #15
                              Re: Player speed parity scale

                              Originally posted by jdb7623
                              Let me know how it works for you.
                              No problem. Will do.

                              Comment

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