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  • Mizzou24
    MVP
    • Aug 2002
    • 2978

    #1

    Mizzou24s varsity cpu vs cpu sliders

    Settings
    Varsity
    Coach xp slowest or slower
    11 min quarters
    15 accel clock
    Classic passing
    Ball hawk off
    Heat seaker off

    Updated 8/11 version 1.2
    Gameplay same for player and cpu
    QB accuracy: 35
    Pass blocking: 100
    WR catching: 100
    Run blocking: 100
    Fumbles: 100
    Pass defense reaction: 100
    Interceptions: 38
    Pass coverage: 100
    Tackling: 35

    Special teams
    Fg power: 45
    Fg accuracy: 35
    Punt power: 100
    Punt accuracy: 65
    Kick off power: 100

    Injuries: 35
    Fatigue: 70
    Speed threshold: 35


    Penalties
    Offside: 70
    False start: 70
    Holding:50
    Face mask: 35
    Dpi: 25
    Illegal block in the back: 50
    Roughing the passer: 50
    Intentional grounding off
    Roughing and running into kicker off

    Auto subs
    Qb in: 1
    Qb out: 0
    HB in: 80
    HB out: 70
    WR in: 80
    WR out: 70
    Fb in: 80
    Fb out: 70
    OL in: 80
    OL out: 40

    Dt in: 80
    Dt out: 60
    De in: 80
    De out: 60
    Lb in: 80
    Lb out: 40
    CB In: 1
    Cb out: 0
    S in: 1
    S out: 0
    Last edited by Mizzou24; 08-12-2024, 06:42 PM.
    Mizzou Tigers
    Stl Cardinals
  • RealityCalls84
    Rookie
    • Jun 2012
    • 26

    #2
    Re: Mizzou24s varsity cpu vs cpu sliders

    Can't wait to try these! They look good. Thanks for taking the time testing and sharing them with us

    Comment

    • jdb7623
      Rookie
      • Jun 2003
      • 171

      #3
      Re: Mizzou24s varsity cpu vs cpu sliders

      I'm going to give these a go. Couple questions. What is your wear and tear setting?

      Do you have any game stats to share?

      Comment

      • Mizzou24
        MVP
        • Aug 2002
        • 2978

        #4
        Re: Mizzou24s varsity cpu vs cpu sliders

        Originally posted by RealityCalls84
        Can't wait to try these! They look good. Thanks for taking the time testing and sharing them with us
        No problem! Hope you enjoy them definitely leave some feedback.
        Mizzou Tigers
        Stl Cardinals

        Comment

        • Mizzou24
          MVP
          • Aug 2002
          • 2978

          #5
          Re: Mizzou24s varsity cpu vs cpu sliders

          Originally posted by jdb7623
          I'm going to give these a go. Couple questions. What is your wear and tear setting?

          Do you have any game stats to share?

          Wear and tear is on. I can pull some stats from some games on my two dynasties later.
          Mizzou Tigers
          Stl Cardinals

          Comment

          • Mizzou24
            MVP
            • Aug 2002
            • 2978

            #6
            Re: Mizzou24s varsity cpu vs cpu sliders

            I’ve added some more explanation on settings so if anyone tests them you guys can give some feedback. The XP settings are still very much in a hard testing phase as I haven’t really found the good spot for them. Main thing is if you do test them don’t account for coach boosts to overalls.
            Mizzou Tigers
            Stl Cardinals

            Comment

            • Mizzou24
              MVP
              • Aug 2002
              • 2978

              #7
              Re: Mizzou24s varsity cpu vs cpu sliders

              Also another quick note I’m seeing and still testing. Playbooks seem to heavily favor the gameplay. You can use the same team and use various different types of playbooks and the teams will play completely different. Even one spread playbook to another can be a completely different experience. It’s really unfortunate the game doesn’t give us the run pass ratios as they had in the past some of these playbooks are heavily geared towards slinging the rock or running and you can’t get any sort of balance.
              Mizzou Tigers
              Stl Cardinals

              Comment

              • jdb7623
                Rookie
                • Jun 2003
                • 171

                #8
                Re: Mizzou24s varsity cpu vs cpu sliders

                I think this set is very close. Here's my feedback...

                1. Pass Block, I raised to 45. 42 seemed a bit too much. I think the other team sacked me 5 times in the first half. 50 was non-existent, lucky to get 2 and relied heavily on blitzing. 42 - 45 seems like the sweet spot

                2. Raised WR Catch to 59. Stole this setting from someone else. Drops in real life range from like 2 to 4 I think. The problem I have with it too low is I think it negates the Spectacular Catch ability. Like, it doesn't ever happen. At 59 I still get 2 to 4 drops per team, I've even had 5 once. But the best WRs with the higher catch ability really shine, so I wanted that.

