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.
Player speed parity scale
Collapse
Recommended Videos
Collapse
X
-
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.Tags: None -
Re: 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.
What sliders do you currently use -
Re: 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.Comment
-
Re: Player speed parity scale
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 95Comment
-
Re: Player speed parity scale
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
-
Re: Player speed parity scale
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 theseComment
-
Re: Player speed parity scale
Originally posted by Lakers 24 7Does this slow the game down a lot?Comment
-
Re: 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.
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$.
I play on All American and from my perspective that is just as tough as Heisman.Comment
-
Re: Player speed parity scale
So basically EA doesn't know how to calibrate the motion on its own game.
I am going to give this a try because right now I am ready to quit this game.
The reason is because what is the point of trying to make the playoffs if the CPU is virtually unstoppable for large stretches of the game.
I played the Miami FSU game in my dynasty and could not stop FSU at all. My DB's would drop back in zone and still get burned by deep passes. I would think that increasing the speed parity would stop that but I think you are on to something. They don't have the game calibrated right in the first place.
Reducing the PSPS might be the answer because I am not insane enough to think that the sliders are going to all work in a perfect rhythm anyways. I discovered that playing the NHL series. The sliders don't work in numerical rhythm like we all think.
25 might be the zero point where everything works in perfect order. I am willing to try it. Otherwise I have wasted 70$.
I play on All American and from my perspective that is just as tough as Heisman.Comment
-
Re: Player speed parity scale
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
How is the QB play with the accuracy at 8?Comment
-
Re: Player speed parity scale
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
-
Re: Player speed parity scale
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
-
Re: Player speed parity scale
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
-
Comment
Comment