                3. I might lower tackle to 35. Just a personal preference but I love seeing the Big Slow TEs and RBs breaking tackles and dragging people. That's just a personal preference.

                4. Going to continue monitoring run block but it's very close. 55 - 58 somewhere in that range. Combined with the tackle slider and the Speed Threshold will determine the best combination. Watch the TFL numbers here. If they get too high, your players on D will just dominate end of year awards.

                5. Interceptions. 35 - 38. Monitor your playing style grade for CBs it will show you your team rankings for Int. If it's too high you'll have the same issue with awards.

                5. I think you got the fatigue and auto subs nailed. This was the distribution of carries for both teams...

                Team 1
                RB1 - 12 carries
                RB2 - 12

                Team 2
                RB1 - 13
                RB2 - 13
                RB3 - 4

                Regarding injuries and Wear and Tear, I agree it's broke as designed but I think I found a compromise. 1st off if you turn off Wear and Tear injuries don't occur, like at all. I've set injuries to 100 with wear and tear off and nothing. With Wear and Tear on the Injury setting seems to work. My last game I set injuries to 60. There were about 2-3 minor injuries where guys were gone for a quarter or less, 2 injuries knocking out guys for the game, and 2 multi game injury for 4 weeks with a broken toe and another guy for 4 weeks. 60 might be too high, but it's a starting point.

                The problem with Wear and Tear is the progressive accumulation part in my opinion. I think part is broke. Simulated games seem to impact wear and tear on players much more than played games. So my suggestion is after you play your games, turn wear and tear off and advance a week. It should clear all the progressive wear and tear of opposing teams and then you can turn it back on for your game. The key is to have wear and tear off before you advance to the next week so the effects are cleared. I'm going to test this to make sure. The other thing is that for simulated games, the CPU teams will get injuries regardless of wear and tear off or on.

                Great job on these!

                Comment

                • Mizzou24
                  MVP
                  • Aug 2002
                  • 2978

                  #9
                  Re: Mizzou24s varsity cpu vs cpu sliders

                  Originally posted by jdb7623
                  I think this set is very close. Here's my feedback...

                  1. Pass Block, I raised to 45. 42 seemed a bit too much. I think the other team sacked me 5 times in the first half. 50 was non-existent, lucky to get 2 and relied heavily on blitzing. 42 - 45 seems like the sweet spot

                  2. Raised WR Catch to 59. Stole this setting from someone else. Drops in real life range from like 2 to 4 I think. The problem I have with it too low is I think it negates the Spectacular Catch ability. Like, it doesn't ever happen. At 59 I still get 2 to 4 drops per team, I've even had 5 once. But the best WRs with the higher catch ability really shine, so I wanted that.

                  3. I might lower tackle to 35. Just a personal preference but I love seeing the Big Slow TEs and RBs breaking tackles and dragging people. That's just a personal preference.

                  4. Going to continue monitoring run block but it's very close. 55 - 58 somewhere in that range. Combined with the tackle slider and the Speed Threshold will determine the best combination. Watch the TFL numbers here. If they get too high, your players on D will just dominate end of year awards.

                  5. Interceptions. 35 - 38. Monitor your playing style grade for CBs it will show you your team rankings for Int. If it's too high you'll have the same issue with awards.

                  5. I think you got the fatigue and auto subs nailed. This was the distribution of carries for both teams...

                  Team 1
                  RB1 - 12 carries
                  RB2 - 12

                  Team 2
                  RB1 - 13
                  RB2 - 13
                  RB3 - 4

                  Regarding injuries and Wear and Tear, I agree it's broke as designed but I think I found a compromise. 1st off if you turn off Wear and Tear injuries don't occur, like at all. I've set injuries to 100 with wear and tear off and nothing. With Wear and Tear on the Injury setting seems to work. My last game I set injuries to 60. There were about 2-3 minor injuries where guys were gone for a quarter or less, 2 injuries knocking out guys for the game, and 2 multi game injury for 4 weeks with a broken toe and another guy for 4 weeks. 60 might be too high, but it's a starting point.

                  The problem with Wear and Tear is the progressive accumulation part in my opinion. I think part is broke. Simulated games seem to impact wear and tear on players much more than played games. So my suggestion is after you play your games, turn wear and tear off and advance a week. It should clear all the progressive wear and tear of opposing teams and then you can turn it back on for your game. The key is to have wear and tear off before you advance to the next week so the effects are cleared. I'm going to test this to make sure. The other thing is that for simulated games, the CPU teams will get injuries regardless of wear and tear off or on.

                  Great job on these!
                  Awesome I’ll check out the suggestions and try it out. Thanks for the feedback. The thing I’m nervous about with pass blocking is yes there is sacks but a lot of times it’s just like the guys are stuck on the blockers for days already. It’s really frustrating. I think it has to do more with the cpu QBs not getting rid of the ball more so than the blocking.
                  Mizzou Tigers
                  Stl Cardinals

                  Comment

                  • jdb7623
                    Rookie
                    • Jun 2003
                    • 171

                    #10
                    Re: Mizzou24s varsity cpu vs cpu sliders

                    Originally posted by Mizzou24
                    Awesome I’ll check out the suggestions and try it out. Thanks for the feedback. The thing I’m nervous about with pass blocking is yes there is sacks but a lot of times it’s just like the guys are stuck on the blockers for days already. It’s really frustrating. I think it has to do more with the cpu QBs not getting rid of the ball more so than the blocking.
                    Yes. You're right about pass block. At 50 that's exactly what happened. Try 45, I think it's really close.

                    BTW I tried to see if you coukd reset the wear and tear effects and it doesn't work. Maybe the best thing to do is turn it off before advancing/simming. Or just leave it on. I'm not sure.

                    Comment

                    • Mizzou24
                      MVP
                      • Aug 2002
                      • 2978

                      #11
                      Re: Mizzou24s varsity cpu vs cpu sliders

                      Originally posted by jdb7623
                      Yes. You're right about pass block. At 50 that's exactly what happened. Try 45, I think it's really close.

                      BTW I tried to see if you coukd reset the wear and tear effects and it doesn't work. Maybe the best thing to do is turn it off before advancing/simming. Or just leave it on. I'm not sure.
                      Yeah I’m at a loss with wear and tear I just hope it gets added to the first big patch. And I’m hoping when they fix screens it also causes the QBs to deal with pressure a little better.
                      Mizzou Tigers
                      Stl Cardinals

                      Comment

                      • jdb7623
                        Rookie
                        • Jun 2003
                        • 171

                        #12
                        Re: Mizzou24s varsity cpu vs cpu sliders

                        Originally posted by Mizzou24
                        Yeah I’m at a loss with wear and tear I just hope it gets added to the first big patch. And I’m hoping when they fix screens it also causes the QBs to deal with pressure a little better.
                        What is the deal with screens? I've seen some QBs execute it consistently on RB screens. Other ones just backpedal and get sacked. I'm not sure what's going on. Maybe the Play is not there and they won't throw it away. I don't understand it. Also, the freaking reverses are broke. My team calls a reverse like 2 or 3 times a game and it's either a 5 yard loss or no gain everytime.

                        Comment

                        • Mizzou24
                          MVP
                          • Aug 2002
                          • 2978

                          #13
                          Re: Mizzou24s varsity cpu vs cpu sliders

                          Originally posted by jdb7623
                          What is the deal with screens? I've seen some QBs execute it consistently on RB screens. Other ones just backpedal and get sacked. I'm not sure what's going on. Maybe the Play is not there and they won't throw it away. I don't understand it. Also, the freaking reverses are broke. My team calls a reverse like 2 or 3 times a game and it's either a 5 yard loss or no gain everytime.
                          I think the screens is just certain ones are taking too long to get set up and the qb just keeps dropping til he gets sacked. Certain HB screens are working. And yeah reverses are abysmal along with most of the wr outside runs the cpu logic just isn’t there for them they end up trying to go up the middle lol.
                          Mizzou Tigers
                          Stl Cardinals

                          Comment

                          • Mizzou24
                            MVP
                            • Aug 2002
                            • 2978

                            #14
                            Re: Mizzou24s varsity cpu vs cpu sliders

                            Just finished up a test dynasty game LSU vs USC

                            38-20 LSU

                            Total of 117 plays

                            LSU 423 yards offense
                            191 rushing
                            232 passing 80% completion rate

                            USC
                            409 yards
                            68 rushing
                            341 passing at a 63% completion rate

                            USC thew two interceptions
                            1 sack the whole game by LSU

                            Overall pretty solid game I still feel with the hurry up offense a lot of times there’s too many plays for the sim engine however this one was about spot on so I don’t think I’m going to lower the accel clock.

                            I’m going to start testing some of the suggestions as well to see if we can find slightly more optimized settings.
                            Mizzou Tigers
                            Stl Cardinals

                            Comment

                            • RealityCalls84
                              Rookie
                              • Jun 2012
                              • 26

                              #15
                              Re: Mizzou24s varsity cpu vs cpu sliders

                              Good news: my HB ran for 105 yards on 21 attempts
                              Bad news: my QB got sacked 8 times by 6 different defenders and "ran" for -49 yards with those sacks, so the running game isn't viable
                              Even worse news: this was UNC against FCSSE

                              I'm having a really hard time taking sacks. No matter what team I use or whose sliders, just sack after sack after sack. We only got to their QB once. I don't get it??

                              Comment

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